Crosshair display method and apparatus, and terminal and storage medium
By displaying different styles of crosshair icons in the game interface according to the action status of virtual objects, the problem of the crosshair icon having a single function is solved, and richer game information is conveyed and game efficiency is improved.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-20
- Publication Date
- 2026-04-02
AI Technical Summary
In existing technologies, the crosshair indicator only serves to indicate the aiming direction during virtual object aiming, which is a single function and cannot convey more game information.
Based on the different action states of the virtual objects, different crosshair styles are displayed in the game interface, including attack state, defense state, and preparation state, which enriches the function of the crosshair.
The crosshair indicator serves the dual purpose of representing action status and conveying game information, improving the display effect of the game interface and the player's intuitive understanding of the virtual object status, thus optimizing game efficiency.
Smart Images

Figure CN2025115780_02042026_PF_FP_ABST
Abstract
Description
Sight display method and device, terminal and storage medium
[0001] The present application claims priority to the Chinese patent application No. 202411392134.2, filed on September 30, 2024, and entitled "Sight display method and device, terminal and storage medium", the entire content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] Embodiments of the present application relate to the field of human-computer interaction, in particular to a sight display method and device, terminal and storage medium. BACKGROUND
[0003] In a battle game, a player can control a virtual object to attack other virtual objects in multiple attack modes, such as using different types of virtual props, releasing virtual skills, etc.
[0004] In related technologies, when a virtual object uses a virtual prop or releases a virtual skill, a sight mark is usually displayed to assist the player in aiming at a target attack object.
[0005] However, the sight mark only has the function of indicating the aiming direction in the aiming process of the virtual object, and the function is single. SUMMARY
[0006] Embodiments of the present application provide a sight display method and device, terminal and storage medium, and the technical solutions are as follows:
[0007] In one aspect, the present application provides a sight display method, which is executed by a terminal, and the method comprises:
[0008] displaying a game interface of a first virtual object, the first virtual object having the ability to perform attack actions and defense actions;
[0009] displaying a sight mark in the game interface based on the action state of the first virtual object;
[0010] wherein the sight style of the sight mark is different in different action states, and the action state includes an attack state, a defense state and a standby state, the attack state is the state of the first virtual object performing the attack action, the defense state is the state of the first virtual object performing the defense action, and the standby state is the state of the first virtual object not performing the attack action and the defense action.
[0011] In another aspect, the present application provides a sight display device, which comprises:
[0012] The interface display module is configured to display a game interface of the first virtual object, the first virtual object having the ability to perform an attack action and a defense action.
[0013] The first crosshair display module is configured to display a crosshair identifier in the game interface based on a motion state of the first virtual object.
[0014] The crosshair identifier has different crosshair styles in different motion states, the motion states including an attack state, a defense state, and a standby state, the attack state being a state in which the first virtual object performs the attack action, the defense state being a state in which the first virtual object performs the defense action, and the standby state being a state in which the first virtual object does not perform the attack action and the defense action.
[0015] In another aspect, an embodiment of the present application provides a terminal, the terminal including a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the crosshair display method according to the above aspect.
[0016] In another aspect, an embodiment of the present application provides a computer-readable storage medium, the storage medium storing at least one program, the at least one program being loaded and executed by a processor to implement the crosshair display method according to the above aspect.
[0017] In another aspect, an embodiment of the present application provides a computer program product, the computer program product including computer instructions stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the terminal to perform the crosshair display method according to the above aspect.
[0018] Unlike the related art, the crosshair identifier is only displayed when a virtual object uses a shooting prop to convey shooting aiming information to a player, and the function is single. In an embodiment of the present application, during the whole process of controlling a game of a first virtual object, a crosshair identifier with different crosshair styles is displayed in a game interface according to different motion states of the first virtual object, so that the crosshair identifier has diversity and the function of the crosshair identifier is enriched. Moreover, a player can directly understand the current motion state of the first virtual object according to the crosshair style, and at least two kinds of game information can be conveyed and displayed to the player through the crosshair identifier, and the efficiency of the game is improved.
[0019] That is, the crosshair identifier displayed in an embodiment of the present application can have two functions of representing a motion state and conveying game information, and by displaying the crosshair identifier during a game, at least two kinds of game information can be conveyed to a player through a single interface element, and the display effect of the game interface is optimized. BRIEF DESCRIPTION OF DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the embodiments will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without any creative effort.
