Picture display method and apparatus based on virtual environment, device, and medium

By displaying a negative correlation between the fluctuation of voiceprints and health points in a virtual environment, the problem of low efficiency in obtaining information about enemy virtual characters is solved, enabling users to perceive the health status of enemy virtual characters in advance and improving the timeliness of response strategies.

WO2025241740A1PCT designated stage Publication Date: 2025-11-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/087458
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-24
Filing Date
2025-04-07
Publication Date
2025-11-27

AI Technical Summary

Technical Problem

In existing technologies, the efficiency of users obtaining information about enemy virtual characters is low, and the information of enemy virtual characters is only displayed when the camera model captures the enemy virtual character.

Method used

By displaying the voiceprint corresponding to the second virtual character in the virtual environment, the fluctuation degree of the voiceprint is negatively correlated with the health value of the second virtual character, providing health value status information of the second virtual character. Users can perceive the current health value status through the fluctuation degree of the voiceprint.

Benefits of technology

This improves the efficiency of users obtaining information about the enemy's virtual character's health status, allowing users to take countermeasures in advance without having to wait for the enemy virtual character to enter their field of vision before making a hasty response.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A picture display method and apparatus based on a virtual environment, a device, and a medium, relating to the field of human-computer interaction. The method is executed by a computer device, a client is installed on the computer device, and a first account for controlling a first virtual character (101) is logged into the client. The method comprises: displaying a virtual environment picture (100), wherein the virtual environment picture (100) is used for displaying a virtual environment where the first virtual character (101) is located; controlling the first virtual character (101) to move in the virtual environment; and in response to a second virtual character (104) being present around the first virtual character (101), displaying a voiceprint corresponding to the second virtual character (104), wherein the fluctuation degree of the voiceprint has a negative correlation with the life value of the second virtual character (104).
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Description

Picture display method, device and equipment based on virtual environment and medium

[0001] The present application claims priority to the Chinese patent application No. 202410658365.7, filed on May 24, 2024, and entitled "Picture display method, device and equipment based on virtual environment and medium", the whole content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] Embodiments of the present application relate to the field of human-computer interaction, and in particular to a picture display method, device and equipment based on virtual environment and medium. BACKGROUND

[0003] In some games, a user needs to control a host virtual character to move in a virtual environment.

[0004] In the related art, a camera model is arranged on the side of the host virtual character, and a terminal interface displays a picture collected by the camera model from the virtual environment. When the camera model captures an enemy virtual character, the terminal interface displays the enemy virtual character and related information of the enemy virtual character, such as the health value, energy value, level, name, etc. of the enemy virtual character.

[0005] However, in the related art, the related information of the enemy virtual character is only displayed when the camera model captures the enemy virtual character, and the efficiency of the user obtaining the related information of the enemy virtual character is low. SUMMARY

[0006] The present application provides a picture display method, device and equipment based on virtual environment and medium, and provides a method for obtaining the health state information of a second virtual character. Based on the displayed voiceprint, the health state information of the second virtual character is additionally provided according to the fluctuation degree of the voiceprint, thereby improving the efficiency of the user obtaining the health state information. The technical solution is as follows:

[0007] According to an aspect of the present application, a picture display method based on a virtual environment is provided, which is executed by a computer device, the computer device is installed with a client, the client is logged in with a first account for controlling a first virtual character, and the method comprises:

[0008] displaying a virtual environment picture, the virtual environment picture being used to show a virtual environment in which the first virtual character is located;

[0009] controlling the first virtual character to move in the virtual environment;

[0010] In response to the existence of the second virtual character around the first virtual character, the voiceprint corresponding to the second virtual character is displayed, and the fluctuation degree of the voiceprint has a negative correlation with the life value of the second virtual character.

[0011] According to another aspect of the present application, a picture display device based on a virtual environment is provided, the device is installed with a client, the client is logged in with a first account, the first account is an account for controlling a first virtual character, and the device comprises:

[0012] A first display module is configured to display a virtual environment picture, and the virtual environment picture is used to show a virtual environment in which the first virtual character is located.

[0013] A first control module is configured to control the first virtual character to move in the virtual environment.

[0014] The first display module is further configured to, in response to the existence of a second virtual character around the first virtual character, display a voiceprint corresponding to the second virtual character, and the fluctuation degree of the voiceprint has a negative correlation with the life value of the second virtual character.

[0015] According to an aspect of the present application, a computer device is provided, and the computer device comprises a processor and a memory, the memory stores a computer program, the computer program is loaded and executed by the processor to implement the picture display method based on a virtual environment as described above.

[0016] According to another aspect of the present application, a computer readable storage medium is provided, and the storage medium stores a computer program, the computer program is loaded and executed by a processor to implement the picture display method based on a virtual environment as described above.

[0017] According to another aspect of the present application, a computer program product or a computer program is provided, the computer program product comprises computer instructions stored in a computer readable storage medium. The processor of the 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 picture display method based on a virtual environment provided in the above aspect.

[0018] The technical scheme provided by the embodiments of the present application has at least the following beneficial effects:

[0019] By displaying the voiceprint corresponding to the second virtual character on the client interface logged in with the first account, and the fluctuation degree of the voiceprint has a negative correlation with the health value of the second virtual character, the application provides a way to obtain the health state information of the second virtual character. Based on the display of the voiceprint, the application also provides the health state information of the second virtual character through the fluctuation degree of the voiceprint, thereby improving the efficiency of the user in obtaining the health state information of the second virtual character. The user can perceive the current health state of the second virtual character through the fluctuation degree of the voiceprint, and then take countermeasures.

[0020] If the second virtual character is an enemy virtual character, the related art only displays the health value of the enemy virtual character when the camera model captures the picture of the enemy virtual character. However, the application prompts the user about the health state of the enemy virtual character through the voiceprint on the interface, that is, the application provides a logic to remotely obtain the information of the enemy virtual character. The user can take countermeasures in advance according to the obtained health state information, without having to rush to respond when the enemy virtual character enters the field of view.

[0021] Illustratively, if the fluctuation degree of the voiceprint is strong, it indicates that the health value of the enemy virtual character is low, and the user can prepare to attack the enemy virtual character first. If the fluctuation degree of the voiceprint is weak, it indicates that the health value of the second virtual character is healthy, and the user can abandon the attack on the enemy virtual character in advance and perform other operations first. BRIEF DESCRIPTION OF DRAWINGS

[0022] FIG. 1 shows a schematic diagram of a picture display process based on a virtual environment according to an example embodiment;

[0023] FIG. 2 shows a schematic diagram of a computer system according to an example embodiment;

[0024] FIG. 3 shows a flowchart of a picture display method based on a virtual environment according to an example embodiment;

[0025] FIG. 4 shows a schematic diagram of a client interface according to an example embodiment;

[0026] FIG. 5 shows a flowchart of an interaction method of a voiceprint control according to an example embodiment;

[0027] FIG. 6 shows a schematic diagram of an interaction method of a voiceprint control according to an example embodiment;

[0028] FIG. 7 shows a flowchart of an interaction method of a voiceprint control according to an example embodiment;

[0029] FIG. 8 shows a schematic diagram of an interaction method of a voiceprint control according to an example embodiment;

[0030] FIG. 9 shows a flow chart of a method of interacting with a voiceprint control according to an example embodiment;

[0031] FIG. 10 shows a schematic diagram of a method of interacting with a voiceprint control according to an example embodiment;

[0032] FIG. 11 shows a flow chart of a method of interacting with a voiceprint control according to an example embodiment;

[0033] FIG. 12 shows a schematic diagram of a method of interacting with a voiceprint control according to an example embodiment;

[0034] FIG. 13 shows a flow chart of a method of interacting with a voiceprint control according to an example embodiment;

[0035] FIG. 14 shows a schematic diagram of a method of interacting with a voiceprint control according to an example embodiment;

[0036] FIG. 15 shows a flow chart of a method of interacting with a voiceprint control according to an example embodiment;

[0037] FIG. 16 shows a schematic diagram of a method of interacting with a voiceprint control according to an example embodiment;

[0038] FIG. 17 shows a flow chart of a method of displaying a picture based on a virtual environment according to another example embodiment;

[0039] FIG. 18 shows a flow chart of a method of displaying a picture based on a virtual environment according to another example embodiment;

[0040] FIG. 19 shows a structural block diagram of a picture display device based on a virtual environment according to an example embodiment;

[0041] FIG. 20 shows a structural block diagram of a computer device according to an example embodiment. DETAILED DESCRIPTION

[0042] First, terms involved in the embodiments of the present application are briefly introduced:

[0043] Virtual environment: a virtual environment displayed on a terminal when a client runs on the terminal. The virtual environment can be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a purely fictional environment.

[0044] Optionally, the virtual environment can provide a battle environment for virtual characters. For example, in a battle royale type game, at least one virtual character has a single round of battle in the virtual environment, the virtual character aims to survive in the virtual environment by avoiding attacks launched by enemy units and dangers existing in the virtual environment (such as a toxic circle, a swamp, etc.), and the life of the virtual character in the virtual environment ends when the virtual character's life value in the virtual environment is zero, and the last surviving virtual character is the winning side.

[0045] Virtual character: refers to a movable object in the virtual environment. The movable object can be a virtual person, a virtual animal, an animation character, etc., such as a person or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional model created based on animation skeleton technology. Each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.

[0046] Compass scale: has a 360-degree direction scale, and includes directions such as east, west, south, and north. On the client interface, the compass scale will display the direction scale within the field of view of the first virtual character, for example, the current orientation of the first virtual character is east 110°, and the field of view of the first virtual character includes an angle range of 120°, then the compass scale will display the direction scale from east 50° to east 170°. At this time, the center of the compass scale displays the direction scale of the current orientation of the first virtual character. In addition, the compass scale supports 360-degree rotation operation, and displays the corresponding direction scale according to the rotation operation.

[0047] FIG. 1 shows a schematic diagram of a virtual environment-based picture display method provided by an example embodiment of the present application. The picture display method shown in FIG. 1 is executed by a client logged in with a first account, and the first account is an account for controlling a first virtual character.

