Picture displaying method and apparatus, and terminal and storage medium
By controlling the virtual object to perform relevant actions and changing the field of view based on the attack behavior when the virtual object is eliminated, the problem of monotonous virtual object elimination performance is solved, and the immersion of the game and the efficiency of information transmission are improved.
Patent Information
- Application Number
- PCT/CN2025/104321
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-08-09
- Filing Date
- 2025-06-27
- Publication Date
- 2026-02-12
AI Technical Summary
In existing technologies, the presentation of virtual objects when they are phased out is monotonous, lacking immersion and information transmission efficiency, which affects players' gaming experience and strategic judgment.
When a virtual object is eliminated, it is controlled to perform corresponding actions based on the attack behavior, so that the field of view changes accordingly, including actions such as falling, crawling, and struggling, and the animation is performed according to the direction, posture and part of the body hit.
It enriches the ways in which virtual objects are eliminated, enhances the player's immersion and information acquisition efficiency, and improves the smoothness and realism of human-computer interaction.
Smart Images

Figure CN2025104321_12022026_PF_FP_ABST
Abstract
Description
Picture display method and device, terminal and storage medium
[0001] The present application claims priority to the Chinese patent application No. 202411095065.9, filed on August 9, 2024, and entitled "Picture display method and device, terminal and storage medium", the entire content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] The present application relates to the technical field of computer, in particular to a picture display method and device, terminal and storage medium. BACKGROUND
[0003] With the development of computer technology, the presentation form of games is becoming more and more diverse, bringing rich experience to players. In the game world, the elimination of the virtual object controlled by the player is an important link, which not only affects the progress of the game and the experience of the player, but also is a key element of game strategy and difficulty balance. SUMMARY
[0004] The present application provides a picture display method and device, terminal and storage medium. The technical solution is as follows:
[0005] In one aspect, a picture display method is provided, the method comprising:
[0006] displaying a field of view picture of a first virtual object, the field of view picture of the first virtual object being a scene picture observed from the perspective of the first virtual object;
[0007] in response to the first virtual object being eliminated, based on an attack behavior related to elimination, controlling the first virtual object to perform a corresponding action, and displaying the field of view picture of the first virtual object changing with the performance of the action.
[0008] In another aspect, a picture display device is provided, the device comprising:
[0009] a display module configured to display a field of view picture of a first virtual object, the field of view picture of the first virtual object being a scene picture observed from the perspective of the first virtual object;
[0010] a control module configured to, in response to the first virtual object being eliminated, based on an attack behavior related to elimination, control the first virtual object to perform a corresponding action, and display the field of view picture of the first virtual object changing with the performance of the action.
[0011] In another aspect, a terminal is provided, which includes a processor and a memory, the memory being configured to store at least one piece of computer program, the at least one piece of computer program being loaded and executed by the processor to implement the picture display method in the embodiments of the present application.
[0012] In another aspect, a computer readable storage medium is provided, which stores at least one piece of computer program, the at least one piece of computer program being loaded and executed by a processor to implement the picture display method in the embodiments of the present application.
[0013] In another aspect, a computer program product is provided, which includes computer program code stored in a computer readable storage medium, the computer program code being read by a processor of a terminal from the computer readable storage medium, and the processor executes the computer program code to cause the terminal to perform the picture display method provided in various optional implementations of the above aspects.
[0014] The scheme provided by the embodiments of the present application can display the field of view picture of the first virtual object, so that the player can observe the virtual scene from the perspective of the first virtual object, and when the first virtual object is eliminated, the first virtual object performs corresponding actions according to the attack behavior, which can not only enrich the manifestation of the virtual object when it is eliminated, but also smoothly present the field of view picture when the virtual object is eliminated, giving the player an immersive experience. BRIEF DESCRIPTION OF DRAWINGS
[0015] FIG. 1 is a schematic diagram of an implementation environment of a picture display method according to an embodiment of the present application;
[0016] FIG. 2 is a flowchart of a picture display method according to an embodiment of the present application;
[0017] FIG. 3 is a flowchart of a picture display method according to an embodiment of the present application;
[0018] FIG. 4 is a schematic diagram of a first virtual object performing a negative state associated action according to an embodiment of the present application;
[0019] FIG. 5 is a schematic diagram of a first knockdown action according to an embodiment of the present application;
[0020] FIG. 6 is a schematic diagram of a second knockdown action according to an embodiment of the present application;
[0021] FIG. 7 is a schematic diagram of a first virtual object discarding a virtual prop according to an embodiment of the present application;
[0022] FIG. 8 is a schematic diagram of the eyes of a first virtual object closing according to an embodiment of the present application;
[0023] FIG. 9 is a flowchart of another picture display method according to an embodiment of the present application;
[0024] FIG. 10 is an interface diagram of configuring a fall-down action according to an embodiment of the present application;
[0025] FIG. 11 is a diagram of a elimination animation according to an embodiment of the present application;
[0026] FIG. 12 is a block diagram of a picture display device according to an embodiment of the present application;
[0027] FIG. 13 is a structural block diagram of a terminal according to an embodiment of the present application. DETAILED DESCRIPTION
[0028] To make the objectives, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.
[0029] 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 the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions. For example, the field of view pictures involved in the present application are obtained under sufficient authorization.
[0030] Hereinafter, the terms involved in the present application are explained.
[0031] The embodiments of the present application mainly relate to electronic games or simulation training scenes. Taking the electronic game scene as an example, the user can perform operations in advance on the terminal. After detecting the operation of the user, the terminal can download the game configuration file of the electronic game. The game configuration file can include the application program, interface display data or virtual scene data of the electronic game, etc., so that when the user logs in the electronic game on the terminal, the terminal can call the game configuration file to render and display the electronic game interface. The user can perform touch operations on the terminal. After detecting the touch operation, the terminal can determine the game data corresponding to the touch operation and render and display the game data. The game data can include virtual scene data, behavior data of virtual objects in the virtual scene, etc. Wherein, the user can also be referred to as a player.
[0032] Virtual scene: a virtual scene displayed (or provided) by an application when running on a terminal. The virtual scene can be a simulated environment of the real world, a semi-simulated semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include a sky, a land, a sea, etc. The land can include desert, city, and other environmental elements. The user can control the virtual object to move in the virtual scene.
[0033] Taking a shooting game as an example, the user can control the virtual object to freely fall, glide, or open a parachute to fall in the sky of the virtual scene, can control the virtual object to run, jump, crawl, or bend down to walk on the land of the virtual scene, and can control the virtual object to swim, float, or dive in the sea of the virtual scene. Of course, the user can also control the virtual object to move in the virtual scene by riding a vehicle. Here, only the above scenarios are taken as examples, and the embodiments of the present application do not specifically limit this.
[0034] It should be noted that when displaying the virtual scene and the virtual object or virtual item in the virtual scene in the shooting game, two lens modes are usually included: a first lens mode and a second lens mode. The first lens mode refers to a display mode of observing the virtual scene and the virtual object through a third-person perspective. The second lens mode refers to a display mode of observing the virtual scene and the virtual object through a first-person perspective. The first lens mode is used to simulate observing the virtual scene from a position around the virtual object. In the first lens mode, the camera can usually be located above the back of the virtual object, so that the full body or most of the area of the virtual object can be displayed in the virtual scene. The user can see the action of the virtual object and the environment in which it is located, etc. The second lens mode is used to simulate observing the virtual scene through the perspective of the virtual object. In the second lens mode, the camera can usually be worn on the body of the virtual object, for example, the chest of the virtual object, so that the user can see two arms of the virtual object in the virtual scene. For another example, the eye of the virtual object, so that the user can observe the virtual scene through the perspective of the first virtual object in the virtual scene. The present application relates to the above-mentioned second lens mode.
[0035] The user can perform a view angle adjustment operation on the terminal, and when the terminal detects the view angle adjustment operation, the terminal can adjust the view angle according to the view angle adjustment operation. Specifically, the terminal can adjust the view angle by controlling the lens to rotate. Accordingly, the lens rotates, and the virtual scene that can be captured by the lens also changes, that is, the display area of the virtual scene changes. The view angle adjustment operation can be a mouse movement operation, a key operation, a sliding operation on the terminal screen, or other operations, such as a gyroscope operation or a 3D Touch operation, and embodiments of the present application do not limit the operation mode.