[0021] FIG. 1 shows a structural block diagram of a computer system according to an example embodiment of the present application;
[0022] FIG. 2 shows a flowchart of a method for displaying a crosshair according to an example embodiment of the present application;
[0023] FIG. 3 shows a flowchart of a method for displaying a crosshair according to another example embodiment of the present application;
[0024] FIG. 4 shows a schematic diagram for determining a crosshair style based on an attack direction according to an example embodiment of the present application;
[0025] FIG. 5 shows a schematic diagram for determining a crosshair style based on a charging state according to an example embodiment of the present application;
[0026] FIG. 6 shows a schematic diagram of crosshair identifiers for different defense effects according to an example embodiment of the present application;
[0027] FIG. 7 shows a schematic diagram of a parry progress bar according to an example embodiment of the present application;
[0028] FIG. 8 shows a schematic diagram of crosshair identifiers when holding a close-range combat prop according to an example embodiment of the present application;
[0029] FIG. 9 shows a schematic diagram for determining a crosshair style based on a motion state according to an example embodiment of the present application;
[0030] FIG. 10 shows a schematic diagram for determining a crosshair style based on a running speed or a physical value according to an example embodiment of the present application;
[0031] FIG. 11 shows a schematic diagram for determining a flying word style based on a hit location according to an example embodiment of the present application;
[0032] FIG. 12 shows a schematic diagram for determining a motion effect displacement direction based on an attack direction according to an example embodiment of the present application;
[0033] FIG. 13 shows a flowchart of a method for displaying a crosshair according to an example embodiment of the present application;
[0034] FIG. 14 shows a flowchart of a method for displaying a damage flying word according to an example embodiment of the present application;
[0035] FIG. 15 shows a flowchart of a method for displaying a damage word according to another example embodiment of the present application;
[0036] FIG. 16 shows a flowchart of a method for displaying a damage word according to another example embodiment of the present application;
[0037] FIG. 17 shows a block diagram of a structure of a sight display device according to an example embodiment of the present application;
[0038] FIG. 18 shows a block diagram of a structure of a terminal according to an example embodiment of the present application. DETAILED DESCRIPTION
[0039] For the purpose of the present application, the technical solutions and advantages will be more clearly understood, the following will be further described in detail with reference to the accompanying drawings.
[0040] The example embodiments will be described in detail herein with reference to the accompanying drawings. In the following description, the same numbers refer to the same or similar elements unless otherwise represented. The embodiments described in the following example embodiments do not represent all the embodiments consistent with the present application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of the present application as detailed in the appended claims.
[0041] The terms used in the present application are merely for the purpose of describing particular embodiments and are not intended to limit the present application. As used in the present application and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "and / or," as used herein, refer to and encompass any or all possible combinations of one or more of the associated listed items.
[0042] It should be understood that, although the terms first, second, etc. can be used herein to describe various information, these terms are not intended to denote a particular order. These terms are used merely to distinguish one type of information from another. For example, a first parameter can be termed a second parameter, and, similarly, a second parameter can be termed a first parameter, without departing from the scope of the present application. Depending on the context, the word "if' as used herein can be interpreted to mean "when" or "in response to determining" or "in response to a determination."
[0043] Referring to FIG. 1, a block diagram of a computer system according to an example embodiment of the present application is shown. The computer system 100 can include a first terminal 110, a server 120, and a second terminal 130.
[0044] The first terminal 110 runs an application 111 supporting a virtual environment, which can be a multiplayer online battle program. When the first terminal runs the application 111, a user interface of the application 111 is displayed on a screen of the first terminal 110. The application 111 can be any one of a Multiplayer Online Battle Arena (MOBA) game, a Simulation Game (SLG), a Massive Multiplayer Online Role-Playing Game (MMORPG), and a First-Person Shooting game (FPS). In this embodiment, the application 111 is taken as an example of the MMORPG. The first terminal 110 is a terminal used by a first user 112, who uses the first terminal 110 to control a first virtual object in a virtual environment for activities. The first virtual object can be referred to as a master virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of adjusting a body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing a skill. Illustratively, the first virtual object is a first virtual character, such as a simulated character or an animation character.
[0045] The second terminal 130 runs an application 131 supporting a virtual environment, which can be a multiplayer online battle program. When the second terminal 130 runs the application 131, a user interface of the application 131 is displayed on a screen of the second terminal 130. The application 131 can be any one of a MOBA game, an SLG game, an MMORPG game, and an FPS game, which is taken as an example of the FPS game in this embodiment. The second terminal 130 is a terminal used by a second user 132, who uses the second terminal 130 to control a second virtual object in a virtual environment for activities. The second virtual object can be referred to as a master virtual character of the second user 132. Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animation character.