[0048] Part (A) of FIG. 1 shows a virtual environment picture 100 for showing the virtual environment in which a first virtual character 101 is located. The virtual environment picture 100 is a picture of the virtual environment observed from the perspective of the first virtual character 101. The first virtual character 101 is controlled to move in the virtual environment.

[0049] In response to the presence of a second virtual character 104 around the first virtual character 101, a voiceprint corresponding to the second virtual character 104 is displayed. If the remaining life value ratio of the second virtual character 104 is less than a first ratio threshold, a first voiceprint is displayed. If the remaining life value ratio of the second virtual character 104 is less than a first ratio threshold, a second voiceprint is displayed. The fluctuation degree of the first voiceprint is greater than the fluctuation degree of the second voiceprint.

[0050] Optionally, the second virtual character 104 is a virtual character having an antagonistic relationship with the first virtual character 101. Optionally, the second virtual character 104 is in the same camp as the first virtual character 101. It is to be noted that the second virtual character 104 can or can not be within the field of view of the first virtual character 101 (i.e. the case shown in (A) of FIG. 1).

[0051] With reference to (A) of FIG. 1, when the detected remaining life value percentage of the second virtual character 104 in the surrounding is less than a first percentage threshold (e.g. 20%), the first sound track 102 is displayed.

[0052] (A) of FIG. 1 also shows a second sound track 103, which will replace the first sound track 102 if the remaining life value percentage of the second virtual character 104 is not less than the first percentage threshold. As can be seen, the fluctuation degree of the waveform in the sound track pattern of the first sound track 102 is greater than the fluctuation degree of the waveform in the sound track pattern of the second sound track 103. Optionally, the intensity of the shaking special effect of the first sound track 102 is greater than the intensity of the shaking special effect of the second sound track 103.

[0053] In the embodiments of the present application, the user can perceive the remaining life value of the second virtual character through the fluctuation degree of the sound track, and then choose different coping strategies according to the situation of the remaining life value. For example, the second virtual character is a virtual character having an antagonistic relationship with the first virtual character, and the fluctuation degree of the sound track reflects that the second virtual character is in a critical state, so the user can preferentially attack the second virtual character next. For another example, the second virtual character is a virtual character in the same camp as the first virtual character, and the fluctuation degree of the sound track reflects that the second virtual character is in a critical state, so the user can rescue the second virtual character in time.

[0054] In one embodiment, the second virtual character 104 is a virtual character having an antagonistic relationship with the first virtual character 101. In response to the first sound track 102 receiving a clicking operation, the attack target of the first virtual character 101 is locked to the second virtual character 104.

[0055] With reference to (B) of FIG. 1, it shows a picture 110 of the virtual environment observed along a locking direction, and a locking mark 105 (a circular mark) added on the second virtual character 104; wherein the locking direction is the direction of the first virtual character 101 (or a camera model) towards the second virtual character 104, and the locking mark 105 represents that the second virtual character 104 has become the attack target of the first virtual character 101, i.e. the target of the next normal attack and skill release of the first virtual character 101 is the second virtual character 104.

[0056] In this embodiment, the user can lock the enemy virtual character (a virtual character having an antagonistic relationship) by clicking the voiceprint, that is, this embodiment provides an operation mode for quickly locking the enemy. In the related art, the user needs to click the enemy virtual character in the virtual environment to lock the enemy. However, when there are many enemies in the picture, the click operation is difficult to accurately hit the target. In this embodiment, the user only needs to click the voiceprint to lock the enemy virtual character corresponding to the voiceprint, and the operation is simple and not easy to misfire.

[0057] In one embodiment, there is a movement wheel on the virtual environment picture 100, and the movement wheel is used to control the movement of the first virtual character 101. Part (C) of FIG. 1 shows the movement wheel 106. In response to the first voiceprint 102 being dragged to the movement wheel 106, the first virtual character 101 is controlled to automatically follow the second virtual character 104.

[0058] Part (C) of FIG. 1 also shows that a real-time following mark 107 will be shown on the path of the first virtual character 101, and the real-time following mark 107 includes a real-time direction mark and a real-time distance mark. The real-time direction mark is used to indicate the real-time direction of the second virtual character 104 relative to the first virtual character 101 (indicated by an arrow in the figure), and the real-time distance mark is used to indicate the real-time distance between the second virtual character 104 and the first virtual character 101 (for example, 500 m).

[0059] With reference to part (C) of FIG. 1, in the process of the first virtual character 101 automatically following the second virtual character 104, a following icon 108 is added to the first voiceprint 102, and the following icon 108 is used to represent that the second virtual character 104 is in a state of being followed by the first virtual character 101. The following icon 108 in part (C) of FIG. 1 is in the form of a "footprint" pattern. In response to the first voiceprint 102 receiving a click operation, the first virtual character 101 is controlled to stop following the second virtual character 104, and the following icon 108 is removed.

[0060] In this embodiment, the user can drag the voiceprint to the movement wheel to automatically follow the second virtual character by the first virtual character, that is, this embodiment provides a character automatic following operation based on the voiceprint control. The user only needs to drag the voiceprint to the movement wheel, and the operation mode is simple. Moreover, the operation logic of this operation is highly matched with the function achieved, and the cost of learning and memorizing this operation by the user is low.

[0061] FIG. 2 shows a structural block diagram of a computer system provided in an example embodiment of the present application. The computer system 200 includes a first terminal 210, a server 220, a second terminal 230, and other terminals 240.

[0062] The first terminal 210 is installed and runs a client 211 supporting a virtual environment. When the first terminal 210 runs the client 211, a user interface of the client 211 is displayed on a screen of the first terminal 210. The first terminal 210 is a terminal used by a first user 212. A first account is logged on the client 211, and the first account is an account controlling a first virtual role. The first user 212 controls the first virtual role to perform behaviors such as running, jumping, and shooting in the virtual environment by using the first terminal 210. When the first terminal 210 runs the client 211, a user interface of the client 211 is displayed on a screen of the first terminal 210. The client 211 can be any one of a Massively Multiplayer Online Game (MMOG), a battle royale shooting game, a Virtual Reality (VR) application, an Augmented Reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a First-Person Shooting Game (FPS), a Third-Personal Shooting Game (TPS), a Multiplayer Online Battle Arena Games (MOBA), and a Simulation Game (SLG).

[0063] The second terminal 230 is installed and runs a client 231 supporting a virtual environment. When the second terminal 230 runs the client 231, a user interface of the client 231 is displayed on a screen of the second terminal 230. The second terminal 230 is a terminal used by a second user 232. A second account is logged on the client 231, and the second account is an account controlling a second virtual role. The second user 232 controls the second virtual role to perform behaviors such as running, jumping, and shooting in the virtual environment by using the second terminal 230. When the second terminal 230 runs the client 231, a user interface of the client 231 is displayed on a screen of the second terminal 230. The client 231 can be any one of a Massively Multiplayer Online Game (MMOG), a battle royale shooting game, a Virtual Reality (VR) application, an Augmented Reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a First-Person Shooting Game (FPS), a Third-Personal Shooting Game (TPS), a Multiplayer Online Battle Arena Games (MOBA), and a Simulation Game (SLG).

[0064] Optionally, the client installed on the first terminal 210 and the client installed on the second terminal 230 belong to the same operating system platform (Android or IOS) or different operating system platforms.

[0065] Optionally, the first terminal 210 can refer to one of a plurality of terminals, and the second terminal 230 can refer to one of a plurality of terminals. The present embodiment only takes the first terminal 210 and the second terminal 230 as examples. The device type of the first terminal 210 and the device type of the second terminal 230 can be the same or different. Optionally, the device type includes at least one of a smartphone, a wearable device, a smart television, a vehicle terminal, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments take the terminal as an example of a smartphone.

[0066] Those skilled in the art can know that the number of terminals described above can be more or less. For example, the terminal described above can be only one (i.e., the user plays against the artificial intelligence), or the terminal described above is 6 or 8 or more. The number of terminals and the device type are not limited in the embodiments of the present application.

[0067] Only one first terminal 210 and one second terminal 230 are shown in FIG. 2, but there are a plurality of other terminals 240 that can access the server 220 in different embodiments. Optionally, there is also one or more other terminals 240 that are the terminals corresponding to the developers, and the development and editing platform of the client supporting the virtual environment 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 220 through a wired or wireless network. The first terminal 210 and the second terminal 230 can download the client installation package from the server 220 to realize the update of the client.

[0068] The first terminal 210, the second terminal 230, and the other terminal 240 are connected to the server 220 through a wireless network or a wired network.

[0069] The server 220 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 220 is used to provide background services for the client supporting the three-dimensional virtual environment. Optionally, the server 220 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 220 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 220 and the terminal adopt a distributed computing architecture for collaborative computing.

[0070] In an illustrative example, the server 220 includes a processor 222, a user account database 223, a battle service module 224, and a user-oriented input / output interface (I / O interface) 225. The processor 222 is configured to load instructions stored in the server 220 and process data in the user account database 223 and the battle service module 224. The user account database 223 is configured to store data of user accounts used by the first terminal 210, the second terminal 230, and other terminals 240, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas in which the user accounts are located. The battle service module 224 is configured to provide a plurality of battle rooms for users to perform battles. The user-oriented I / O interface 225 is configured to establish communication with the first terminal 210, the second terminal 230, and the other terminals 240 through a wireless network or a wired network and exchange data.

[0071] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by users or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of countries and regions. For example, the virtual character life value state information, distance information, and user operation information involved in the present application are obtained under full authorization.

[0072] In addition, the relevant information processor will follow the principles of legality, legitimacy, and necessity, clearly define the purpose, method, and scope of relevant information processing, obtain the consent of the relevant information subject, and take necessary technical and organizational measures to ensure the security of relevant information.

[0073] FIG. 3 shows a flowchart of a picture display method based on a virtual environment according to an example embodiment of the present application. The method is performed by the client 211 shown in FIG. 2, which is logged in with a first account, and the first account is an account for controlling a first virtual character. The method includes the following steps:

[0074] In step 320, a virtual environment picture is displayed, which is used to show a virtual environment in which the first virtual character is located.