[0036] It should be noted that the rotation direction of the lens can be consistent with the direction indicated by the view angle adjustment operation. The rotation speed of the lens can be positively correlated with the operation speed of the view angle adjustment operation. The greater the operation speed, the greater the rotation speed. For the rotation angle of the lens, the determination method is different for different operation modes. For example, if the view angle adjustment operation is a mouse movement operation, a sliding operation, or a gyroscope operation, the rotation angle of the lens can be positively correlated with the operation distance or operation amplitude of the view angle adjustment operation. That is, the greater the operation distance or operation amplitude, the greater the rotation angle. If the view angle adjustment operation is a key operation or a 3D Touch operation, the rotation angle of the lens can be positively correlated with the operation time or operation force of the view angle adjustment operation, that is, the greater the operation time or operation force, the greater the rotation angle. Of course, the rotation angle of the lens can also be negatively correlated with the operation force, that is, the greater the operation force, the smaller the rotation angle, and embodiments of the present application do not limit this.
[0037] Virtual object: refers to an active object in a virtual scene. The active object can be a virtual person, a virtual animal, an animation character, etc. For example, a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual scene. The virtual object can be a virtual avatar in the virtual scene that represents a user. The virtual scene can include multiple virtual objects, each virtual object having its own shape and volume in the virtual scene and occupying a part of the space in the virtual scene.
[0038] Optionally, the virtual object can be a user role controlled by an operation on the client, an artificial intelligence (AI) set in a virtual scene battle, or a non-user role (NPC) set in a virtual scene interaction. Optionally, the virtual object can be a virtual person that performs a confrontational interaction in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients joining the interaction.
[0039] Taking a shooting game as an example, the user can control the virtual object to freely fall, glide, or open a parachute to fall in the sky of the virtual scene, can control the virtual object to run, jump, crawl, bend down, and walk on land, and can control the virtual object to swim, float, or dive in the sea. Of course, the user can also control the virtual object to ride a virtual vehicle to move in the virtual scene. For example, the virtual vehicle can be a virtual car, a virtual aircraft, a virtual yacht, and the like, and the embodiments of the present application are not limited to the above scenarios.
[0040] The picture display method provided by the embodiments of the present application can be applied in a terminal. The implementation environment of the picture display method provided by the embodiments of the present application is introduced below. FIG. 1 is a schematic diagram of an implementation environment of a picture display method according to an embodiment of the present application. Referring to FIG. 1, the implementation environment includes a terminal 101 and a server 102.
[0041] The terminal 101 and the server 102 can be directly or indirectly connected through wired or wireless communication, which is not limited in the present application.
[0042] In some embodiments, the terminal 101 is a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, and the like, but is not limited thereto. The terminal 101 is installed and runs an application program supporting a virtual scene. The application program can be any one of a first-person shooting game (FPS), a multiplayer online battle arena game (MOBA), a virtual reality application program, a three-dimensional map program, or a multiplayer survival game. Illustratively, the terminal 101 is a terminal used by a first account, and the first account uses the terminal 101 to operate a first virtual object located in a virtual scene to perform activities, which include but are not limited to at least one of adjusting a body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the virtual object is a virtual character, such as a simulated character role or an animation character role.
[0043] In some embodiments, the server 102 is a standalone physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud service, cloud database, cloud computing, cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, CDN (Content Delivery Network), and big data and artificial intelligence platform. The server 102 is configured to provide background services for applications supporting virtual scenes. In some embodiments, the server undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server and the terminal adopt a distributed computing architecture for collaborative computing.
[0044] In some embodiments, the first virtual object controlled by the terminal 101 (hereinafter referred to as the controlled virtual object) and the virtual objects controlled by other terminals (hereinafter referred to as other virtual objects) are in the same virtual scene. At this time, the controlled virtual object can interact with the other virtual objects in the virtual scene. In some embodiments, the controlled virtual object and the other virtual objects can be in a cooperative relationship. For example, the controlled virtual object and the other virtual objects can belong to the same team and organization, and the virtual objects in the cooperative relationship can interact with the hostile virtual objects in a cooperative manner.
[0045] Those skilled in the art can know that the number of terminals described above can be more or less. For example, the terminals described above can be only one, or the terminals described above can be dozens or hundreds, or more. The number of terminals and the type of equipment are not limited in the embodiments of the present application.
[0046] FIG. 2 is a flowchart of a picture display method according to an embodiment of the present application. As shown in FIG. 2, the method is described in the embodiment of the present application by taking the application to the terminal as an example. The method comprises the following steps:
[0047] 201, the terminal displays a field of view picture of the first virtual object, the field of view picture of the first virtual object being a scene picture observed from the perspective of the first virtual object.
[0048] In the embodiments of the present application, the terminal has installed or run an application supporting a virtual scene. The virtual scene includes a first virtual object and other virtual objects. The first virtual object is a virtual object controlled by an account logged in the terminal. The field of view picture of the first virtual object is a scene picture obtained by observing the virtual scene from the perspective of the first virtual object. Optionally, the field of view picture can also be referred to as a first-person perspective picture. Optionally, the field of view picture is obtained by a camera located at the head of the first virtual object.
[0049] 202、in response to the first virtual object being eliminated, the terminal controls the first virtual object to perform a corresponding action based on the attack behavior related to the elimination, and displays a view picture of the first virtual object changing with the performance of the action.
[0050] In the embodiments of the present application, the first virtual object can have a confrontational interaction with other virtual objects in the virtual scene. That is, the first virtual object can attack other virtual objects through attack behaviors, and correspondingly, other virtual objects can also attack the first virtual object through attack behaviors. If the first virtual object is eliminated after being attacked, the terminal can obtain the attack behavior related to the elimination, and control the first virtual object to perform an action related to the elimination, such as falling down, crawling, struggling, etc. When the first virtual object performs the above-mentioned action, the terminal displays the changes of the view picture of the first virtual object in real time. For example, if the first virtual object falls down on its back, the terminal displays the scene picture observed by the first virtual object during the falling process in real time.
[0051] The attack behaviors include hitting with virtual props, launching virtual props with virtual launchers, etc.
[0052] The scheme provided by the embodiments of the present application displays the view picture of the first virtual object, so that the player can observe the virtual scene from the perspective of the first virtual object when controlling the first virtual object to move in the virtual scene, giving the player a subjective feeling of being in the scene, and enabling the player to immerse in the virtual scene. By controlling the first virtual object to perform a corresponding action according to the attack behavior related to the elimination when the first virtual object is eliminated, such as controlling the first virtual object to fall down after being attacked according to at least one of the direction of the attack, the body posture of the first virtual object, the part of the first virtual object being hit, and the negative state of the first virtual object, and displaying the view picture changing with the falling of the first virtual object, not only enriches the form of the first virtual object being eliminated, but also smoothly presents the changes of the view picture when the first virtual object is eliminated, giving the player a feeling that he is the first virtual object, thereby experiencing the virtual scene in a first-person perspective. By controlling the first virtual object to perform an action related to the attack behavior, more information related to the attack behavior can be conveyed to the player, such as the direction of the attack, the source of the attack, and the type of the attack, etc., so that the player can share this information with other players, improving the information acquisition efficiency of the player, and further improving the human-computer interaction efficiency.
[0053] FIG. 3 is a flowchart of a picture display method according to an embodiment of the present application. As shown in FIG. 3, the method is described by taking an example in the embodiments of the present application. The method includes the following steps:
[0054] 301、The terminal displays a field of view picture of the first virtual object, and the field of view picture of the first virtual object is a scene picture observed in the perspective of the first virtual object.