[0046] Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friendship relationship, or have a temporary communication permission. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations, or have an enemy relationship.
[0047] Optionally, the application programs installed on the first terminal 110 and the second terminal 130 are the same, or the application programs installed on the two terminals are the same type of application programs on different operating system platforms (Android or IOS). The first terminal 110 can be referred to as one of a plurality of terminals, and the second terminal 130 can be referred to as another one of the plurality of terminals. The present embodiment is only exemplified by the first terminal 110 and the second terminal 130. The first terminal 110 and the second terminal 130 can be the same or different in device type, which includes at least one of a smart phone, a tablet computer, an electronic book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.
[0048] Only two terminals are shown in FIG. 1, but there are a plurality of other terminals that can access the server 120 in different embodiments. Optionally, there is also one or more terminals that are developer corresponding terminals on which a development and editing platform supporting development and editing of the application program in the virtual environment is installed. The developer can edit and update the application program on the terminal, and transmit the updated application program package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application program package from the server 120 to update the application program.
[0049] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.
[0050] The server 120 includes at least one of a server, a server cluster composed of a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the application program supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.
[0051] In an illustrative example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as an avatar of a user account, a nickname of a user account, a battle power index of a user account, and a service area in which a user account is located. The battle service module 124 is configured to provide a plurality of battle rooms for users to perform battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and 1V5 battles. The user-oriented I / O interface 125 is configured to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network and exchange data.
[0052] In combination with the above description, the method for displaying a crosshair provided in the present application is described. The method can be executed by a terminal or by a server and a terminal.
[0053] Referring to FIG. 2, a flowchart of a method for displaying a crosshair provided in an example embodiment of the present application is shown. The method is exemplarily described as being executed by a terminal. The method includes the following steps.
[0054] In step 201, a match interface of a first virtual object is displayed. The first virtual object has the ability to perform attack actions and defense actions.
[0055] Optionally, a virtual object refers to a movable object controlled by a terminal in a virtual environment. The movable object can be a virtual person, a virtual animal, or the like, such as a person or an animal displayed in a three-dimensional virtual environment. Optionally, a virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
[0056] Optionally, the virtual environment refers to a three-dimensional environment in which the virtual object is located in the virtual world during the running of the application program in the terminal. The virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. For example, the virtual environment can include the sky, land, ocean, etc., and the land can include desert, city, and other environmental elements. Optionally, the virtual environment can be used to simulate the physical environment in the real world, such as terrain, weather, lighting, and physical interaction, etc., while also simulating objects and characters in the real world. The virtual environment creates and renders images by using computer graphics technology, such as simulating the physical process of light reflection, refraction, and scattering on the surface of an object, and converting it into an image. In addition, the virtual environment can also include audio and interactive elements, such as interactive control, flight simulator, and group behavior, etc.
[0057] Optionally, in the embodiments of the present application, the virtual environment is observed by a camera model. Optionally, the camera model automatically follows the virtual object in the virtual world, that is, when the position of the virtual object in the virtual world changes, the position of the camera model in the virtual world also changes, and the camera model is always within a preset distance range of the virtual object in the virtual world. Optionally, during the automatic following process, the relative position of the camera model and the virtual object does not change.
[0058] The camera model refers to a three-dimensional model located around the virtual object in the virtual world. When a first-person perspective is adopted, the camera model is located near the head of the virtual object or at the head of the virtual object. When a third-person perspective is adopted, the camera model can be located behind the virtual object and bound to the virtual object, or can be located at any position at a preset distance from the virtual object. Through the camera model, the virtual object in the virtual world can be observed from different angles. Optionally, when the third-person perspective is a first-person over-the-shoulder perspective, the camera model is located behind the virtual object (such as the head and shoulder of the virtual object). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a top-down perspective. When a top-down perspective is adopted, the camera model can be located above the head of the virtual object. The top-down perspective is a perspective for observing the virtual world from an aerial view. Optionally, the camera model will not be actually displayed in the virtual world, that is, the camera model will not be displayed in the virtual world displayed in the user interface.
[0059] In some embodiments, the first virtual object is a virtual object controlled by the terminal, and the terminal displays a game interface of the first virtual object.
[0060] Optionally, the game interface includes an environment picture obtained by observing the virtual environment from the perspective of the first virtual object, and interaction controls for interacting with the player. The environment picture changes based on the movement of the first virtual object in the virtual environment, and the interaction controls are updated based on the operation of the player in the game interface.