[0075] In the present application, a camera model is arranged in the virtual environment, and the camera model is located at the side of the first virtual role, such as above the head, above the left shoulder, or at the eye position of the first virtual role. The position of the camera model changes with the movement of the first virtual role. The virtual environment is captured by the camera model, and the client will display the picture captured by the camera model, which is the virtual environment picture. In the present application, the virtual environment picture is used to show the virtual environment observed by the first virtual role. That is, the virtual environment picture shows the virtual environment in which the first virtual role is located.

[0076] The first virtual role is a virtual role controlled by the first account. In some role-playing games, the user will identify with the first virtual role, observe the virtual environment from the perspective of the first virtual role, and control the first virtual role to move in the virtual environment. Optionally, the user controls the first virtual role to move in the virtual environment from the first-person perspective or the third-person perspective.

[0077] The first virtual role is a movable object in the virtual environment. The movable object can be a virtual person, a virtual animal, an animation character, etc., such as a person or an animal displayed in a three-dimensional virtual environment. Optionally, the first virtual role is a three-dimensional model created based on animation skeleton technology. The first virtual role has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.

[0078] Referring to FIG. 4, FIG. 4 shows a virtual environment picture 400 and a first virtual role 401. The virtual environment picture 400 shows the virtual environment in which the first virtual role 401 is located.

[0079] Step 340, controlling the first virtual role to move in the virtual environment.

[0080] In some embodiments, the client is installed on a terminal, and the screen of the terminal is a touch screen. The user can perform clicking, touching, dragging, pressing, etc. operations on the controls on the screen of the terminal to control the first virtual role to move in the virtual environment. In other embodiments, the first virtual role is controlled to move in the virtual environment through an external device (such as a handle, a simulated brake, a simulated throttle, etc.) connected to the terminal. In other embodiments, the first virtual role is controlled to move in the virtual environment through somatic operations (such as gestures, eye vision, etc.). In other embodiments, the first virtual role is controlled to move in the virtual environment through a VR (Virtual Reality) / AR (Augmented Reality) device.

[0081] In response to the existence of the second virtual character around the first virtual character, a voiceprint corresponding to the second virtual character is displayed, and a fluctuation degree of the voiceprint has a negative correlation with the life value of the second virtual character.

[0082] In an embodiment, the second virtual character is a non-player character in the game. Optionally, the second virtual character is a virtual character having an antagonistic relationship with the first virtual character. Optionally, the second virtual character is a non-player character in the same camp as the first virtual character. The second virtual character is a movable object in the virtual environment.

[0083] In another embodiment, the second virtual character is a user-controlled virtual character. In this case, the second virtual character is a virtual character controlled by a second account, and the second account is an account of a second user. Optionally, the second virtual character is a virtual character having an antagonistic relationship with the first virtual character. Optionally, the second virtual character is in the same camp as the first virtual character. The second virtual character is a movable object in the virtual environment. The movable object can be a virtual person, a virtual animal, an animation character, etc., such as a person or an animal displayed in a three-dimensional virtual environment. Optionally, the first virtual character is a three-dimensional model created based on animation skeleton technology. The second virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.

[0084] The voiceprint refers to a texture with a certain wave shape, which is roughly similar to the sound wave of a human body. Therefore, it is called a voiceprint. The location of the voiceprint is used to prompt the direction of the second virtual object. In an embodiment, the display position of the voiceprint is below the compass scale. Optionally, the display position of the voiceprint is below the first direction scale in the compass scale, and the first direction indicated by the first direction scale is the direction of the second virtual character relative to the first virtual character.

[0085] In this embodiment, by displaying the voiceprint corresponding to the second virtual character on the client interface logged in with the first account (the first account is an account controlling the first virtual character), and the fluctuation degree of the voiceprint has a negative correlation with the life value of the second virtual character, the application provides a way to obtain the life value state information of the second virtual character. Based on the displayed voiceprint, the application also provides the life value state information of the second virtual character through the fluctuation degree of the voiceprint, thereby improving the efficiency of the user in obtaining the life value state information of the second virtual character. The user can perceive the current life value state of the second virtual character through the fluctuation degree of the voiceprint, and then take countermeasures.

[0086] In one embodiment, the virtual environment interface displays a compass scale, the compass scale displays a plurality of direction scales corresponding to the current field of view of the first virtual character. The center of the compass scale always displays the direction scale corresponding to the current orientation of the first virtual character, and the compass scale supports 360° rotation operation. Referring to FIG. 4, the first voiceprint 402 is displayed below the first direction scale (135°) of the compass scale 404.

[0087] In one embodiment, there is a voiceprint track below the compass scale, the voiceprint track is used to accommodate the display of at least one voiceprint along the annular direction. Optionally, the voiceprint track does not have an explicit track profile, i.e. the interface does not display the upper and lower track lines of the track, and the voiceprint is always aligned with the first direction scale in the implicit voiceprint track. If the first direction (the location of the second virtual character) is not within the direction range contained in the field of view of the first virtual character, at this time, the first direction scale will not be displayed on the compass scale, and the first voiceprint will not be displayed in the voiceprint track. When the first direction reenters the direction range contained in the field of view of the first virtual character, the compass scale will again display the first direction scale, and the voiceprint track will again display the first voiceprint.

[0088] Optionally, for the enemy virtual character having an antagonistic relationship with the first virtual character, the voiceprint of the enemy virtual character will be displayed through the first voiceprint track. For the friendly virtual character in the same camp as the first virtual character, the voiceprint of the friendly virtual character will be displayed through the second voiceprint track. Optionally, the first voiceprint track and the second voiceprint track have different track heights, i.e. the first voiceprint track and the second voiceprint track are located at different display positions on the virtual environment interface.

[0089] Optionally, the voiceprints of the enemy virtual character and the friendly virtual character will be displayed on one voiceprint track at the same time. Optionally, the type of virtual character corresponding to a voiceprint is identified through an enemy-friend identifier. For example, the word "enemy" is added to the upper left corner of the voiceprint to identify that the voiceprint comes from an enemy virtual character. Similarly, the word "friend" is added to the upper left corner of the voiceprint to identify that the voiceprint comes from a friendly virtual character.

[0090] Optionally, the type of virtual character corresponding to a voiceprint is identified through a voiceprint style. For example, the voiceprint line from an enemy virtual character is set as a dashed line, and the voiceprint line from a friendly virtual character is set as a solid line.

[0091] Optionally, the type of virtual character corresponding to a voiceprint is identified through a color. For example, the color of the voiceprint from an enemy virtual character is set as black, and the color of the voiceprint line from a friendly virtual character is set as white.

[0092] Optionally, the voiceprint is an interactive voiceprint control, and in response to the voiceprint control being dragged to a specified region, the voiceprint control is hidden. Illustratively, the specified region includes any position outside the voiceprint track, and in response to the voiceprint control being dragged outside the voiceprint track and released, the voiceprint corresponding to the second virtual character is hidden in the voiceprint track.

[0093] In one embodiment, the voiceprint corresponding to each second virtual character around the first virtual character is displayed. For example, all second virtual characters within a distance threshold from the first virtual character are determined, and then the voiceprint corresponding to each second virtual character is displayed on the interface.

[0094] In another embodiment, the voiceprint corresponding to a second virtual character around the first virtual character that satisfies a certain condition is displayed. Optionally, the voiceprint corresponding to the second virtual character closest to the first virtual character is displayed. For example, all second virtual characters within a distance threshold from the first virtual character are determined, and then the second virtual character closest to the first virtual character is determined, and the voiceprint corresponding to the second virtual character closest to the first virtual character is displayed on the interface.

[0095] Illustratively, the server performs the detection every certain time, and in each detection, all enemy virtual characters in a circular region centered at the first virtual character and with a radius R (distance threshold) are detected, and all enemy virtual characters are sorted according to the distance from the first virtual character from near to far. The server sends the information (such as the health value, character ID, and character coordinates) of the enemy virtual character closest to the first virtual character to the client, and the client displays the voiceprint corresponding to the enemy virtual character closest to the first virtual character.

[0096] When the server cannot detect the enemy virtual character closest to the first virtual character, the server notifies the client that the voiceprint does not need to be displayed, and the client hides the voiceprint.

[0097] The fluctuation degree includes at least one of a static fluctuation degree and a dynamic fluctuation degree. The static fluctuation degree includes the fluctuation degree of the waveform in the voiceprint pattern. For example, if the fluctuation of the waveform in the voiceprint pattern is small, the waveform is relatively flat, which indicates that the second virtual character has more health value. For another example, if the waveform in the voiceprint pattern fluctuates constantly, the difference between the wave crest and the wave trough is large, which indicates that the second virtual character has less health value and is currently in a critical state. In combination with reference to FIG. 4, FIG. 4 shows a first voiceprint 402 with large fluctuation. FIG. 4 also shows a second voiceprint 403 with small fluctuation. In this embodiment, the health state information is prompted by the fluctuation degree of the waveform in the voiceprint pattern (i.e., the static fluctuation degree), and the user can easily know from the living experience (such as an electrocardiogram) that the voiceprint with large fluctuation corresponds to the second virtual character with poor health state, and the voiceprint with small fluctuation corresponds to the second virtual character with good health state.

[0098] The dynamic fluctuation degree includes a jitter effect intensity, and the voiceprint has the jitter effect, which is used to simulate a heart beat perception of the second virtual character. For example, the voiceprint jitters faster, indicating that the second virtual character has less life value and is currently in a critical state; the voiceprint jitters slower or does not jitter, indicating that the second virtual character has more life value and is currently in a healthy state.

[0099] In this embodiment, the heart beat of the second virtual character can be simulated through the jitter effect intensity, and the user will intuitively perceive the life value state of the second virtual character. For example, the more intense the jitter effect, the faster the heart beat of the second virtual character that the user associates with, and thus the worse the life value state of the second virtual character is known; the more moderate the jitter effect, the more moderate the heart beat of the second virtual character that the user associates with, and thus the better the life value state of the second virtual character is known.

[0100] Based on the optional embodiment shown in FIG. 3, step 360 can be replaced by S1 or S2 as follows.

[0101] S1, in response to the existence of the second virtual character around the first virtual character and the remaining life value ratio of the second virtual character being less than a first ratio threshold, a first voiceprint is displayed, and the remaining life value ratio refers to the proportion of the remaining life value to the maximum life value.