[0055] In the embodiments of the present application, the terminal is a terminal used by any player, and the terminal is installed with or runs an application supporting a virtual scene. The virtual scene can be a shooting game scene, an adventure and puzzle solving scene, a horror survival scene, a science fiction battle scene, a secret room escape scene, a racing scene, etc. Optionally, all virtual objects in the virtual scene are observed in the first person perspective. Taking a first virtual object as an example, the first virtual object is a virtual object controlled by an account logged in the terminal. In addition to the first virtual object, the virtual scene can also include a second virtual object. The second virtual object can belong to the same team and organization as the first virtual object, and belong to a cooperative relationship. Alternatively, the second virtual object and the first virtual object belong to different teams and organizations, and belong to an antagonistic relationship.
[0056] The picture displayed on the screen of the terminal is a scene picture observed in the perspective of the first virtual object, and the perspective of the first virtual object can also be referred to as a first person perspective. The first person perspective refers to a form presented in various media, as if the observer himself is the subject in the scene, and the picture he sees is as if he sees with his own eyes. This perspective can produce strong immersion and empathy, so that the observer seems to be experiencing the event happening in reality. The first person perspective can be realized by setting a camera on the head of the three-dimensional model of the first virtual object.
[0057] For example, in a first person shooting game, the player sees the field of view of the virtual object looking straight ahead when the virtual object holds a virtual prop. When the player controls the virtual object to move, aim and operate, the feeling is as if he is operating in reality. For another example, in a first person horror game, the player can directly experience the tension and oppression brought by the horror atmosphere.
[0058] It should be noted that the first virtual object can be in a confrontational interaction with other virtual objects in the virtual scene. The interaction mode can be mutual attack, and the attack mode and means are not limited by the embodiments of the application. The defeated virtual object is eliminated. Optionally, the elimination mode is divided into two types, one is direct elimination, and the other is elimination after falling down. Direct elimination refers to that the virtual object controlled by the player is immediately determined to be eliminated after being subjected to a fatal attack, and the game ends or restarts. For example, the virtual object loses virtual life value instantaneously after being hit in the head by the enemy, without subsequent buffer time. Elimination after falling down refers to that the virtual object controlled by the player is first knocked down to lose fighting ability after being subjected to an attack sufficient to endanger virtual life, but is not immediately eliminated. During the time of falling down, if the teammates can rescue in time, the virtual object can recover the virtual life value and continue to fight; if the virtual object is not rescued within the specified time, the virtual object will be eliminated. For example, the virtual object is hit by the enemy and falls down after being seriously injured, and if the virtual object is not rescued before the countdown ends, the virtual object will be eliminated.
[0059] In the embodiments of the application, if the first virtual object is determined to be eliminated, the terminal further determines whether the attack behavior of eliminating the first virtual object is to directly eliminate the first virtual object or to make the first virtual object enter a negative state. The negative state refers to that the first virtual object falls down and loses fighting ability. If the attack behavior of eliminating the first virtual object makes the first virtual object enter the negative state, refer to step 302, if the first virtual object is directly eliminated, refer to steps 303-306.
[0060] 302、In response to the first virtual object being eliminated, in the case that the attack behavior related to elimination makes the first virtual object in a negative state, the terminal controls the first virtual object to perform an action associated with the negative state.
[0061] In the embodiments of the application, the negative state refers to that the first virtual object falls down and loses fighting ability. Other virtual objects can attack the first virtual object through an attack behavior, so as to cause the first virtual object to be eliminated. The action associated with the negative state includes struggling action, crawling action, calling teammates action, defense action, and expression and sound, etc.
[0062] The following introduces the attack behavior related to elimination. Taking a first-person shooter game as an example, the attack behavior related to elimination refers to a series of operations and strategies that a player takes in the game to make the virtual object of the opponent (i.e., the first virtual object) reach the state of being eliminated. The attack behavior related to elimination is diverse, such as the attack behavior related to elimination can be the use of various virtual props, the adoption of various attack strategies, the cooperation through a team, the use of the environment, and the use of skills and props, etc. The player can flexibly select and use these attack behaviors according to the game scene, the opponent situation, and the player's own ability and equipment, to achieve the goal of eliminating the opponent. In short, the attack behavior related to elimination is various behaviors that cause the first virtual object to be eliminated.
[0063] The following introduces the action associated with the negative state. The struggling action can be that the virtual object moves hands and feet ceaselessly, trying to stand up again. Or, the virtual object's body twists on the ground, showing a posture of pain and struggle for survival. The crawling action can be that the virtual object uses arms and legs to slowly crawl forward, trying to find a safe position or approach the teammate. Or, the virtual object looks back at the position of the attacker while crawling. The calling teammate action can be that the virtual object shouts the name of the teammate loudly, requesting support and rescue. Or, the virtual object uses gestures or specific actions to indicate the position and condition of the virtual object to the teammate. The defense action can be that the virtual object uses arms to shield the head to reduce the possible subsequent attack damage. Or, the virtual object rolls over sideways to avoid the possible attack direction. The expression and sound can be that the virtual object shows a painful and terrified expression. Or, the virtual object emits groaning, shouting or calling for help sounds.
[0064] For example, FIG. 4 is a schematic diagram of a first virtual object performing an action associated with a negative state according to an embodiment of the present application. Referring to (a) shown in FIG. 4, the first virtual object enters a falling state. After the first virtual object enters the falling state, the first virtual object is in a bleeding state, i.e., the first virtual object gradually loses virtual life value. In the process of the first virtual object gradually losing virtual life value, the visual field picture of the first virtual object gradually becomes black, referring to (b) shown in FIG. 4, the panting sound of the first virtual object gradually weakens. The visual field picture of the first virtual object gradually rises to reflect that the head of the first virtual object gradually falls from the raised state to the ground, referring to (c) shown in FIG. 4.
[0065] It should be noted that if the above attack behavior related to elimination also causes damage to some parts of the first virtual object, the first virtual object will also perform an action associated with the damaged part.
[0066] For example, if the first virtual object is eliminated due to being hit in the lungs, meaning the elimination-related attack is hitting the first virtual object's lungs, then after the first virtual object falls to the ground, it is in a state of lung injury. At this time, as the first virtual object's field of vision gradually darkens, its head will shake violently due to coughing, and its field of vision will also shake violently. The first virtual object will also clutch its lungs and cough up blood violently, and its field of vision will observe the first virtual object performing these actions.
[0067] By linking elimination to the actions of the first virtual object in a negative state, a realistic injury scenario is simulated. This visual representation enhances the player's perception of "elimination" and strengthens their immersion. Furthermore, the actions associated with the negative state act as external signals, helping players quickly identify the negative state and improving their information acquisition efficiency.
[0068] It should be noted that if the aforementioned elimination-related attack targets the part that causes the first virtual object to be directly eliminated, such as the heart or head, the first virtual object will not enter a negative state, but will be directly eliminated. The corresponding handling method is described in steps 303-306 below.
[0069] 303. In response to the elimination of the first virtual object, the terminal obtains at least one of the following based on the attack behavior related to the elimination: the direction of the attack, the body posture, and the part of the object that was attacked.
[0070] In this embodiment, the elimination-related attack behavior described in this step can cause the first virtual object to be directly eliminated, that is, it will not cause the first virtual object to enter a negative state. Optionally, the elimination-related attack behavior is the same as step 302 above, and will not be repeated here.
[0071] The following explains the direction of impact for a first-person object. Taking a first-person shooter game as an example, the direction of impact for a first-person object refers to the direction from which the attack originates. The direction of impact is crucial for players to determine the enemy's location and formulate appropriate countermeasures.
[0072] In first-person shooter games, common directions of being hit include the following:
[0073] Directly in front: This is one of the most common directions of attack, where enemies attack directly from the direction the player is facing. For example, when the player is controlling the first virtual object to move forward, the first virtual object may encounter enemy fire directly in front of it.
[0074] Back: The back of the first virtual object controlled by the player is attacked. For example, when the player focuses on searching for supplies by controlling the first virtual object to face forward, the player is easily hit by enemies sneaking up from behind.
[0075] Left: The direction of attack from the left side of the first virtual object controlled by the player. For example, when the player controls the first virtual object in a complex battlefield environment, the first virtual object may be attacked by enemies hidden behind buildings or cover on the left side.
[0076] Right: Opposite to the left, the attack comes from the right side of the first virtual object controlled by the player. For example, when the player controls the first virtual object to advance in coordination with a teammate on the right, the right side may suddenly appear enemies launching an attack.