[0061] Optionally, the environment picture can include other virtual objects, virtual props, virtual items, etc., and the interaction controls can include a movement dial, skill controls, chat controls, etc., which are not limited in the embodiments of the present application.
[0062] Optionally, the first virtual object has the ability to perform attack actions and defense actions in the virtual environment. The attack action refers to an action of attacking other virtual objects, such as fighting, hacking, shooting, and releasing skills, etc. The defense action refers to an action of defending against attacks from other virtual objects, such as dodging and blocking, etc. Optionally, performing an attack action or a defense action can consume the physical value, energy value, or other attribute value of the first virtual object, which is not limited in the embodiments of the present application.
[0063] Optionally, the game interface includes attack controls, such as a skill attack control, a two-skill attack control, etc., and the player can perform a trigger operation on the attack controls to control the first virtual object to perform an attack action. Optionally, the game interface also includes defense controls, such as a blocking control and a dodging control, and the player can perform a trigger operation on the defense controls to control the first virtual object to perform a defense action.
[0064] In step 202, a crosshair identifier is displayed in the game interface based on the action state of the first virtual object.
[0065] Unlike the related art, the crosshair identifier is only displayed in the center of the game interface during the process in which the first virtual object uses a virtual shooting prop and aims to shoot, i.e., the crosshair identifier is only used to indicate the aiming state, and the display form is single. In the embodiments of the present application, in order to convey more game information to the player during the entire game, the crosshair identifier is displayed in the game interface according to different action states of the first virtual object in the game. That is, the crosshair identifier can be used to indicate not only the aiming state, but also the action state of the virtual object.
[0066] Optionally, the crosshair style of the crosshair identifier is different in different action states, and the action states include an attack state, a defense state, and a standby state. The attack state is the state in which the first virtual object performs an attack action, the defense state is the state in which the first virtual object performs a defense action, and the standby state is the state in which the first virtual object does not perform an attack action or a defense action.
[0067] Optionally, the terminal can determine the action state of the first virtual object according to the interaction of the player. For example, when receiving the triggering operation of the player on the skill release control, that is, controlling the first virtual object to release the skill, it means that the first virtual object is in an attack state. For another example, when receiving the triggering operation of the player on the guard control, that is, controlling the first virtual object to perform a guard operation, it means that the first virtual object is in a defense state. For another example, when receiving the dragging operation of the player on the movement dial, that is, controlling the first virtual object to move in the virtual environment, it means that the first virtual object is in a preparation state.
[0068] In some embodiments, the terminal first determines the current action state of the first virtual object, and determines the reticle pattern corresponding to the current action state, so as to display the reticle identifier in the game interface in the corresponding reticle pattern.
[0069] Optionally, the reticle pattern corresponding to different action states can be pre-set by the developer, or can be selected and set by the player, and the embodiments of the present application do not limit this. In a possible implementation manner, the player can configure the reticle pattern corresponding to different action states in the reticle configuration interface. Optionally, the player can select the reticle pattern corresponding to different action states from a plurality of candidate reticle patterns, or can customize the reticle pattern corresponding to different action states.
[0070] Optionally, the reticle identifier is displayed in the center of the game interface. Optionally, when the first virtual object performs an attack action or a defense action, the environment picture in the game interface can be a picture obtained by observing the virtual environment in the first person perspective of the first virtual object; when the first virtual object does not perform an attack action or a defense action, the environment picture in the game interface can be a picture obtained by observing the virtual environment in the third person perspective of the first virtual object.
[0071] In a possible implementation manner, the terminal obtains a picture obtained by observing the virtual environment in the perspective of the first virtual object, obtains an environment picture, and obtains an interactive control for interacting with the player, obtains an interface interactive element, so as to display the game interface based on the environment picture and the interface interactive element. The reticle identifier is used as the interface interactive element and is displayed in the center of the game interface.
[0072] Optionally, the interface interactive element further includes a control for indicating the action state of the first virtual object, such as a skill release control indicating an attack state, a guard control indicating a defense state, and the like, and the reticle identifier is also used to indicate the action state of the first virtual object. Therefore, in order to ensure that the action state of the first virtual object indicated by other interface interactive elements is consistent with the action state indicated by the reticle identifier, the terminal can display the reticle identifier and other interface interactive elements based on the obtained consistent action state data.