[0102] Optionally, the first ratio threshold is a pre-set value, such as 20%. Illustratively, the client determines that the current life value of the second virtual character is one thousand points, and the maximum life value (in a full state) of the second virtual character is ten thousand points, i.e., the remaining life value ratio of the second virtual character is 10% at this time, which is less than 20%. At this time, the client will display the first voiceprint, i.e., the first type of voiceprint.

[0103] Optionally, the first type of voiceprint and the second type of voiceprint are stored in the installation package of the client, and the client selects the corresponding type of voiceprint for display according to the determined comparison result.

[0104] S2, in response to the existence of the second virtual character around the first virtual character and the remaining life value ratio of the second virtual character being greater than the first ratio threshold, a second voiceprint is displayed.

[0105] In this embodiment, the fluctuation degree of the first voiceprint is greater than the fluctuation degree of the second voiceprint. Optionally, the fluctuation degree of the waveform in the voiceprint pattern of the first voiceprint is greater than the second voiceprint. Optionally, the jitter effect intensity of the first voiceprint is greater than the second voiceprint.

[0106] Illustratively, the first proportion threshold is a preset value, such as 20%. Illustratively, the client determines that the current health value of the second virtual character is 5,000 points, and the maximum health value (when in a full state) of the second virtual character is 10,000 points, that is, the remaining health value proportion of the second virtual character is 50%, which is greater than 20%. At this time, the client will display the second voiceprint, that is, the second type of voiceprint.

[0107] In this embodiment, if the remaining health value proportion of the second virtual character is low, the first voiceprint is displayed, and if the remaining health value proportion of the second virtual character is high, the second voiceprint is displayed. The client only needs to calculate the remaining health value proportion and perform a numerical comparison operation to determine the type of voiceprint to be displayed. The calculation amount of the client is small, and the computing resources consumed are less. In this embodiment, the client only needs to pre-store the first voiceprint, the second voiceprint, and the first proportion threshold. The storage resources consumed by the client are also less.

[0108] Optionally, the first voiceprint and the second voiceprint also have at least one of the following characteristics:

[0109] The highlighting effect of the first voiceprint is stronger than that of the second voiceprint. Through a stronger highlighting effect, the user can be more obviously prompted that the health value of the second virtual character is low at this time, and the user can respond to the scenario that the health value of the second virtual character is low more quickly based on this prompt information.

[0110] The color priority of the first voiceprint is higher than that of the second voiceprint. Illustratively, the color of the first voiceprint is red, and the color of the second voiceprint is green. Generally, the user is easy to understand that the priority of "red" is higher than that of "green". By setting the color priority of the first voiceprint to be higher than that of the second voiceprint, the user can also be more obviously prompted that the health value of the second virtual character is low at this time, prompting the user to respond to this emergency (the health value of the second virtual character is low) as soon as possible.

[0111] The flashing effect of the first voiceprint is stronger than that of the second voiceprint. Illustratively, the first voiceprint has a faster flashing frequency, and the second voiceprint has a slower flashing frequency. The user can also be more obviously prompted that the health value of the second virtual character is low at this time.

[0112] The transparency of the first voiceprint is greater than that of the second voiceprint. Illustratively, the first voiceprint has a more transparent display effect, and the second voiceprint is displayed more clearly. The voiceprint is more transparent, which is easy to be understood as the second virtual character is weaker, and the current health value of the second virtual character is low. The voiceprint being more transparent can also prompt the user that the health value of the second virtual character is low at this time, prompting the user to respond to this emergency as soon as possible.

[0113] Optionally, the installation package of the client stores at least one of the following for the first voiceprint and the second voiceprint: indication information of highlight effect, color, indication information of flashing effect, and transparency.

[0114] Based on the optional embodiment shown in FIG. 3, optionally, the second virtual character is a virtual character having an antagonistic relationship with the first virtual character, and the voiceprint is an interactive voiceprint control. After step 360, the method further includes steps 510 and 520 shown in FIG. 5.

[0115] At step 510, in response to the voiceprint control receiving a click operation, the first virtual character is locked as an attack target of the second virtual character.

[0116] Optionally, for the first voiceprint, the client covers a transparent interactive button on the pattern of the first voiceprint, and for the second voiceprint, the client does not set an interactive button for the second voiceprint. Alternatively, the client covers a transparent interactive button on the pattern of the first voiceprint and the second voiceprint.

[0117] In an embodiment, in response to the voiceprint control receiving a click operation, the client locks the second virtual character as an attack target of the next attack of the first virtual character. In combination with reference to FIG. 6, at this time, the second virtual character 602 is locked, and the next attack of the first virtual character 601 will be released towards the second virtual character 602.

[0118] At step 520, a picture of the virtual environment collected along the locking direction is displayed, and a locking mark is added on the second virtual character.

[0119] The locking direction is the orientation of the camera model in the virtual environment, and at this time, the camera model will be oriented towards the second virtual character. The locking mark represents that the second virtual character has become the attack target of the first virtual character. It can be understood that the locking direction is the direction of the first virtual character towards the second virtual character.

[0120] Optionally, adding the locking mark can be at least one of the following: adding a circular mark on the second virtual character, flashing the second virtual character, highlighting the second virtual character, and the like.

[0121] In combination with reference to FIG. 6, FIG. 6 shows that the camera model is oriented towards the second virtual character 602, and the picture of the virtual environment collected by the camera model. FIG. 6 also shows the locking mark 603, which is a circular mark added on the second virtual character 602 at this time.

[0122] In this embodiment, the user can lock the enemy virtual character (a virtual character with an antagonistic relationship) by clicking the voiceprint, that is, this embodiment provides an operation mode for quickly locking the enemy. In the related art, the user needs to click the enemy virtual character in the virtual environment to lock the enemy. However, when there are many enemies in the picture, it is difficult to accurately hit the target by clicking operation. In this embodiment, the user only needs to click the voiceprint to lock the enemy virtual character corresponding to the voiceprint, which is simple and not easy to misoperate.

[0123] In the optional embodiment shown in FIG. 3, the voiceprint is an interactive voiceprint control, and the virtual environment picture displays other controls in addition to the voiceprint control. After step 360, at least one of the following two interactive operation modes will be executed, including interactive operation mode one and interactive operation mode two.

[0124] Interactive operation mode one: in response to the voiceprint control being dragged to the other control, the second virtual character is taken as the action object of the trigger effect of the other control, and the trigger effect is generated.

[0125] Interactive operation mode two: in response to the voiceprint control being dragged to the other control, the second account for controlling the second virtual character is taken as the action object of the trigger effect of the other control, and the trigger effect is generated.

[0126] For interactive operation mode one, interactive operation mode one includes the following ①②③.

[0127] ①In combination with reference to FIG. 7, at this time, the other control in the interactive operation mode one includes a movement dial, and FIG. 7 shows an interactive operation mode. FIG. 7 shows steps 710 and 720.

[0128] Step 710: in response to the voiceprint control being dragged to the movement dial, the first virtual character follows the second virtual character, and the movement dial is used to control the movement of the first virtual character;

[0129] In combination with reference to FIG. 8, FIG. 8 shows a picture displayed after the voiceprint control 801 is dragged to the movement dial 802. At this time, the second virtual character is not in the visual range of the first virtual character 803, and therefore, the second virtual character is not displayed. At this time, the first virtual character 803 will automatically follow the second virtual character, and the client controls the first virtual character 803 to automatically follow the second virtual character.

[0130] Step 720: real-time direction marks and real-time distance marks are displayed on the path of the first virtual character, the real-time direction marks are used to indicate the real-time direction of the second virtual character relative to the first virtual character, and the real-time distance marks are used to indicate the real-time distance between the second virtual character and the first virtual character.

[0131] With reference to FIG. 8, FIG. 8 shows a real-time following mark 804, which includes a real-time direction mark and a real-time distance mark. The real-time direction mark, indicated by an arrow, indicates the real-time direction of the second virtual character relative to the first virtual character (the arrow points to the second virtual character).

[0132] The real-time distance mark, by displaying a number, indicates the real-time distance of the second virtual character relative to the first virtual character, for example, displaying the number 500m indicates that the second virtual character is currently 500m away from the first virtual character.

[0133] In an embodiment, a following icon is added on the voiceprint control, which is used to represent that the second virtual character is in a state of being followed by the first virtual character. With reference to FIG. 8, FIG. 8 shows a following icon 805, which is represented as a "footprint" pattern at this time.

[0134] In an embodiment, in response to the voiceprint control receiving a click operation, the first virtual character is controlled to stop following the second virtual character. Optionally, at this time, the following icon 805 in FIG. 8 will be cancelled.

[0135] In this embodiment, the user can realize automatic following of the first virtual character to the second virtual character by dragging the voiceprint to the movement dial, that is, this embodiment provides a character automatic following operation based on the voiceprint control, the user only needs to drag the voiceprint to the movement dial, the operation mode is simple, and the matching degree of the operation logic of this operation and the finally achieved function is higher, and the cost of the user learning and remembering this operation is lower.

[0136] With reference to FIG. 9, at this time, the other controls in the first interactive operation mode include a first skill control and a second skill control, the first skill control corresponds to a first skill, the second skill control corresponds to a second skill, and the second virtual character is a virtual character having an antagonistic relationship with the first virtual character. FIG. 9 shows an interactive operation mode. FIG. 9 shows step 910.

[0137] Step 910, in response to the voiceprint control being dragged from the original position to the first skill control, and then being dragged from the first skill control to the second skill control, the first virtual character is controlled to release a skill combo of the first skill and the second skill to the second virtual character.

[0138] With reference to FIG. 10, FIG. 10 shows a voiceprint control 1001, in response to the user dragging the voiceprint control 1001 from the original position to a first skill control 1002, and then dragging from the first skill control 1002 to a second skill control 1003, a first virtual character 1004 will release a skill combo of a first skill and a second skill to a second virtual character.