[0077] Above: For example, in some maps with multiple floors or high ground, enemies attack the first virtual object from high places.
[0078] Below: Relatively rare, it may occur in scenes such as underground tunnels or caves, where enemies attack the first virtual object from below.
[0079] Now let's introduce the body posture of the first virtual object. Taking a first-person shooter game as an example, in a first-person shooter game, the body posture of the first virtual object describes the standing, crouching, lying down, jumping, running, and other posture states of the virtual object in the game. Different body postures will affect the movement speed, hit area, and shooting stability of the character, etc. For example, the first virtual object moves faster when standing, but has a larger hit area; the first virtual object crouches and lies down, reducing the hit area, but moving slower.
[0080] In a first-person shooter game, common body postures include the following:
[0081] Standing: This is the most basic body posture, with relatively fast movement speed and relatively open field of view, but with a larger hit area. For example, the player usually maintains a standing posture when searching for enemies in an open area to respond quickly.
[0082] Crouching: The body height is lowered, the hit area is reduced, and the movement speed is slightly slower. It is commonly used to reduce the probability of being hit in the presence of some cover. For example, the player controls the first virtual object to crouch behind a low wall to reduce the exposure area.
[0083] Lying down: The body is completely close to the ground, with the smallest hit area, but the movement is extremely slow. It is suitable for ambushing or avoiding the intensive fire of enemies in hidden environments such as grass.
[0084] Jump: Instantaneous departure from the ground, which can be used to cross obstacles or avoid enemy ground attacks. For example, the player can control the first virtual object to avoid enemy virtual projectiles by jumping.
[0085] Prone: Body leans to one side, partially reducing the hit area, while revealing less body parts when shooting behind cover. For example, the player can use the prone position of the first virtual object to observe and shoot at a corner of the wall.
[0086] Half-crouch: A moving posture between standing and crouching, combining certain speed and reducing hit area. For example, the player uses it when controlling the first virtual object to move quickly while maintaining some defense.
[0087] The following introduces the hit area of the first virtual object. Taking a first-person shooter game as an example, in a first-person shooter game, the hit area of the first virtual object refers to the specific location on the virtual object's body that is hit by an attack. Different hit areas may have different effects.
[0088] In a first-person shooter game, common hit areas include the following:
[0089] Head: Usually a critical hit area. When the virtual object's head is hit, it causes great damage to the virtual object. In many games, hitting the head can achieve a one-hit kill or cause high damage. For example, accurately sniping an enemy's head can quickly eliminate them.
[0090] Chest: Includes the area where important organs such as the heart are located. When the virtual object's chest is hit, it will cause significant damage. For example, being hit in the chest will cause a significant loss of virtual health points.
[0091] Abdomen: When the virtual object's abdomen is injured, it will also cause a significant drop in virtual health points.
[0092] Upper limbs (arms): The virtual object's arms may be hit, which may affect the control accuracy or shooting speed of the virtual object's hands.
[0093] Lower limbs (legs): The virtual object's legs may be hit, which may reduce the virtual object's movement speed.
[0094] Back: The virtual object is attacked from behind, and the degree of damage varies depending on the game settings.
[0095] Neck: In some games, the virtual object's neck is listed as a separate hit area, and being hit will also cause serious consequences.
[0096] Shoulders: The virtual object's shoulders may be injured, which may have some impact on the character's movements and shooting stability.
[0097] It should be noted that the above examples are mainly illustrated by taking first-person shooter games as examples. In other various rich virtual scenes, such as role-playing games, action adventure games, or strategy games, the definitions and forms of direction, posture, and part may have significant differences.
[0098] It should be noted that the above examples are mainly illustrated by taking first-person shooter games as examples. In other various rich virtual scenes, such as role-playing games, action adventure games, or strategy games, the definitions and forms of direction, posture, and part may have significant differences.
[0099] In role-playing games, the determination of direction may not only be limited to simple front, back, left and right, but also involve more complex cases such as the direction of magic or skill release. In terms of posture, there may be more unique and imaginative settings, such as flying posture, hovering posture, or special posture when casting a specific spell. The part that is hit may be closely related to the type of virtual object or the equipment worn, and is no longer just the common body parts, but may also include special items or equipment components carried by the character.
[0100] In action adventure games, the importance of direction may be more reflected in path selection when solving puzzles or exploring scenes. Posture may affect the way the character interacts with the environment, such as the body posture of the virtual object when climbing determines whether the virtual object can successfully grab the support point. The part that is hit may vary depending on the type of enemy and the way of attack, for example, the magic attack from the enemy may target the soul or energy core of the character.
[0101] In strategy games, the concept of direction may be transformed into the direction of virtual organization marching, the angle of defense facility placement, etc. The posture may be reflected in the defense layout of the city or the arrangement of units. The part that is hit may be in the form of resource points, key buildings, or specific locations.
[0102] In summary, in different types of virtual scenes, the concepts of direction, posture, and part will have their own unique characteristics and changes due to the type, setting, and gameplay of the game.
[0103] Alternatively, the part that is hit is the part of the first virtual object that is hit by the last hit that causes the first virtual object to be eliminated. In other words, the body position that is hit by the attack that finally makes the first virtual object lose the qualification to continue to exist (eliminated) is the part that is hit. In this way, the player can accurately determine the information of the key attack, and then accurately obtain the hit information, improving the efficiency of information acquisition. In addition, this setting is conducive to accurately collecting and analyzing key attack data, providing accurate basis for optimizing the damage determination algorithm and physical simulation of the game, thereby improving the realism and competitiveness of the game.
[0104] Optionally, the hit position is at least one position of the first virtual object that is attacked within a target time period before the first virtual object is eliminated. Any one or more body positions of the first virtual object that are attacked within a certain time period before the first virtual object is eliminated can be determined as the hit position. For example, the target time period is set as 30 seconds before the first virtual object is eliminated, and the leg and chest of the first virtual object are attacked within the 30 seconds, then the leg and chest are both hit positions. In this way, the user can comprehensively understand the injury mode and obtain more game information, so as to optimize the tactical planning and improve the game mechanism, and the information acquisition efficiency is improved. In addition, the setting enables the technical personnel to obtain the data of multiple hit positions within a certain time range, which is helpful to establish a more complex battle model and a behavior prediction system.
[0105] For example, the first virtual object is attacked by two enemies from different directions. Among them, the enemy in front attacks the chest of the first virtual object many times, but the fatal blow is the attack on the head of the first virtual object by the enemy from the side. In this case, in addition to considering the influence of attacking the head on the subsequent prone action to be performed by the first virtual object, the influence of attacking the chest on the subsequent prone action to be performed by the first virtual object should also be considered.
[0106] 304、The terminal controls the first virtual object to perform a first prone action corresponding to the body posture.
[0107] In the embodiment of the present application, the first prone action is a pre-set prone performance associated with a certain specific body posture, that is, the first prone action is closely related to the body posture of the first virtual object. Optionally, the first prone action corresponding to the body posture is determined according to the design logic and physical rules of the game.
[0108] The first prone action when the body posture of the first virtual object is in different states is introduced as follows.
[0109] When the body posture of the first virtual object is standing, the first prone action can be that the body of the first virtual object is straight and falls backward or forward, the arms of the first virtual object can instinctively stretch forward to try to keep balance, and the legs of the first virtual object can be bent or straightened, and then the whole body falls heavily to the ground. For example, when the first virtual object is eliminated while standing, the first virtual object can be straight and fall backward.
[0110] When the body posture of the first virtual object is squatting, the first prone action can be that the first virtual object falls to one side, the buttocks of the first virtual object first touch the ground, and the body then falls to one side, and the arms of the first virtual object can be wildly waved during the falling process. Optionally, when the first virtual object is eliminated while squatting, the first virtual object will roll to the side and fall.
[0111] When the body posture of the first virtual object is crouching, the first falling motion is a short twitch, and then the body of the first virtual object gradually becomes relaxed, with the face on the ground and the limbs stretched out weakly. For example, when the first virtual object crouching is eliminated, it will maintain the crouching posture, but the body will no longer move.