[0073] To sum up, in the embodiment of the application, during the whole process of the game of the first virtual object, different reticle marks with different reticle styles are displayed in the game interface according to different action states of the first virtual object, so that the reticle marks have diversity, and the function of the reticle marks is enriched. Moreover, the player can directly understand the current action state of the first virtual object according to the reticle style, and the game information can be conveyed and displayed to the player through the reticle mark, and the game efficiency is improved.
[0074] That is, the reticle mark displayed in the embodiment of the application can have both the functions of representing the action state and conveying the game information, and by displaying the reticle mark during the game process, at least two kinds of game information can be conveyed to the player by using a single interface element, and the display effect of the game interface is optimized.
[0075] In some embodiments, considering that the game state of the first virtual object is different under different action states, such as different attack props used by the first virtual object in the attack state, different defense methods adopted by the first virtual object in the defense state, and different motion states and prop holding states of the first virtual object in the preparation state, in order to convey more accurate game information to the player through the reticle mark, the terminal can also display reticle marks with different reticle styles according to the specific state of the first virtual object under different action states.
[0076] Please refer to FIG. 3, which shows a flowchart of a reticle display method provided by another exemplary embodiment of the application. This embodiment takes the method executed by a terminal as an example, and the method includes the following steps:
[0077] Step 301: Display the game interface of the first virtual object.
[0078] The specific implementation of this step can refer to step 201, and this embodiment will not be repeated here.
[0079] Step 302: In the case that the action state of the first virtual object is the attack state, display a reticle mark in the game interface based on the prop type and prop use state of the attack prop used by the first virtual object, and the reticle mark has a reticle style corresponding to the prop type.
[0080] The attack prop refers to a virtual prop used by the first virtual object in the process of performing the attack action. The attack prop can be used to enhance the attack ability of the first virtual object, or can directly cause damage to the enemy virtual object.
[0081] In a possible implementation, in a case where the action state of the first virtual object is the attack state, considering that there are more types of attack props that can be used by the first virtual object, and there are also various usage manners and usage states in the process of using the attack props, in order to show more detailed and specific game information in the attack state to the player through the reticle identifier, the terminal can display, according to the type of the attack prop used by the first virtual object and the usage state of the attack prop, the reticle identifier of the reticle style corresponding to the type of the attack prop in the game interface.
[0082] wherein different types of attack props correspond to different reticle styles, and different usage states of attack props correspond to different reticle styles.
[0083] Optionally, the types of attack props can be divided according to attack ranges of the attack props. For example, according to attack ranges of the attack props, the attack props are divided into close combat type attack props and remote type attack props, wherein the close combat type attack props refer to virtual attack props that need to be close to an enemy virtual object to launch an attack, and the close combat type attack props can include a sword, an axe, a hammer and the like; the remote type attack props refer to virtual attack props that can launch an attack at a relatively long distance, and the remote type attack props can include virtual shooting attack props such as a virtual bow and arrow and a virtual gun.
[0084] Optionally, in order to indicate the type of the attack prop currently used by the first virtual object to the player through the reticle identifier, the reticle identifiers of different reticle styles can be set for the close combat type attack props and the remote type attack props. For example, the reticle style corresponding to the close combat type attack props can be a fishbone style, and the reticle style corresponding to the remote type attack props can be a style of a horizontal line plus a circle.
[0085] Optionally, the usage state of the attack prop refers to a state of the attack prop when the first virtual object uses the attack prop. Optionally, the usage state of the attack prop can be an attack direction of the used attack prop, and different attack directions correspond to different reticle styles. Optionally, the usage state of the attack prop can also be a charging state of the used attack prop, and different charging states correspond to different reticle styles.
[0086] In a case where the action state of the first virtual object is the attack state, by displaying the reticle identifier with the corresponding reticle style, the action state of the virtual object and the related information of the attack prop used by the virtual object can be conveyed to the player through the reticle identifier, and the usage efficiency of the attack prop is improved.
[0087] In a possible implementation, in a case where the attack prop used by the first virtual object is a close combat type attack prop, the terminal can display, according to the attack direction of the attack prop, the reticle identifier of the first reticle style in the game interface. The first reticle style is used to indicate the attack direction of the attack prop.
[0088] Optionally, the terminal can determine the attack direction of the attack prop in the virtual environment according to the first-person perspective of the first virtual object, so as to map the attack direction in the three-dimensional virtual scene to the attack direction indicated by the crosshair mark on the two-dimensional game interface.