[0139] In some cases, the first virtual character is prone to losing or switching attack targets when attacking, especially when there are many enemies around the first virtual character. Through the cooperation of the voiceprint control and the plurality of skill controls, a series of skills can be released by the first virtual character to the second virtual character according to a continuous dragging operation, so as to avoid the first virtual character switching attack targets in the middle of the way and failing to deal a fatal blow to the second virtual character whose life value is in danger. Moreover, the embodiment provides a way of realizing skill combo through a dragging operation. The skill combo can be automatically released by the machine through only a dragging operation, without the user clicking the skill controls multiple times, so as to artificially realize skill combo and automatically release skill combo by the machine, which will improve the success rate of the skill combo.

[0140] ③In combination with reference to FIG. 11, at this time, the other controls in the first interactive operation mode include a life value indication control, and the second virtual character is in the same camp as the first virtual character. FIG. 11 shows an interactive operation mode. FIG. 11 shows step 1110.

[0141] Step 1110: In response to the voiceprint control being dragged to the life value indication control, the life value of the second virtual character is increased, and the life value of the first virtual character is decreased. The life value indication control is used to indicate the real-time life value of the first virtual character.

[0142] In combination with reference to FIG. 12, FIG. 12 shows a voiceprint control 1201. In response to the user dragging the voiceprint control 1201 from the original position to a life value indication control 1202, the life value of the second virtual character is increased, and the life value of the first virtual character 1203 is decreased. Optionally, the amount of life value decreased by the first virtual character is the same as the amount of life value increased by the second virtual character.

[0143] Optionally, the longer the voiceprint control stays at the life value indication control 1202 during the dragging process, the more the life value of the second virtual character is increased, and the more the life value of the first virtual character 1203 is decreased.

[0144] The embodiment provides a way of increasing the life value of the friendly virtual character. At this time, the embodiment realizes a remote rescue effect. The second virtual character in a life value critical state can be timely rescued by the teammate.

[0145] For the second interactive operation mode, the second interactive operation mode includes the following ④ and ⑤:

[0146] ④In combination with reference to FIG. 13, at this time, the other controls in the second interactive operation mode include a microphone control in an open state. The microphone control in the open state indicates that the client is in a state of supporting voice input. FIG. 13 shows an interactive operation mode. FIG. 13 shows step 1310.

[0147] Step 1310, in response to the voiceprint control being dragged to the microphone control in the open state, determining the second account for controlling the second virtual role as the specified receiving account; wherein the specified receiving account is a specified account that has the right to receive the first voice, and the first voice is the sound collected by the client.

[0148] In combination with reference to FIG. 14, the user drags the voiceprint control 1401 to the microphone control 1402 in the open state. At this time, if the client collects a voice, i.e., the first voice, it is determined that the second account for controlling the second virtual role becomes the specified receiving account of the first voice, and no other user account except the second account will receive the first voice.

[0149] The embodiment provides a sending mode of voice. In the related art, a voice can only be sent to all accounts (including all enemy virtual roles, and accounts to which friendly virtual roles belong) or a voice can only be sent to the home team. However, the embodiment ingeniously uses the voiceprint control. By dragging the voiceprint control to the microphone control in the open state, the voice can be sent to the second account to which the second virtual role corresponding to the voiceprint control belongs. In combination with the above, the second virtual role can be an enemy virtual role or a friendly virtual role. That is, the application provides a mode of sending a voice of the self to any one of all accounts, thereby improving the privacy and accuracy of voice chat.

[0150] In combination with reference to FIG. 15, at this time, the other controls in the second interaction operation mode include the speaker control in the open state, which indicates that the client is in a state of supporting voice output. FIG. 15 shows an interaction operation mode. FIG. 15 shows step 1510 and step 1520.

[0151] Step 1510, in response to the voiceprint control being dragged to the speaker control in the open state, determining the second account for controlling the second virtual role as the specified sending account;

[0152] The specified sending account is a specified voice sending account. The specified sending account is an account for which the second voice collected by the client is not suppressed from being played, or the specified sending account is an account for which the second voice collected by the client is highlighted for being played.

[0153] In combination with reference to FIG. 16, the user drags the voiceprint control 1601 to the speaker control 1602 in the open state. At this time, the second account for controlling the second virtual role is determined as the specified sending account.

[0154] Step 1520, highlighting the second voice sent by the specified sending account and suppressing the voice sent by other accounts.

[0155] Optionally, the client only plays the second voice from the second account, and does not play the voice sent by other accounts. Alternatively, the client can optionally increase the volume of the second voice from the second account, and decrease the volume of the voice sent by other accounts.

[0156] The embodiment provides a receiving mode of the voice. In the related art, only all voices (including the voice sent by the account to which the enemy virtual character and the friendly virtual character belong) or the voice of the own team can be received, and the related art does not distinguish the voice of different accounts. However, the embodiment ingeniously uses the voiceprint control, and by dragging the voiceprint control to the speaker control in the turned-on state, the voice from the second account to which the second virtual character belongs can be played directionally and prominently. In the above, the second virtual character can be an enemy virtual character or a friendly virtual character, that is, the application provides a mode of directionally and prominently playing the voice of any one of all accounts.

[0157] The above describes five dragging operations related to the voiceprint control. In addition to the dragging operation, the voiceprint control can also receive other trigger operations. Next, several possible trigger modes of the voiceprint control will be introduced.

[0158] I. The second virtual character is a virtual character having an enemy relationship with the first virtual character, and the voiceprint is an interactive voiceprint control. In response to the voiceprint control receiving a double-click operation, the footstep sound of the second virtual character is played.

[0159] Illustratively, in the normal progress of the game, various sounds will be played, such as environmental sound effects, skill sound effects, state sound effects of characters in abnormal states, and the like. In response to the voiceprint control receiving a double-click operation, all sounds are turned off, and only the footstep sound of the second virtual character corresponding to the voiceprint control is played, which enables the user to quickly locate the position of the second virtual character with a life value in danger according to the footstep sound. Moreover, in the related art, the footstep sound is not played alone, but the embodiment plays the footstep sound of the second virtual character alone, which makes it easier for the user to hear the footstep sound and quickly locate the position of the second virtual character.

[0160] II. In response to other controls being dragged to the voiceprint control, the second virtual character or the second account for controlling the second virtual character is taken as an action object of a trigger effect of the other controls, and the trigger effect is generated.

[0161] In one embodiment, the second virtual character is in the same camp as the first virtual character, the voiceprint is an interactive voiceprint control, and the other control is a virtual healing prop. In response to the virtual healing prop being dragged to the voiceprint control, the life value of the second virtual character is increased.

[0162] Illustratively, the first virtual role's backpack stores virtual treatment props, such as a virtual medical kit, a virtual bandage, a virtual beverage, and the like. In response to the virtual treatment prop in the backpack being dragged to the voiceprint control, the treatment effect of the virtual treatment prop is applied to the second virtual role, increasing the life value of the second virtual role. At this time, an effect of remote rescue is realized, and the second virtual role in a life value critical state can be rescued in time by the teammate.

[0163] In one embodiment, the second virtual role is in the same camp as the first virtual role, the voiceprint is an interactive voiceprint control, and the other control is a map control. In response to the map control being dragged to the voiceprint control, a prompt message carrying the location of the first virtual role is sent to a second account for controlling the second virtual role.

[0164] Illustratively, the map control is displayed on the virtual environment picture, and the user drags the map control to the voiceprint control. Then, the client interface logged in with the second account displays a prompt message, and the prompt message carries the information of the location of the first virtual role. When the life value of the second virtual role is critical, the second user can know the location of the teammate in time and meet the teammate before the life value is exhausted, thereby improving the strategy of the game.

[0165] Thirdly, the second virtual role is in the same camp as the first virtual role, and the voiceprint is an interactive voiceprint control. In response to the voiceprint control receiving a continuous touch operation, a picture of the virtual environment observed from the perspective of the second virtual role is displayed during the continuous touch.

[0166] Illustratively, the second virtual role is far away from the first virtual role, and the first virtual role cannot observe the situation of the second virtual role. For the second virtual role in a critical life value state, the user can continuously touch the voiceprint control corresponding to the second virtual role, thereby temporarily observing the current situation of the second virtual role, and judging the number of enemies around the second virtual role, the distribution position of the enemies, and the accurate location of the second virtual role, which is conducive to the user judging whether to go to rescue the second virtual role and how to rescue the second virtual role, thereby increasing the strategy and playability of the game.

[0167] Application scenario embodiment

[0168] FIG. 17 shows a flowchart of a picture display method based on a three-dimensional game environment according to an example embodiment of the present application. The method is executed by a game client logged in with a first game account, and the game client is a client of an open-world game. The first game account is an account for controlling a first game role. The method includes the following steps:

[0169] Step 1720 displays a three-dimensional game environment picture, which is used to show the three-dimensional game environment in which the first game character is located.

[0170] The three-dimensional game environment picture refers to a picture of the three-dimensional game environment collected by a camera model. The three-dimensional game environment includes a plurality of three-dimensional environment elements, such as a three-dimensional tree model, a grass model, a house model, a stone model, etc. The first game character is a character controlled by a first game account, which can be a virtual person, a virtual animal, an animation character, etc.

[0171] Step 1740 controls the first game character to move in the three-dimensional game environment.

[0172] Step 1760 displays a voiceprint corresponding to the second game character in response to the existence of the second game character around the first game character. The fluctuation degree of the voiceprint has a negative correlation with the life value of the second game character.

[0173] In an optional embodiment, the fluctuation degree includes at least one of a static fluctuation degree and a dynamic fluctuation degree.

[0174] The static fluctuation degree includes the fluctuation degree of the waveform in the voiceprint pattern.

[0175] The dynamic fluctuation degree includes the intensity of the shaking special effect.

[0176] In an optional embodiment, the first voiceprint is displayed in response to the existence of the second game character around the first game character and the remaining life value ratio of the second game character being less than a first ratio threshold.

[0177] The second voiceprint is displayed in response to the existence of the second game character around the first game character and the remaining life value ratio of the second game character being greater than the first ratio threshold.

[0178] The remaining life value ratio refers to the proportion of the remaining life value to the maximum life value, and the fluctuation degree of the first voiceprint is greater than that of the second voiceprint.