[0112] When the body posture of the first virtual object is jumping, the first falling motion is that the body of the first virtual object suddenly loses power in the air, and then falls in an unnatural posture, and the first virtual object can land head down, back down, or sideways, and can also bounce slightly and roll after landing. For example, when the first virtual object jumping is eliminated, it can land in a twisted posture.
[0113] When the body posture of the first virtual object is sideways, the first falling motion is that the first virtual object falls along the direction of the sideways, with one shoulder and body landing first, and then the body twists and lies down. For example, when the first virtual object sideways is eliminated, it will directly fall along the direction of the sideways.
[0114] When the body posture of the first virtual object is half-squatting, the first falling motion is that the first virtual object falls forward with hands stretched forward, and the knees land first, and then the body slides forward for a distance.
[0115] For example, FIG. 5 is a schematic diagram of a first falling motion according to an embodiment of the present application. Referring to (a) of FIG. 5, the body posture of the first virtual object is crouching. When the first virtual object is eliminated by an attack, the hands are stretched out weakly, as shown in (b) of FIG. 5. Then, the face of the first virtual object is on the ground, as shown in (c) of FIG. 5, which shows an example of the field of view when the face of the first virtual object is on the ground.
[0116] By matching the falling motion of the first virtual object with the body posture, not only the physical rationality and visual fluency of the elimination of the first virtual object are improved, but also the realism and immersion of the feedback of the battle for the player are enhanced.
[0117] 305、The terminal controls the first virtual object to perform a second falling motion corresponding to the hit position.
[0118] In the embodiments of the present application, the second falling motion is a unique falling manner specially set for different hit positions. In other words, each hit position has a carefully designed falling motion corresponding thereto, so as to increase the realism and strategy of the game. Correspondingly, when the first virtual object is attacked, the terminal will control the first virtual object to perform a corresponding falling motion according to the specific position hit by the attack.
[0119] The second falling motion corresponding to different hit positions will be introduced below.
[0120] When the head of the first virtual object is hit, the body of the first virtual object can lose control instantaneously, and the body can fall straight back, with the arms naturally falling down and the legs straightening. For example, in some realistic shooting games, when the head of the virtual object is hit, the virtual object can fall straight down like being hit by a heavy hammer.
[0121] When the chest of the first virtual object is hit, the body of the first virtual object can have a short pause, and then fall forward or to one side, with the hands instinctively covering the chest and a painful expression and sound being shown. For example, when the chest of the first virtual object is hit, the first virtual object can stagger forward a few steps and then fall to the ground.
[0122] When the abdomen of the first virtual object is hit, the body of the first virtual object can bend and curl, and then slowly fall to the side, with the hands tightly covering the abdomen and a painful expression being shown. For example, in some games, when the abdomen of the virtual object is hit, the virtual object can constantly moan during the falling process.
[0123] When the upper limbs (arms) of the first virtual object are hit, if one arm is hit, the body of the first virtual object can lean to the side of the injured arm, and try to balance with the other arm, and finally fall to the ground. If both arms are hit, the first virtual object can directly fall forward.
[0124] When the lower limbs (legs) of the first virtual object are hit, the injured leg of the first virtual object can kneel, and then the body of the first virtual object can lose balance and fall to the side of the injured leg, or directly collapse to the ground because the legs cannot support the body.
[0125] When the back of the first virtual object is hit, the body of the first virtual object can fall forward, with the hands stretched forward and the face facing down, and the first virtual object can have slight convulsions after falling to the ground.
[0126] It should be noted that the second falling action can be designed and performed differently in different games, so as to create a diversified and realistic game experience.
[0127] For example, FIG. 6 is a schematic diagram of a second falling action according to an embodiment of the present application. As shown in (a) of FIG. 6, the body of the first virtual object is in a crouching posture, and when the head of the first virtual object is hit, the head of the first virtual object is greatly tilted back to represent being hit, and then the legs of the first virtual object are straightened, and the back of the first virtual object falls to the ground. As shown in (b) of FIG. 6, the body of the first virtual object is in a crouching posture, and when the leg of the first virtual object is hit, the leg of the first virtual object is bent to represent being hit, and then the first virtual object falls to the side.
[0128] By associating the falling action of the first virtual object with the hit position, not only the physical authenticity and visual feedback of the player in controlling the first virtual object to perform the interactive combat in the virtual scene are improved, but also the operation feeling and the immersion are strengthened.
[0129] 306、The terminal controls the first virtual object to perform a third falling action corresponding to the hit direction.
[0130] In the embodiments of the present application, the hit direction refers to a specific direction from which the attack force comes when the first virtual object is attacked. The hit direction can be front, back, left side, right side, top or bottom, and the like. The third falling action is a unique falling form specially designed for various hit directions. In other words, each hit direction is associated with a specific and designed falling action. Correspondingly, when the first virtual object is attacked in the virtual scene, the terminal will issue an instruction and control the first virtual object to perform a specific falling action corresponding to the specific direction of the attack force.
[0131] The third falling action corresponding to different hit directions will be introduced below.
[0132] When the front of the first virtual object is hit, the body of the first virtual object will suddenly fall backward, the feet will be off the ground for a short time, and then the whole body will fall heavily on the ground, and the hands can be stretched backward instinctively. For example, when the front of the first virtual object is hit by a strong impact, the first virtual object will present this large backward falling.
[0133] When the back of the first virtual object is hit, the body of the first virtual object can stagger a few steps forward, then fall forward, and the hands are stretched forward to try to support, but eventually fall on the ground with the face downward. It is similar to being pushed hard from behind, causing the body of the first virtual object to lose balance and fall forward.
[0134] When the left side of the first virtual object is hit, the body of the first virtual object can twist and fall to the right side, the left shoulder and arm of the first virtual object first touch the ground, and then the right side of the body falls down, and the legs can be bent to buffer the impact of falling. For example, in a fighting game, when the first virtual object is hit by a heavy blow from the left side, it can fall in this way.
[0135] When the right side of the first virtual object is hit, the body of the first virtual object will twist and fall to the left side, and the body part on the right side of the first virtual object first touches the ground, which can be accompanied by a body roll.
[0136] When the upper part of the first virtual object is hit, the body of the first virtual object can instantly fall down, showing a vertical falling posture, and the legs and arms of the first virtual object can naturally droop, and there can be a large impact force when landing.
[0137] When the lower part of the first virtual object is hit, the first virtual object can take off with both feet, and the body can fly up and then fall down heavily, and the buttocks or back can land first when landing, and the body of the first virtual object can have a certain rebound.
[0138] It should be noted that the third falling action can be designed and performed differently in different games, thereby creating a diversified and realistic game experience.
[0139] It should be noted that the body posture corresponds to multiple falling actions, and the terminal can randomly obtain one falling action as the first falling action from the multiple falling actions corresponding to the body posture. Similarly, each hit position also corresponds to multiple falling actions, and the terminal can randomly obtain one falling action as the second falling action from the multiple falling actions corresponding to the hit position. Similarly, each hit direction also corresponds to multiple falling actions, and the terminal can randomly obtain one falling action as the third falling action from the multiple falling actions corresponding to the hit direction. Such a design randomizes the falling action, so that the first virtual object can appear different combinations of falling actions under the same body resource, the same hit position, and the same hit direction, thereby increasing the randomness and diversity in the game or virtual scene, avoiding the same situation every time with fixed and unchanging falling actions, and making the player's experience more rich and real.
[0140] For example, the standing body posture corresponds to A, B, and C three falling actions. When the virtual object is in a standing posture and needs to fall, the terminal can randomly select the A action to execute. For chest hit, assuming that it corresponds to D, E, and F three falling actions, the terminal can randomly select the E action as the falling performance of this chest hit. When the hit direction is left, assuming that there are G, H, and I three falling actions, the terminal randomly determines the H action to exhibit.
[0141] By associating the falling action of the first virtual object with the hit direction, the visual field picture shows the differentiated falling action of the first virtual object under different hit directions, enhances the physical reality, and also provides the player with intuitive attack source direction information, improving the information transmission efficiency.