[0089] The mapping relationship between the attack direction in the three-dimensional scene and the attack direction indicated on the two-dimensional interface can be preconfigured for the developer. In a possible implementation, the terminal can determine the attack direction of the attack prop on the visual plane of the virtual object as the attack direction indicated on the game interface. The visual plane of the virtual object refers to a plane formed by a set of visual lines from the viewpoint of the virtual object in the three-dimensional virtual scene. For example, when the first virtual object attacks in the front direction, the first crosshair pattern can be a dot; when the first virtual object attacks in the upper left direction, the first crosshair pattern can be an arrow pointing to the upper left.
[0090] Illustratively, as shown in FIG. 4, the first crosshair pattern can be a “fishbone pattern”, in which the fishbone arrow is used to indicate the attack direction. For example, when the first virtual object swings a melee attack prop from the upper right to the lower left, the first crosshair pattern can be a fishbone pattern at an angle of 45°, and the orientation of the fishbone arrow is from the upper right corner to the lower left corner. For another example, when the first virtual object swings a melee attack prop from the upper left to the lower right, the first crosshair pattern can be a fishbone pattern at an angle of 45°, and the orientation of the fishbone arrow is from the upper left corner to the lower right corner.
[0091] In the case where the attack prop used by the first virtual object is a melee attack prop, by associating the crosshair pattern of the crosshair mark with the attack direction of the attack prop, the player can intuitively view the attack direction of the attack prop through the crosshair mark, thereby improving the use efficiency of the melee attack prop.
[0092] In a possible implementation, in the case where the attack prop used by the first virtual object is a remote attack prop, the terminal can display a crosshair mark with a second crosshair pattern in the game interface according to the charging state of the attack prop. The second crosshair pattern is used to indicate the charging state.
[0093] Optionally, the charging state refers to a state in which the first virtual object enhances the attack intensity of the remote attack prop by charging when performing an attack action using the remote attack prop. That is, in the charging state, the attack damage value generated by the remote attack prop gradually increases.
[0094] Optionally, the different force storage states can be different force storage degrees, different force storage durations, etc. Optionally, the different force storage states correspond to different aiming mark styles, which can be different force storage durations corresponding to different aiming mark styles, or different force storage degrees corresponding to different aiming mark styles. For example, the aiming mark style corresponding to a force storage duration of 0.5 seconds is different from the aiming mark style corresponding to a force storage duration of 1 second; for example, the aiming mark style corresponding to a force storage degree of 30% is different from the aiming mark style corresponding to a force storage degree of 60%.
[0095] Illustratively, as shown in FIG. 5, the second aiming mark style can be a "horizontal line + circle" style, and in the force storage state, the terminal can dynamically update the second aiming mark style according to the force storage process, such as in the force storage process, the two sides of the horizontal line continuously shrink towards the middle circle, and the circle also shrinks inward, until the maximum force storage value is reached.
[0096] In the case where the attack prop used by the first virtual object is a remote attack prop, by associating the aiming mark style of the aiming mark identifier with the force storage state of the attack prop, the player can intuitively view the real-time force storage state of the attack prop through the aiming mark identifier, thereby improving the attack accuracy when using the remote attack prop.
[0097] In step 303, in the case where the action state of the first virtual object is a defense state, the terminal displays an aiming mark identifier in the game interface based on the defense mode adopted by the first virtual object, the aiming mark identifier having an aiming mark style corresponding to the defense mode, wherein different defense modes correspond to different aiming mark styles.
[0098] In a possible implementation, in the case where the action state of the first virtual object is a defense state, considering that there are many defense modes that can be adopted by the first virtual object, in order to show more detailed and specific game information in the defense state to the player through the aiming mark identifier, the terminal can display an aiming mark identifier with an aiming mark style corresponding to the defense mode adopted by the first virtual object in the game interface.
[0099] wherein different defense modes correspond to different aiming mark styles. Optionally, the defense mode refers to a mode in which the first virtual object reduces or avoids damage through various mechanisms or operations. The defense mode can be divided into an active defense mode and a passive defense mode. Illustratively, the defense mode can be dodging, evading, blocking, counterattacking, cloaking, sneaking, etc., which are not limited by the embodiments of the present application.
[0100] Illustratively, in the case where the defense mode is blocking, the corresponding aiming mark style can be a shield style; in the case where the defense mode is evading, the corresponding aiming mark style can be a lightning style; the embodiments of the present application do not make specific limitations on the aiming mark styles corresponding to various defense modes.
[0101] In a case where the action state of the first virtual object is a defense state, the relevant information of the defense manner adopted by the virtual object can be conveyed to the player through the reticle mark by displaying the reticle mark with a corresponding reticle pattern, and the efficiency of the player in controlling the virtual object to perform a defense operation is improved.