[0179] In an optional embodiment, the first voiceprint and the second voiceprint also have at least one of the following characteristics:

[0180] The highlighting effect of the first voiceprint is stronger than that of the second voiceprint.

[0181] The color priority of the first voiceprint is higher than that of the second voiceprint.

[0182] The flashing effect of the first voiceprint is stronger than that of the second voiceprint.

[0183] The transparency of the first voiceprint is greater than that of the second voiceprint.

[0184] In an optional embodiment, the three-dimensional game environment picture is displayed with a compass scale, the compass scale displays a plurality of direction scales corresponding to a current field of view range of the first game character, and the display position of the voiceprint is located below the compass scale.

[0185] In an optional embodiment, the display position of the voiceprint is aligned with a first direction scale of the compass scale, and the first direction indicated by the first direction scale is a direction of the second game character relative to the first game character.

[0186] In an optional embodiment, the second game character is a game character having an antagonistic relationship with the first game character, and the voiceprint is an interactive voiceprint control. After step 760, the method further includes: in response to the voiceprint control receiving a click operation, locking an attack target of the first game character as the second game character.

[0187] In an optional embodiment, in response to the voiceprint control receiving a click operation, a picture of the three-dimensional game environment collected along a locking direction is displayed, and a locking mark is added on the second game character;

[0188] The locking direction is a direction of the first game character towards the second game character, and the locking mark represents that the second game character has become an attack target of the first game character.

[0189] In an optional embodiment, the voiceprint is an interactive voiceprint control, and the three-dimensional game environment picture is displayed with other controls in addition to the voiceprint control; after step 760, the method further includes: in response to the voiceprint control being dragged to the other control, taking the second game character or a second game account for controlling the second game character as an action object of a trigger effect of the other control, and generating the trigger effect. Alternatively, in response to the other control being dragged to the voiceprint control, taking the second game character or the second account for controlling the second game character as an action object of a trigger effect of the other control, and generating the trigger effect.

[0190] In an optional embodiment, the other control includes a movement dial. In response to the voiceprint control being dragged to the movement dial, the first game character is controlled to follow the second game character.

[0191] In an optional embodiment, a real-time direction mark and a real-time distance mark are displayed on a pathfinding path of the first game character;

[0192] The real-time direction mark is used to indicate a real-time direction of the second game character relative to the first game character, and the real-time distance mark is used to indicate a real-time distance between the second game character and the first game character.

[0193] In an optional embodiment, a following icon is added on the voiceprint control, and the following icon is used to represent that the second game character is in a state of being followed by the first game character.

[0194] In an optional embodiment, in response to the voiceprint control receiving a click operation, the first game character is controlled to stop following the second game character.

[0195] In an optional embodiment, the other controls include a microphone control in an open state. In response to the voiceprint control being dragged to the microphone control in the open state, the second game account of the second game character is determined as the specified receiving account.

[0196] The specified receiving account is a specified account that is entitled to receive the first voice, and the first voice is a sound collected by the game client.

[0197] In an optional embodiment, the other controls include a speaker control in an open state. In response to the voiceprint control being dragged to the speaker control in the open state, the second game account of the second game character is determined as the specified sending account; playing the second voice sent by the specified sending account is highlighted, and playing the voice of other accounts is suppressed.

[0198] In an optional embodiment, the other controls include a first skill control and a second skill control, the first skill control corresponds to a first skill, the second skill control corresponds to a second skill, and the second game character is a game character having an antagonistic relationship with the first game character. In response to the voiceprint control being dragged from the original position to the first skill control, and then being dragged from the first skill control to the second skill control, the first game character is controlled to release a skill combo of the first skill and the second skill to the second game character.

[0199] In an optional embodiment, the other controls include a health value indication control, and the second game character is in the same camp as the first game character. In response to the voiceprint control being dragged to the health value indication control, the health value of the second game character is increased, and the health value of the first game character is decreased; wherein the health value indication control is used to indicate the real-time health value of the first game character.

[0200] In an optional embodiment, the second game character is in the same camp as the first game character, the voiceprint is an interactive voiceprint control, and the other controls include a game healing prop. In response to the game healing prop being dragged to the voiceprint control, the health value of the second game character is increased.

[0201] In an optional embodiment, the second game character is in the same camp as the first game character, and the other controls include a map control.

[0202] In response to the map control being dragged to the voiceprint control, a prompt message carrying the position of the first game character is sent to the second account used to control the second game character.

[0203] In an alternative embodiment, the second game character is a game character having an antagonistic relationship with the first game character, and the soundprint is an interactive soundprint control. In response to the soundprint control receiving a double-click operation, footstep sounds of the second game character are played.

[0204] In an alternative embodiment, the second game character is in the same camp as the first game character, and the soundprint is an interactive soundprint control. In response to the soundprint control receiving a sustained touch operation, during the sustained touch, a picture of the three-dimensional game environment viewed from the perspective of the second game character is displayed.

[0205] In an alternative embodiment, the soundprint is an interactive soundprint control. In response to the soundprint control being dragged to a specified region, the soundprint control is hidden.

[0206] Next, the technical side will be introduced.

[0207] Normal soundprint: In the game, each user-controlled first virtual character is provided with a detector (detector for short) for searching for attackable enemies. The detector continuously searches for attackable enemies within a certain radius (search radius) from the first virtual character, and if an attackable enemy is found, a soundprint is displayed on the virtual environment picture according to the position of the nearest enemy found. According to the life value information of the detected enemy, the type of soundprint can be divided into two types. When the life value of the enemy is higher than a certain percentage (planned and set, such as 20%, referred to as healthy state), the dynamic effect of the soundprint displayed on the virtual environment picture is low-frequency jitter. This soundprint is called normal soundprint.

[0208] When the life value of the enemy is lower than a certain percentage (planned and set, such as 20%, referred to as critical state), the dynamic effect of the soundprint displayed on the virtual environment picture is high-frequency jitter. This soundprint is called jitter soundprint.

[0209] (I) Normal soundprint and jitter soundprint triggering display and conversion mechanism

[0210] Each user's corresponding first virtual character has a detector on the client or server. The detector detects once every certain frequency, and when multiple enemies are detected within the search radius, the enemies are sorted according to the distance from the first virtual character to obtain the nearest enemy.

[0211] 1. When the detector cannot detect the nearest enemy, that is, no enemy is currently detected, the server notifies the client that the soundprint does not need to be displayed, and the client hides the soundprint diagram.

[0212] 2. When the detector detects the nearest enemy, the server synchronizes the key information of the nearest enemy to the client, including the enemy id, enemy coordinates, and enemy life value.

[0213] 3. Client receives normal sound wave information. The client receives the key information of the nearest enemy sent by the server, analyzes the current enemy life value in the life value field according to the key information of the nearest enemy, and displays the sound wave with low-frequency shaking special effects (i.e. normal sound wave) on the interface if the enemy life value is not less than the life critical value. The client does not set an interactive button on the normal sound wave.

[0214] 4. Client receives shaking sound wave information. The client receives the key information of the nearest enemy sent by the server, analyzes the current enemy life value in the life value field according to the key information of the nearest enemy, and displays the sound wave with high-frequency shaking special effects (i.e. shaking sound wave) on the interface if the enemy life value is less than the life critical value. Moreover, the client covers a transparent interactive button on the shaking sound wave.

[0215] 5. Client sound wave state switching: each time the client displays a sound wave, the enemy information of the current sound wave that has been displayed and the enemy information of the current sound wave that is newly detected are compared. If the sound wave type does not change, the interface does not need to be cleaned. If the sound wave type changes, i.e. the enemy life value changes and causes the sound wave type corresponding to the life value to change between normal sound wave and shaking sound wave, the current sound wave needs to be cleaned first and then the sound wave of the corresponding type is displayed.

[0216] (ii) Response to clicking operation of shaking sound wave

[0217] According to (i), it can be known that the interactive button is set on the shaking sound wave.

[0218] When the interactive button is clicked, the response is as follows:

[0219] 1. Lens lock: according to the position information in the key information of the nearest enemy, the lens is turned to the enemy corresponding to the shaking sound wave, and when the position of the enemy changes subsequently, the lens continues to lock the enemy, and the lens is always directed to the latest position of the enemy.

[0220] 2. Attack lock: a circle dot for attack lock is displayed on the enemy, which is used to identify that the skill system has locked the enemy, which means that if the first virtual character releases an attack skill next time, the skill target is the enemy.

[0221] (iii) Response to dragging operation of shaking sound wave

[0222] The user can also drag the interactive button on the shaking sound wave to the UI area of the moving wheel. If it is dragged into the wheel area of the moving wheel, the first virtual character will enter the state of following the enemy.

[0223] Detecting the shaking voice button being dragged into the UI area of the moving wheel: when the shaking voice interactive button is clicked and dragged, the user can drag it into the UI area of the moving wheel. The client only needs to detect whether the center position coordinates of the current interactive button fall in the wheel area at the moment when the user's finger is released, if the center position coordinates of the current interactive button fall in the wheel area, the client will trigger the corresponding response function logic, which is to notify the server that the first virtual character enters the trailing state.

[0224] (IV) Trailing state performance logic

[0225] After the first virtual character enters the trailing state, that is, the first virtual character continuously automatically follows the enemy corresponding to the shaking voice, the target following mark and the voice following mark will be displayed on the client interface.

[0226] 1. Server trailing logic:

[0227] In the response function logic of (III), after the client notifies the server that the first virtual character enters the trailing state, the server will start a trailing state handler (handler for short) for the current first virtual character, which will detect the position of the enemy at regular intervals (such as 2s once), and if the position of the enemy changes, it will issue a following instruction to the client.

[0228] 2. Client interface displays target following mark:

[0229] The target following mark will be displayed on the screen, which displays the direction and distance of the enemy corresponding to the shaking voice in real time. After receiving the following instruction, the client starts automatic pathfinding and controls the first virtual character to move to the position of the enemy corresponding to the shaking voice. During the movement of the first virtual character, a guiding arrow effect will be displayed 10m in front of the current pathfinding path in real time, and the direction of the arrow points to the enemy position. At the same time, the real-time distance between the first virtual character and the enemy will be displayed at the effect position.