[0142] It is to be noted that the factors determining the falling action of the first virtual object are not limited to the aforementioned body posture, hit position and hit direction. The falling action performed by the first virtual object can also be related to at least one of the following: the weight of the first virtual object; the obstacle contacted by the limb of the first virtual object; the skill of the first virtual object; the attribute of the first virtual object; the gain props used by the first virtual object.
[0143] Optionally, the weight of the first virtual object reflects the degree of weight of the articles carried or borne by the first virtual object. When the weight of the first virtual object is light, the first virtual object is relatively flexible in action, and the falling action can be light and smooth; when the weight of the first virtual object is heavy, it significantly increases the burden of the body of the first virtual object, causing the action of the first virtual object to become slow and clumsy. The first virtual object cannot effectively control the body due to the heavy load when falling, and shows a more heavy and disheveled falling posture. For example, the first virtual object cannot adjust the body due to the weight, and directly falls to the ground in a relatively rigid and out-of-control manner, or even cannot make other actions after falling due to the weight. By dynamically adjusting the amplitude of the action according to the weight of the first virtual object (such as slow falling under heavy load and fast rolling under light load), the physical authenticity is enhanced, the behavior of the virtual object is more consistent with the mechanical logic, and the game experience of the player is improved.
[0144] Optionally, during the falling of the first virtual object, if the limb of the first virtual object contacts and collides with the object in the surrounding environment, it will directly affect the falling action of the first virtual object. For example, when the first virtual object falls and hits a hard wall, the blocking of the wall will change the falling direction of the first virtual object, causing the first virtual object to fall to the other side; or due to the strong collision between the first virtual object and the wall, the body of the first virtual object rebounds, thereby generating a falling posture and subsequent action different from the normal case. If the first virtual object hits a low obstacle, it can also be tripped and cause a rolling fall. By generating a hit feedback according to the obstacle contacted by the limb of the first virtual object (such as rebounding after hitting a wall and falling forward after tripping), the authenticity of the physical environment interaction and the expressiveness of the scene destruction are improved, and the game experience of the player is improved.
[0145] Optionally, the first virtual object can be endowed with certain skills that can affect its performance when it falls down. Some skills can enable the first virtual object to perform a buffering technique at the moment it faces falling down, such as rolling or rotating to reduce the impact force of falling down; or certain skills allow the first virtual object to make defensive movements while falling down to protect the key parts from further damage. For example, a first virtual object with a "flexible dodge" skill can resolve the impact with a continuous side roll action and quickly adjust to a defensive posture when falling down. Or, some skills can enable the first virtual object to enter a pseudo-knockout state (also known as fake death), that is, the first virtual object is not really knocked out, but pretends to be knocked out to deceive the enemy. By differentiating the falling performance of the first virtual object according to the skill state (such as the invincible skill against falling down, the flash skill teleporting the fall), the skill mechanism can be visualized, and the game experience of the player is improved.
[0146] Optionally, the attributes of the first virtual object, such as strength, agility, endurance, etc., will affect the falling action. The virtual object with higher strength attribute can have a more powerful falling action, for example, it can support the body more powerfully when falling down; and the virtual object with higher agility attribute can have a more rapid and flexible falling action, which can quickly adjust the body posture. By making the hit feedback based on the attributes of the object, the influence of the difference in object attributes on the battle result can be highlighted, so that the player can obtain the attribute information of the enemy according to the hit feedback, increase the information acquisition method, and improve the information acquisition efficiency.
[0147] Optionally, if the first virtual object uses a gain item that can increase the defense ability, the first virtual object can show more stable and protective actions when falling down, such as falling down in a curled or protected posture; and if the first virtual object uses a speed-enhancing item, the first virtual object can appear a certain sliding, rolling or even further displacement due to the high-speed inertia of the body when falling down. If an exciting gain item is used, the first virtual object can survive for a longer time after entering the negative state. By linking the used gain items, the knockout performance of the first virtual object is enriched, so that the player can obtain the feedback information of the used items of the first virtual object according to the falling action of the first virtual object, increase the information acquisition method, and improve the information acquisition efficiency.
[0148] 307、The terminal controls the first virtual object to discard the virtual item held by hand.
[0149] In the embodiments of the present application, in the process of the first virtual object falling down, the terminal (computer, game console, etc.) issues an instruction to make the first virtual object voluntarily give up the virtual prop held in hand. That is, when the virtual life of the first virtual object ends and starts to fall down, the terminal triggers a control mechanism, which makes the first virtual object loosen and drop the virtual prop such as prop, tool or other virtual prop with specific function or value originally held in hand. For example, in a first-person shooting game, when the first virtual object controlled by the player is defeated by the enemy and falls down, the terminal controls the first virtual object to drop the virtual prop tightly held in hand while falling down. This design increases the realism and strategy of the game, for example, other players can pick up the dropped virtual prop to enhance their strength, or in order to follow the rules and logic set by the game, simulates the situation that the character cannot continue to hold the item when eliminated in the real scene, and improves the game experience of the player.
[0150] For example, FIG. 7 is a schematic diagram of a first virtual object dropping a virtual prop according to an embodiment of the present application. Referring to (a) of FIG. 7, the body posture of the first virtual object is prone, and the virtual prop is held in hand. When the first virtual object is eliminated by attack, the hands are relaxed, the virtual prop is dropped, and then the hands are stretched on the ground, as shown in (b) of FIG. 7.
[0151] It should be noted that the terminal can set a label or notification in advance when playing the field of view picture of the first virtual object falling down. When the label is detected or the notification is received, the terminal controls the first virtual object to drop the virtual prop held in hand. Alternatively, the game can set a label such as a falling event in the code or configuration, which is used to identify the specific state of the first virtual object falling down.
[0152] 308、The terminal displays the field of view picture of the first virtual object changing with the execution of the action.
[0153] In the embodiments of the present application, the field of view picture of the first virtual object displayed to the player by the terminal will change accordingly with the performance of the falling action of the first virtual object. When the first virtual object performs the falling action, the field of view picture displayed by the terminal will change in a series of changes.
[0154] For example, if the first virtual object is a forward falling action, the field of view picture will suddenly dive forward, the ground will quickly occupy most of the field of view picture, and the surrounding scenery will also have the effect of distortion and rapid movement due to the change of the perspective. If the first virtual object is a falling action to one side, the field of view picture will tilt to that side, and the originally horizontal scenery will have a visual effect of tilting, while the field of view in the direction of the falling will become blurred, and the scenery on the other side will be relatively clearer. If the first virtual object is a backward falling action, the field of view picture will suddenly lift up, the sky will temporarily fill the picture, and then as the first virtual object falls to the ground, the ground and surrounding objects will re-enter the field of view, and there will be a visual effect of rotation or shaking. After falling, if the first virtual object is face down, the field of view picture will be occupied by a large part of the ground, and the field of view picture will only show the texture of the ground close by and some objects close to the ground; if the back of the first virtual object is on the ground, the field of view of the first virtual object will be towards the sky, and the field of view picture will be occupied by a large part of the sky, and the surrounding scenery will be presented in a bird's eye view. This design of the field of view picture changing with the falling action can enhance the sense of reality and immersion of the user in the game or virtual experience, and make the user more intuitively feel the action and state change of the first virtual object.
[0155] 309、The terminal controls the eyes of the first virtual object to close.
[0156] In the embodiments of the present application, after the first virtual object falls, the terminal controls the eyes of the first virtual object to gradually close to transition to the settlement picture of the outsider.
[0157] Optionally, a plurality of different eye closing forms are preset, such as slow closing, quick closing, half closing and half opening, etc. When the terminal needs to present the eye closing, it can select one to display according to a specific order or condition, or completely randomly select one from the preset forms. In the embodiments of the present application, the terminal randomly selects an eye closing form from a plurality of eye closing forms.
[0158] Optionally, the manner of closing the eyes can be determined according to characteristics of the attack behavior that causes the first virtual object to be eliminated. For example, if the first virtual object is eliminated due to a strong and sudden attack, the manner of closing the eyes can be quick and tight; if the first virtual object is eliminated due to a sustained and gradual weakening attack, the manner of closing the eyes can be slow. Accordingly, the terminal obtains the manner of closing the eyes that matches the attack behavior based on the attack behavior related to the elimination. Such matching can make the manner of closing the eyes more consistent with the nature and intensity of the attack behavior, enhance the overall logical consistency and realism, and also increase the way of obtaining information for the player, so that the player can understand the matched attack behavior through the manner of closing the eyes, thereby improving the efficiency of obtaining information.