[0102] In some embodiments, when the first virtual object performs a defense action, the defense effect of the defense action is different under different defense manners and different defense opportunities, and therefore, when the defense manner is indicated by the reticle pattern, the terminal can further display the reticle mark with a display effect corresponding to the defense effect of the defense action performed by the first virtual object in the game interface, so as to further show the game information to the player through the reticle mark. Different defense effects correspond to different display effects.
[0103] Optionally, the defense opportunity can be determined according to the triggering operation of the player on the defense control. The closer the time of clicking the defense control to the time of being attacked, the better the defense opportunity. Illustratively, in a case where the defense manner is blocking, according to the defense opportunity, two defense effects of normal blocking and perfect blocking can be generated; in a case where the defense manner is dodging, according to the defense opportunity, two defense effects of normal dodging and perfect dodging can be generated.
[0104] Illustratively, as shown in FIG. 6, in a case where the defense manner is blocking, taking the reticle mark as a blocking shield 601 for example, the display effect of normal blocking can be that the blocking shield is first enlarged and then reduced, and a first background light effect is displayed around the blocking shield; the display effect of perfect blocking can be that the blocking shield is first enlarged and then reduced, and a second background light effect is displayed around the blocking shield.
[0105] Illustratively, as shown in FIG. 6, in a case where the defense manner is dodging, taking the reticle mark as a dodging lightning 602 for example, the display effect of normal dodging can be that the dodging lightning is first enlarged and then reduced, and a first display light effect is displayed at a first flashing frequency; the display effect of perfect dodging can be that the dodging lightning is first enlarged and then reduced, and a second display light effect is displayed at a second flashing frequency, where the second flashing frequency is higher than the first flashing frequency.
[0106] By displaying the reticle mark with the corresponding dynamic effect based on the defense effect of the defense action performed by the virtual object, the player can be facilitated to timely understand the accuracy of the defense action currently performed by the virtual object, so as to timely adjust the control strategy for the virtual object.
[0107] In a possible implementation, in the case where the defense mode is blocking, since performing a blocking action consumes the blocking value of the first virtual object, that is, the first virtual object can only perform a blocking action to resist an attack when it has a blocking value, in the process of the first virtual object performing the blocking action, to show the real-time blocking value of the first virtual object to the player, a blocking progress bar can also be arranged in the reticle mark, so as to indicate the consumed blocking value of the first virtual object through the blocking progress bar.
[0108] Optionally, the blocking value refers to the blocking capability or blocking endurance of the virtual object. When the first virtual object performs a blocking action, the blocking value is consumed, and when the blocking value is exhausted, the first virtual object cannot continue to perform the blocking action.
[0109] Optionally, the consumed amount of the blocking value is in a positive correlation with the attack value received by the first virtual object. When the first virtual object receives a larger attack, more blocking value needs to be consumed to resist the attack. Optionally, the consumed amount of the blocking value can also be determined according to the blocking effect, for example, the blocking value consumed by a normal blocking is greater than the blocking value consumed by a perfect blocking. Optionally, the consumed amount of the blocking value can also be related to the object attribute of the first virtual object, which is not limited in the embodiments of the present application.
[0110] Optionally, in the case where the reticle style is a blocking shield, the progress bar shape of the blocking progress bar can be the shield frame of the blocking shield.
[0111] In a possible implementation, when the first virtual object performs a defense action in the blocking mode, the terminal can update the displayed blocking progress bar according to the consumed blocking value of the first virtual object when performing the blocking action.
[0112] Optionally, the update progress of the blocking progress bar is in a positive correlation with the consumed amount of the blocking value, that is, the more the blocking value is consumed, the faster the update progress of the blocking progress bar. In the case where the blocking value is exhausted, the terminal can also cancel the display of the blocking progress bar.
[0113] Illustratively, as shown in FIG. 7, in the case where the defense mode is blocking, taking the reticle mark as a blocking shield and a blocking progress bar for example, the blocking progress bar 701 is displayed around the blocking shield 702, and in the blocking process, as the blocking value of the first virtual object is gradually consumed, the terminal updates the display of the blocking progress bar 701.
[0114] In the case where the defense mode is blocking, by adding the blocking progress bar on the basis of the reticle mark, the player can be facilitated to timely know the real-time blocking value of the virtual object, so as to control the virtual object to adjust the corresponding defense strategy, and improve the control efficiency of the virtual object.