[0230] 3. Client interface displays voice following mark:

[0231] During the trailing process, the shaking voice on the top of the interface will be displayed all the time, and the voice following mark will appear on the shaking voice. The voice following mark indicates that the current enemy is in the trailing state.

[0232] When the user clicks the shaking voice on the top again, the trailing state will be exited.

[0233] FIG. 18 shows a flowchart of a virtual environment-based picture display method according to an example embodiment of the present application, which includes the following steps:

[0234] Step 1801, start;

[0235] Step 1802, the user determines whether the voiceprint is displayed on the compass scale?

[0236] The compass scale displays a plurality of direction scales corresponding to the current field of view range of the first virtual role, and the first virtual role is a virtual role controlled by the user. The user controls the first virtual role to move in the virtual environment.

[0237] The user observes the interface to determine whether the voiceprint is displayed on the compass scale. If yes, step 1803 is executed; if no, step 1814 is executed.

[0238] Step 1803, the life value of the enemy corresponding to the voiceprint is low?

[0239] The client determines whether the life value of the enemy corresponding to the voiceprint is less than a life value threshold. The life value threshold is a pre-set threshold, such as 20%. If the life value is less than the life value threshold, it is considered that the life value of the enemy corresponding to the voiceprint is low.

[0240] If the life value of the enemy corresponding to the voiceprint is low, step 1804 is executed. Otherwise, if the life value of the enemy corresponding to the voiceprint is not low, step 1805 is executed.

[0241] Step 1804, display the voiceprint with severe fluctuation;

[0242] For the enemy with low life value, the client displays the voiceprint with severe fluctuation.

[0243] Step 1805, display the voiceprint with slow fluctuation;

[0244] For the enemy with low life value, the client displays the voiceprint with slow fluctuation.

[0245] Step 1806, the user clicks the voiceprint with the finger;

[0246] Step 1807, the lens automatically aims at the enemy corresponding to the voiceprint and is automatically locked;

[0247] If the user clicks the voiceprint with severe fluctuation, the lens of the camera model in the virtual environment will automatically aim at the enemy corresponding to the voiceprint, and the skill system will automatically lock the enemy, that is, the next ordinary attack, skill, etc. of the first virtual role is locked as the target of the enemy.

[0248] Step 1808, the first virtual role enters the battle;

[0249] Step 1809, the user drags the voiceprint to the moving wheel;

[0250] The user drags the voiceprint to the UI area of the moving wheel and releases it.

[0251] Step 1810, the first virtual character enters the tailing state.

[0252] If the user drags the voiceprint to the UI area of the moving wheel and releases, the first virtual character will enter the tailing state, that is, the first virtual character will tail the enemy corresponding to the voiceprint.

[0253] Step 1811, the screen displays the direction and distance;

[0254] After entering the tailing state, the terminal screen will display the relative direction between the first virtual character and the enemy corresponding to the voiceprint, which is the direction from the first virtual character to the enemy. In addition, the terminal screen will also display the distance between the first virtual character and the enemy corresponding to the voiceprint.

[0255] Step 1812, the user clicks the voiceprint again;

[0256] Step 1813, the first virtual character releases the tailing;

[0257] During the tailing of the first virtual character to the enemy corresponding to the voiceprint, if the user clicks the voiceprint again, the first virtual character releases the tailing.

[0258] Step 1814, end.

[0259] FIG. 19 shows a schematic diagram of a picture display device based on a virtual environment according to an example embodiment of the present application. The device is installed with a client, the client is logged in with a first account, the first account is an account for controlling a first virtual character, and the device includes:

[0260] A first display module 1901 is configured to display a virtual environment picture, the virtual environment picture is used to show a virtual environment in which the first virtual character is located.

[0261] A first control module 1902 is configured to control the first virtual character to move in the virtual environment.

[0262] The first display module 1901 is further configured to, in response to the existence of a second virtual character around the first virtual character, display a voiceprint corresponding to the second virtual character, and the fluctuation degree of the voiceprint has a negative correlation with the life value of the second virtual character.

[0263] In an optional embodiment, the fluctuation degree includes at least one of a static fluctuation degree and a dynamic fluctuation degree.

[0264] The static fluctuation degree includes the fluctuation degree of a waveform in a voiceprint pattern.

[0265] The dynamic fluctuation degree includes the intensity of a shaking special effect.

[0266] In an optional embodiment, the first display module 1901 is further configured to display the first voiceprint in response to the presence of the second virtual character around the first virtual character and the remaining life value ratio of the second virtual character being less than the first ratio threshold.

[0267] In response to the presence of the second virtual character around the first virtual character and the remaining life value ratio of the second virtual character being greater than the first ratio threshold, the second voiceprint is displayed.

[0268] The remaining life value ratio refers to the proportion of the remaining life value to the maximum life value, and the fluctuation degree of the first voiceprint is greater than that of the second voiceprint.

[0269] In an optional embodiment, the first voiceprint and the second voiceprint further have at least one of the following characteristics:

[0270] The highlighting effect of the first voiceprint is stronger than that of the second voiceprint.

[0271] The color priority of the first voiceprint is higher than that of the second voiceprint.

[0272] The flashing effect of the first voiceprint is stronger than that of the second voiceprint.

[0273] The transparency of the first voiceprint is greater than that of the second voiceprint.

[0274] In an optional embodiment, the virtual environment picture is displayed with a compass scale, the compass scale displays a plurality of direction scales corresponding to the current field of view range of the first virtual character, and the display position of the voiceprint is below the compass scale.

[0275] In an optional embodiment, the display position of the voiceprint is aligned with a first direction scale of the compass scale, and the first direction indicated by the first direction scale is the direction of the second virtual character relative to the first virtual character.

[0276] In an optional embodiment, the second virtual character is a virtual character having an antagonistic relationship with the first virtual character, and the voiceprint is an interactive voiceprint control. The first control module 1902 is further configured to lock the attack target of the first virtual character as the second virtual character in response to the voiceprint control receiving a click operation.

[0277] In an optional embodiment, the first display module 1901 is further configured to display a picture of the virtual environment collected along the locking direction and add a locking mark on the second virtual character in response to the voiceprint control receiving a click operation.

[0278] The locking direction is the direction of the first virtual character towards the second virtual character, and the locking mark represents that the second virtual character has become the attack target of the first virtual character.

[0279] In an optional embodiment, the voiceprint is an interactive voiceprint control, and the virtual environment picture displays other controls in addition to the voiceprint control. The apparatus further includes a response module 1903, configured to, in response to the voiceprint control being dragged to the other control, generate a trigger effect of the other control, taking the second virtual role or a second account for controlling the second virtual role as an action object of the trigger effect.

[0280] The response module 1903 is further configured to, in response to the other control being dragged to the voiceprint control, generate a trigger effect of the other control, taking the second virtual role or the second account for controlling the second virtual role as an action object of the trigger effect.

[0281] In an optional embodiment, the other control includes a moving wheel. The response module 1903 includes a second control module 1904. The second control module 1904 is further configured to, in response to the voiceprint control being dragged to the moving wheel, control the first virtual role to follow the second virtual role.

[0282] In an optional embodiment, the first display module 1901 is further configured to display a real-time direction mark and a real-time distance mark on the path of the first virtual role.

[0283] The real-time direction mark is used to indicate a real-time direction of the second virtual role relative to the first virtual role, and the real-time distance mark is used to indicate a real-time distance between the second virtual role and the first virtual role.

[0284] In an optional embodiment, the first display module 1901 is further configured to add a following icon on the voiceprint control, where the following icon is used to represent that the second virtual role is in a state of being followed by the first virtual role.

[0285] In an optional embodiment, the second control module 1904 is further configured to, in response to the voiceprint control receiving a click operation, control the first virtual role to stop following the second virtual role.

[0286] In an optional embodiment, the other control includes a microphone control in an open state. The response module 1903 includes a determination module 1905. The determination module 1905 is configured to, in response to the voiceprint control being dragged to the microphone control in the open state, determine the second account for controlling the second virtual role as a specified receiving account.

[0287] The specified receiving account is a specified account that has the right to receive the first voice, and the first voice is a sound collected by the client.

[0288] In an optional embodiment, the other control includes a speaker control in an on state. The determining module 1905 is further configured to determine, in response to the voiceprint control being dragged to the speaker control in the on state, a second account controlling the second virtual character as the specified sending account.

[0289] The response module 1903 further includes a first playing module 1906, configured to highlight playing the second voice sent by the specified sending account and suppress playing the voice of other accounts.

[0290] In an optional embodiment, the other control includes a first skill control and a second skill control, the first skill control corresponds to a first skill, the second skill control corresponds to a second skill, and the second virtual character is a virtual character having an antagonistic relationship with the first virtual character. The second control module 1904 is further configured to, in response to the voiceprint control being dragged from a previous position to the first skill control and then being dragged from the first skill control to the second skill control, control the first virtual character to release a skill combo of the first skill and the second skill to the second virtual character.

[0291] In an optional embodiment, the other control includes a life value indication control, and the second virtual character is in the same camp as the first virtual character. The response module 1903 further includes a second display module 1907, configured to, in response to the voiceprint control being dragged to the life value indication control, increase the life value of the second virtual character and decrease the life value of the first virtual character.

[0292] The life value indication control is configured to indicate the real-time life value of the first virtual character.

[0293] In an optional embodiment, the second virtual character is in the same camp as the first virtual character, and the other control includes a virtual healing prop. The second display module 1907 is further configured to, in response to the virtual healing prop being dragged to the voiceprint control, increase the life value of the second virtual character.

[0294] In an optional embodiment, the second virtual character is in the same camp as the first virtual character, and the other control includes a map control. The response module 1903 further includes a sending module 1908, configured to, in response to the map control being dragged to the voiceprint control, send a prompt message carrying the position of the first virtual character to the second account controlling the second virtual character.

[0295] In an optional embodiment, the second virtual character is a virtual character having an antagonistic relationship with the first virtual character, and the voiceprint is an interactive voiceprint control. The apparatus further includes a second playing module 1909, configured to, in response to the voiceprint control receiving a double-click operation, play a footstep sound of the second virtual character.