[0159] For example, if the first virtual object is eliminated by an instant headshot, the terminal can obtain the manner of closing the eyes as "quick and tight" based on such a strong attack behavior; and if the first virtual object is eliminated by excessive bleeding in a fierce battle, the terminal can randomly obtain the manner of closing the eyes as "half-closed and half-open", or obtain the manner of closing the eyes as "slowly closed" based on such a relatively slow elimination process.
[0160] For example, FIG. 8 is a schematic diagram of closing the eyes of a first virtual object according to an embodiment of the present application. Referring to (a) of FIG. 8, an exemplary view field picture when the eyes of the first virtual object are quickly closed is shown. Referring to (b) of FIG. 8, an exemplary view field picture when the eyes of the first virtual object are slowly closed is shown. Optionally, the manner of closing the eyes includes: a black circle effect of closing up and down, representing the effect of closing the eyes; a black circle effect of shrinking from outside to inside; an effect of changing the overall brightness from bright to completely dark, and an eye change curve together constitute the feeling that the light in the line of sight becomes less as the eyes are closed. Referring to (c) of FIG. 8.
[0161] To better understand the flow of the picture display method provided by the embodiments of the present application, refer to FIG. 9, which is a flowchart of another picture display method provided by the embodiments of the present application. As shown in FIG. 9, the method comprises the following steps: 901, the first virtual object is eliminated. 902, it is determined whether the first virtual object enters a negative state, if yes, step 903 is performed, if not, step 904 is performed. 903, the first virtual object is controlled to perform an action associated with the negative state. 904, a first fall action is determined according to the body posture of the first virtual object when the first virtual object is eliminated. 905, a second fall action is determined according to the hit position of the first virtual object when the first virtual object is eliminated. 906, a third fall action is determined according to the hit direction of the first virtual object when the first virtual object is eliminated. 907, the first virtual object is controlled to perform the first fall action, the second fall action and the third fall action. 908, the first virtual object is controlled to discard the virtual prop held by the first virtual object. 909, the eyes of the first virtual object are closed. 910, an out-of-court settlement picture is displayed, and the process ends.
[0162] In some embodiments, the technician can pre-configure the fall actions corresponding to different factors. For example, refer to FIG. 10, first, the body posture is classified to obtain four large items of standing, squatting, lying and being knocked down. For each large item, the hit position is classified to obtain three medium items of head, chest and limbs. For each medium item, the hit direction is classified to obtain four small items of front, back, left and right. For each small item, multiple fall actions can be configured for random selection.
[0163] In some embodiments, the above-mentioned fall action can also be a pre-set elimination animation. When the first virtual object is eliminated, the terminal plays the elimination animation. The elimination animation contains the fall action performed by the first virtual object and the label or notification triggering the first virtual object to discard the virtual prop held by the first virtual object. Refer to FIG. 11, which is a schematic diagram of an elimination animation provided by the embodiments of the present application.
[0164] The scheme provided in the embodiments of the present application displays the field of view picture of the first virtual object, so that the player can observe the virtual scene in the perspective of the first virtual object when controlling the first virtual object to move in the virtual scene, and the player can have a subjective feeling of being in the virtual scene and can immerse in the virtual scene. When the first virtual object is eliminated, the corresponding action of the first virtual object is controlled according to the attack behavior related to the elimination, such as controlling the first virtual object to fall down after being attacked according to at least one of the direction of being hit, the body posture of the first virtual object, the hit position of the first virtual object and the negative state currently in which the first virtual object is, and displaying the field of view picture of the first virtual object changing when the first virtual object falls down. The scheme not only enriches the form of the first virtual object being eliminated, but also smoothly presents the change of the field of view picture of the first virtual object being eliminated, and gives the player a feeling that the player is the first virtual object, so that the player can experience the virtual scene in situ. By controlling the first virtual object to perform the action related to the attack behavior, more information related to the attack behavior can be transmitted to the player, such as the direction of attack, the source of attack and the type of attack, so that the player can share the information with other players, improve the information acquisition efficiency of the player, and further improve the human-computer interaction efficiency.
[0165] FIG. 12 is a block diagram of a picture display device according to an embodiment of the present application. The device is used to execute the steps of the picture display method described above. Referring to FIG. 12, the device includes a display module 1201 and a control module 1202.
[0166] The display module 1201 is configured to display the field of view picture of the first virtual object, the field of view picture of the first virtual object being a scene picture observed in the perspective of the first virtual object.
[0167] The control module 1202 is configured to, in response to the first virtual object being eliminated, control the first virtual object to perform a corresponding action based on an attack behavior related to the elimination, and display the field of view picture of the first virtual object changing with the performance of the action.
[0168] In some embodiments, the control module 1202 is configured to, in response to the first virtual object being eliminated, control the first virtual object to perform a negative state associated action in a case that the attack behavior related to the elimination causes the first virtual object to be in a negative state, the negative state associated action including a physiological reaction in a process that the first virtual object is injured and gradually loses virtual life value, and display the field of view picture of the first virtual object changing with the performance of the action.
[0169] In some embodiments, the control module 1202 is configured to, in response to the first virtual object being eliminated, acquire at least one of a hit direction, a body posture, and a hit position of the first virtual object based on an attack behavior related to the elimination; control the first virtual object to perform a falling action, the falling action being related to at least one of the hit direction, the body posture, and the hit position; and display a view of the first virtual object changing as the falling action is performed.
[0170] In some embodiments, the control of the first virtual object to perform the falling action comprises at least one of:
[0171] controlling the first virtual object to perform a first falling action corresponding to the body posture;
[0172] controlling the first virtual object to perform a second falling action corresponding to the hit position;
[0173] controlling the first virtual object to perform a third falling action corresponding to the hit direction.
[0174] In some embodiments, the control module 1202 is further configured to implement any one of:
[0175] randomly acquiring a falling action from a plurality of falling actions corresponding to the body posture as the first falling action;
[0176] randomly acquiring a falling action from a plurality of falling actions corresponding to the hit position as the second falling action;
[0177] randomly acquiring a falling action from a plurality of falling actions corresponding to the hit direction as the third falling action.
[0178] In some embodiments, the hit position is a position of a last hit causing the first virtual object to be eliminated; or,
[0179] the hit position is at least one position of the first virtual object being attacked within a target time period before the first virtual object is eliminated.
[0180] In some embodiments, the action performed by the first virtual object is further related to at least one of:
[0181] a weight of the first virtual object;
[0182] an obstacle in contact with a limb of the first virtual object;
[0183] a skill of the first virtual object;
[0184] an attribute of the first virtual object;
[0185] a gain prop used by the first virtual object.
[0186] In some embodiments, the control module 1202 is further configured to control the first virtual object to discard the held virtual prop.
[0187] In some embodiments, the control module 1202 is further configured to control the first virtual object to close the eyes.
[0188] In some embodiments, the control module 1202 is further configured to randomly select an eye-closing manner from a plurality of eye-closing manners, or select an eye-closing manner matching the attack behavior based on the attack behavior related to the elimination.
[0189] The device provided by the embodiments of the present application displays the visual field picture of the first virtual object, so that the player can observe the virtual scene in the perspective of the first virtual object when controlling the first virtual object to move in the virtual scene, giving the player a subjective feeling of being in the scene, and enabling the player to immerse in the virtual scene. When the first virtual object is eliminated, the corresponding action of the first virtual object is controlled according to the attack behavior related to the elimination, such as controlling the first virtual object to fall down after being attacked according to at least one of the direction of the first virtual object being hit, the body posture of the first virtual object, the hit position of the first virtual object, and the negative state of the first virtual object, and displaying the visual field picture changing with the falling of the first virtual object, which not only enriches the form of the first virtual object being eliminated, but also smoothly presents the change of the visual field picture when the first virtual object is eliminated, giving the player a feeling that he is the first virtual object, thereby experiencing the virtual scene in person. By controlling the first virtual object to perform the action related to the attack behavior, more information related to the attack behavior can be transmitted to the player, such as the direction of the attack, the source of the attack, and the type of the attack, so that the player can share the information with other players, improving the information acquisition efficiency of the player and the human-computer interaction efficiency.