[0296] In an optional embodiment, the second virtual role is in the same camp as the first virtual role. The first display module 1901 is further configured to, in response to the voiceprint control receiving the continuous touch operation, display a picture of the virtual environment observed from the perspective of the second virtual role during the continuous touch.

[0297] In an optional embodiment, the voiceprint is an interactive voiceprint control. The first display module 1901 is further configured to, in response to the voiceprint control being dragged to the specified area, cancel the display of the voiceprint control.

[0298] Please refer to FIG. 20, which shows a structural block diagram of a computer device 2000 according to an example embodiment of the present application. The computer device 2000 can also be referred to as a user device, a portable terminal, a head-mounted computer device, or other names.

[0299] Generally, the computer device 2000 includes a processor 2001 and a memory 2002.

[0300] The processor 2001 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 2001 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2001 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 can also include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.

[0301] The memory 2002 can include one or more computer-readable storage media. The computer-readable storage media can be tangible and non-transitory; a computer-readable storage medium does not include a transitory signal. The memory 2002 can include high-speed random access memory and can also include non-volatile memory, such as one or more magnetic disk storage devices, optical storage devices, flash memory devices, or other non-volatile solid-state storage devices. In some embodiments, the non-transitory computer-readable storage medium of the memory 2002 encodes a plurality of instructions for execution by the processor 2001, to implement a method for displaying a picture based on a virtual environment according to embodiments of the present application.

[0302] In some embodiments, the computer device 2000 can optionally further include a peripheral device interface 2003 and at least one peripheral device. Specifically, the peripheral device includes at least one of radio frequency circuitry, a display screen, a camera component, audio circuitry, and a power supply. Those skilled in the art can understand that the structure shown in FIG. 20 does not constitute a limitation on the computer device 2000, and can include more or fewer components than shown, or combine certain components, or use different arrangements of components.

[0303] Embodiments of the present application also provide a computer-readable storage medium, which stores a computer program. The computer program is used by a computer device to implement the picture display method based on a virtual environment described above.

[0304] Optionally, the computer-readable storage medium can include a Read-Only Memory (ROM), a Random-Access Memory (RAM), a Solid State Drives (SSD), or an optical disc, etc. The random access memory can include a Resistance Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM).

[0305] The present application 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 the processor executes the computer instructions to cause the computer device to perform the picture display method based on a virtual environment provided by the method embodiments described above.

Claims

1. A virtual environment-based picture display method, the method being performed by a computer device, the computer device being installed with a client, the client being logged in with a first account for controlling a first virtual character, the method comprising: displaying a virtual environment picture, the virtual environment picture being used to show a virtual environment in which the first virtual character is located; controlling the first virtual character to move in the virtual environment; in response to a second virtual character existing around the first virtual character, displaying a voiceprint corresponding to the second virtual character, a fluctuation degree of the voiceprint having a negative correlation with a life value of the second virtual character.

2. The method of claim 1, wherein, The fluctuation degree includes at least one of a static fluctuation degree and a dynamic fluctuation degree; The static fluctuation degree includes a fluctuation degree of a waveform in a voiceprint pattern; The dynamic fluctuation degree includes a severity of a jitter special effect.

3. The method of claim 2, wherein, The response to the second virtual character existing around the first virtual character includes: in response to the second virtual character existing around the first virtual character and a remaining life value ratio of the second virtual character being less than a first ratio threshold, displaying a first voiceprint; in response to the second virtual character existing around the first virtual character and the remaining life value ratio of the second virtual character being greater than the first ratio threshold, displaying a second voiceprint; The remaining life value ratio refers to a proportion of a remaining life value to a maximum life value, and a fluctuation degree of the first voiceprint is greater than a fluctuation degree of the second voiceprint.

4. The method of claim 3, wherein, The first voiceprint and the second voiceprint also have at least one of the following characteristics: The first voiceprint has a higher highlight effect than the second voiceprint; The first voiceprint has a higher color priority than the second voiceprint; The first voiceprint has a stronger flicker effect than the second voiceprint; The first voiceprint has a higher transparency than the second voiceprint.

5. The method according to any one of claims 1 to 4, wherein, The virtual environment picture displays a compass scale, the compass scale displays a plurality of direction scales corresponding to a current field of view range of the first virtual character, and a display position of the voiceprint is located below the compass scale.

6. The method of claim 5, wherein, The display position of the voiceprint is aligned with a first direction scale of the compass scale, and a first direction indicated by the first direction scale is a direction of the second virtual character relative to the first virtual character.

7. The method according to any one of claims 1 to 6, wherein, The second virtual character is a virtual character having an antagonistic relationship with the first virtual character, and the voiceprint is an interactive voiceprint control; The method further comprises: in response to the voiceprint control receiving a click operation, locking an attack target of the first virtual character as the second virtual character.

8. The method of claim 7, wherein, The method further comprises: in response to the voiceprint control receiving the click operation, displaying a picture of the virtual environment collected along a locking direction, and adding a locking identifier on the second virtual character; The locking direction is a direction of the first virtual character towards the second virtual character, and the locking identifier represents that the second virtual character has become an attack target of the first virtual character.

9. The method according to any one of claims 1 to 8, wherein, The voiceprint is an interactive voiceprint control, and the virtual environment picture displays other controls in addition to the voiceprint control; The method further includes: In response to the voiceprint control being dragged to the other control, taking the second virtual character or a second account for controlling the second virtual character as an action object of a trigger effect of the other control to generate the trigger effect; Or, In response to the other control being dragged to the voiceprint control, taking the second virtual character or a second account for controlling the second virtual character as an action object of a trigger effect of the other control to generate the trigger effect.

10. The method of claim 9, wherein, The other control includes a movement wheel; The response to the voiceprint control being dragged to the other control includes: In response to the voiceprint control being dragged to the movement wheel, controlling the first virtual character to follow the second virtual character.

11. The method of claim 10, wherein, The method further includes: Displaying real-time direction and distance identifiers on a path of the first virtual character; The real-time direction identifier is used to indicate a real-time direction of the second virtual character relative to the first virtual character, and the real-time distance identifier is used to indicate a real-time distance between the second virtual character and the first virtual character.

12. The method of claim 10, wherein, The method further includes: Adding a following icon on the voiceprint control, the following icon being used to represent that the second virtual character is in a state of being followed by the first virtual character.

13. The method of claim 10, wherein, The method further includes: In response to the voiceprint control receiving a click operation, controlling the first virtual character to stop following the second virtual character.

14. The method of any one of claims 9 to 13, wherein, The other control includes a microphone control in an open state; The response to the voiceprint control being dragged to the other control includes: In response to the voiceprint control being dragged to the microphone control in the open state, determining a second account for controlling the second virtual character as a specified receiving account. The specified receiving account is a specified account that has the right to receive a first voice, and the first voice is a sound collected by the client.

15. The method of any one of claims 9 to 14, wherein, The other control includes a speaker control in an open state; The response to the voiceprint control being dragged to the other control includes: In response to the voiceprint control being dragged to the speaker control in the open state, determining a second account for controlling the second virtual character as a specified sending account. The other control includes a first skill control and a second skill control, the first skill control corresponding to a first skill, and the second skill control corresponding to a second skill, the second virtual character being a virtual character having an antagonistic relationship with the first virtual character; 16. The method of any one of claims 9 to 15, wherein, ​ The response to the voiceprint control being dragged to the other control includes: The response to the voiceprint control being dragged to the other control includes:

17. The method of any one of claims 9 to 16, wherein, The other control includes a life value indication control, and the second virtual character is in the same camp as the first virtual character; The response to the voiceprint control being dragged to the other control includes: The response to the voiceprint control being dragged to the life value indication control includes increasing the life value of the second virtual character and decreasing the life value of the first virtual character. The life value indication control is used to indicate the real-time life value of the first virtual character.

18. The method of any one of claims 9 to 17, wherein, The second virtual character is in the same camp as the first virtual character, and the other control includes a virtual healing prop; The response to the voiceprint control being dragged to the other control includes: The response to the virtual healing prop being dragged to the voiceprint control includes increasing the life value of the second virtual character.

19. The method of any one of claims 9 to 18, wherein, The second virtual character is in the same camp as the first virtual character, and the other control includes a map control; The response to the voiceprint control being dragged to the other control includes: The response to the map control being dragged to the voiceprint control includes sending a prompt message carrying the location of the first virtual character to a second account for controlling the second virtual character.

20. The method of any one of claims 1 to 19, wherein, The second virtual character is a virtual character having an antagonistic relationship with the first virtual character, and the voiceprint is an interactive voiceprint control. The method further includes:

21. The method of any one of claims 1 to 20, wherein, The response to the voiceprint control receiving a double-click operation includes playing the footstep sound of the second virtual character. The second virtual character is in the same camp as the first virtual character, and the voiceprint is an interactive voiceprint control. The method further includes:

22. The method of any one of claims 1 to 21, wherein, The response to the voiceprint control receiving a continuous touch operation includes displaying a picture of a virtual environment observed from the perspective of the second virtual character during the continuous touch. The voiceprint is an interactive voiceprint control. The method further includes: The response to the voiceprint control being dragged to a specified area includes canceling the display of the voiceprint control.

23. A virtual environment-based picture display device, the device being installed with a client, the client being logged in with a first account, the first account being an account for controlling a first virtual character, the device comprising: The first display module is configured to display a virtual environment picture, which is used to show a virtual environment in which the first virtual character is located. The first control module is configured to control the first virtual character to move in the virtual environment. The first display module is further configured to display a voiceprint corresponding to a second virtual character in response to the existence of the second virtual character around the first virtual character, and a fluctuation degree of the voiceprint has a negative correlation with a life value of the second virtual character.

24. A computer device comprising: A processor and a memory, the memory stores a computer program, the computer program is loaded and executed by the processor to realize the picture display method based on the virtual environment as any one of claims 1-22.

25. A computer readable storage medium, the computer readable storage medium stores a computer program, the computer program is loaded and executed by a processor to realize the picture display method based on the virtual environment as any one of claims 1-22.

26. A computer program product, the computer program product stores a computer program, the computer program is loaded and executed by a processor to realize the picture display method based on the virtual environment as any one of claims 1-22.

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