[0190] It should be noted that the picture display device provided by the above embodiments is running an application, and the above-mentioned division of each functional module is only used as an example for illustration. In actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above-described functions. In addition, the picture display device and the picture display method provided by the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.
[0191] FIG. 13 is a structural block diagram of a terminal 1300 according to an embodiment of the present application. The terminal 1300 can be a portable mobile terminal such as a smartphone, a tablet computer, an MP3 player, an MP4 player, a notebook computer, or a desktop computer. The terminal 1300 can also be referred to as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
[0192] Generally, the terminal 1300 includes a processor 1301 and a memory 1302.
[0193] The processor 1301 can include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1301 can be implemented in the form of at least one of a DSP, an FPGA, a PLA, or the like.
[0194] The memory 1302 can include one or more computer-readable storage media, which can be non-transitory. The memory 1302 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one computer program for being executed by the processor 1301 to implement a picture display method provided by a method embodiment of the present application.
[0195] In some embodiments, the terminal 1300 can also optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, the memory 1302, and the peripheral device interface 1303 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1303 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1308.
[0196] The peripheral interface 1303 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302 and the peripheral interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302 and the peripheral interface 1303 can be implemented on a separate chip or circuit board, for which the present embodiments are not limited.
[0197] The radio frequency circuit 1304 is used to receive and send RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1304 communicates with communication networks and other communication devices through electromagnetic signals. The radio frequency circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts electromagnetic signals received into electrical signals.
[0198] The display screen 1305 is used to display a UI (User Interface). The UI can include graphics, text, icons, video and any combination thereof. When the display screen 1305 is a touch display screen, the display screen 1305 also has the ability to collect touch signals on or above the surface of the display screen 1305. The touch signals can be input as control signals to the processor 1301 for processing. At this time, the display screen 1305 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards.
[0199] The camera assembly 1306 is used to capture images or videos. In some embodiments, the camera assembly 1306 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is disposed on the front panel of the terminal, and the rear-facing camera is disposed on the back of the terminal.
[0200] The audio circuit 1307 can include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals input to the processor 1301 for processing, or input to the radio frequency circuit 1304 to realize voice communication.
[0201] The power supply 1308 is used to supply power to each component in the terminal 1300. The power supply 1308 can be alternating current, direct current, disposable batteries or rechargeable batteries.
[0202] In some embodiments, the terminal 1300 further includes one or more sensors 1309. The one or more sensors 1309 include, but are not limited to, an acceleration sensor 1310, a gyroscope sensor 1311, a pressure sensor 1312, an optical sensor 1313 and a proximity sensor 1314.
[0203] Those skilled in the art can understand that the structure shown in FIG. 13 does not constitute a limitation on the terminal 1300, and can include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0204] The embodiment of the present application further provides a computer readable storage medium, at least one piece of computer program is stored in the computer readable storage medium, and the at least one piece of computer program is loaded and executed by the processor of the terminal to realize the operation performed by the terminal in the picture display method of the above-mentioned embodiment. For example, the computer readable storage medium can be a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a compact disc read-only memory (Compact Disc Read-Only Memory, CD-ROM), a magnetic tape, a floppy disk and an optical data storage device, etc.
[0205] The embodiment of the present application further provides a computer program product or computer program, the computer program product or computer program includes computer program code, and the computer program code is stored in a computer readable storage medium. The processor of the terminal reads the computer program code from the computer readable storage medium, and the processor executes the computer program code, so that the terminal executes the picture display method provided in the various optional implementation manners.
[0206] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiment can be completed by hardware, or by program to instruct related hardware to complete, and the program can be stored in a computer readable storage medium, and the storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk, etc.
[0207] The above-mentioned is only the optional embodiment of the present application, and does not limit the present application, and any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.
Claims
1. A method for displaying a picture, executed by a terminal, the method comprising: displaying a field-of-view picture of a first virtual object, the field-of-view picture of the first virtual object being a scene picture observed from a perspective of the first virtual object; in response to the first virtual object being eliminated, controlling the first virtual object to perform a corresponding action based on an attack behavior related to the elimination, and displaying the field-of-view picture of the first virtual object changing along with the performance of the action.
2. The method of claim 1, wherein, The response to the first virtual object being eliminated, controlling the first virtual object to perform a corresponding action based on an attack behavior related to the elimination, and displaying the field-of-view picture of the first virtual object changing along with the performance of the action, comprises: in response to the first virtual object being eliminated, in a case that the attack behavior related to the elimination causes the first virtual object to be in a negative state, controlling the first virtual object to perform an action associated with the negative state, the action associated with the negative state including a physiological reaction of the first virtual object in a process of being injured and gradually losing virtual life value; displaying the field-of-view picture of the first virtual object changing along with the performance of the action associated with the negative state.
3. The method of claim 1, wherein, The response to the first virtual object being eliminated, controlling the first virtual object to perform a corresponding action based on an attack behavior related to the elimination, and displaying the field-of-view picture of the first virtual object changing along with the performance of the action, comprises: in response to the first virtual object being eliminated, based on an attack behavior related to the elimination, obtaining at least one of a hit direction, a body posture and a hit position of the first virtual object; controlling the first virtual object to perform a falling action, the falling action being related to at least one of the hit direction, the body posture and the hit position; displaying the field-of-view picture of the first virtual object changing along with the performance of the falling action.
4. The method of claim 3, wherein, The control of the first virtual object to perform a falling action comprises at least one of: controlling the first virtual object to perform a first falling action corresponding to the body posture; controlling the first virtual object to perform a second falling action corresponding to the hit position; controlling the first virtual object to perform a third falling action corresponding to the hit direction.
5. The method of claim 4, wherein, The method further comprises any one of: randomly obtaining a falling action from a plurality of falling actions corresponding to the body posture as the first falling action; randomly obtaining a falling action from a plurality of falling actions corresponding to the hit position as the second falling action; randomly obtaining a falling action from a plurality of falling actions corresponding to the hit direction as the third falling action.
6. The method according to any one of claims 3-5, wherein, The hit position is a position of a last hit causing the first virtual object to be eliminated; or The hit position is at least one position attacked within a target time period before the first virtual object is eliminated.
7. The method according to any one of claims 1-5, wherein, The action performed by the first virtual object is further related to at least one of: a negative weight of the first virtual object; an obstacle in contact with a limb of the first virtual object; a skill of the first virtual object; an attribute of the first virtual object; a gain prop used by the first virtual object.
8. The method according to any one of claims 1-5, wherein, The method further includes: controlling the first virtual object to discard the held virtual prop.
9. The method according to any one of claims 1-5, wherein, The method further includes: controlling the first virtual object to close eyes.
10. The method of claim 9, wherein, The method further includes: randomly obtaining an eye-closing manner from a plurality of eye-closing manners; or obtaining an eye-closing manner matching the attack behavior based on the attack behavior related to elimination. 11.A picture display apparatus configured in a terminal, the apparatus comprising: a display module configured to display a field-of-view picture of a first virtual object, the field-of-view picture of the first virtual object being a scene picture observed from a perspective of the first virtual object; a control module configured to, in response to the first virtual object being eliminated, control the first virtual object to perform a corresponding action based on an attack behavior related to elimination, and display the field-of-view picture of the first virtual object changing along with the performance of the action. 12.A terminal, the terminal comprising a processor and a memory, the memory being configured to store at least one piece of computer program, the at least one piece of computer program being loaded and executed by the processor to implement the picture display method according to any one of claims 1 to 10. 13.A computer readable storage medium, the computer readable storage medium being configured to store at least one piece of computer program, the at least one piece of computer program being configured to implement the picture display method according to any one of claims 1 to 10. 14.A computer program product, comprising a computer program, the computer program being configured to implement the picture display method according to any one of claims 1 to 10 when executed by a processor.
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