[0115] In step 304, in the case that the action state of the first virtual object is the ready-to-attack state, based on the prop holding state of the first virtual object, a reticle mark is displayed in the game interface, the reticle mark has a reticle style corresponding to the prop holding state, and different prop holding states correspond to different reticle styles.
[0116] In a possible implementation, in the case that the action state of the first virtual object is the ready-to-attack state, considering that the first virtual object may have held an attack prop or may not have held an attack prop, in order to show the player more detailed and specific game information in the ready-to-attack state through the reticle mark, the terminal can display, according to the prop holding state of the first virtual object, a reticle mark having a reticle style corresponding to the prop holding state in the game interface.
[0117] In the case that the action state of the first virtual object is the ready-to-attack state, by displaying the reticle mark having different reticle styles according to whether the virtual object holds an attack prop, the player can quickly check the prop holding state of the virtual object according to the reticle mark, and the control efficiency of the virtual object is improved.
[0118] In the case that the action state of the first virtual object is the ready-to-attack state, by displaying the reticle mark having different reticle styles according to whether the virtual object holds an attack prop, the player can quickly check the prop holding state of the virtual object according to the reticle mark, and the control efficiency of the virtual object is improved.
[0119] In the case that the first virtual object holds an attack prop, in order to facilitate the player to distinguish the attack prop currently held by the first virtual object, the terminal can also display, according to the prop type of the attack prop, a reticle mark having a reticle style corresponding to the prop type in the game interface.
[0120] In the case that the first virtual object holds an attack prop, in order to facilitate the player to distinguish the attack prop currently held by the first virtual object, the terminal can also display, according to the prop type of the attack prop, a reticle mark having a reticle style corresponding to the prop type in the game interface.
[0121] In the case that the first virtual object holds an attack prop, in order to facilitate the player to distinguish the attack prop currently held by the first virtual object, the terminal can also display, according to the prop type of the attack prop, a reticle mark having a reticle style corresponding to the prop type in the game interface.
[0122] In the case that the attack prop held by the first virtual object is a melee attack prop, in order to improve the efficiency of the game, the terminal can also prompt the player whether there is a second virtual object in the current melee attack range through different reticle styles, thereby facilitating the player to quickly find an attack object.
[0123] Optionally, the melee attack range refers to a circular or sectorial range with the first virtual object as the center and a melee attack distance as the radius. Optionally, the melee attack distance can be a pre-set fixed value, such as 20 meters, or a dynamic value, such as related to the prop attribute of the attack prop or the object attribute of the first virtual object, which is not limited in the embodiments of the present application.
[0124] Optionally, the second virtual object can be a virtual object having an enemy relationship with the first virtual object, or a virtual object belonging to a different virtual camp from the first virtual object, which is not limited in the embodiments of the present application.
[0125] In some embodiments, in the case that the first virtual object holds a melee attack prop, the terminal can determine whether there is a second virtual object in the melee attack range according to the position of the first virtual object in the virtual environment in real time, so as to display a reticle mark with a different reticle style according to the determination result.
[0126] In a possible implementation, in the case that the attack prop is a melee attack prop and there is no second virtual object in the melee attack range corresponding to the melee attack prop, the terminal can display a reticle mark with a third reticle style in the game interface.
[0127] In another possible implementation, in the case that the attack prop is a melee attack prop and there is a second virtual object in the melee attack range corresponding to the melee attack prop, the terminal can display a reticle mark with a fourth reticle style in the game interface.
[0128] The fourth reticle style has a higher degree of prominence than the third reticle style. For example, the fourth reticle style has a larger size than the third reticle style, or the fourth reticle style has a more prominent color than the third reticle style, and the like.
[0129] Illustratively, as shown in FIG. 8, when the first virtual object holds a melee attack prop, the reticle style can be the style of “two brackets”. In the case that there is no second virtual object in the melee attack range, the brackets in the reticle style are regular size brackets; in the case that there is a second virtual object in the melee attack range, the brackets in the reticle style are bold size brackets.
[0130] In the case that the first virtual object holds a melee attack prop, by associating the reticle style of the reticle mark with whether there is a second virtual object in the melee attack range, it is helpful for the player to intuitively understand the situation around the first virtual object according to the reticle style, so as to timely perform a control operation on the first virtual object and improve the control efficiency of the first virtual object.
[0131] Optionally, in the case that the first virtual object does not hold the attack prop, considering that the first virtual object can have different motion states in the virtual environment, such as walking, running, jumping, etc., in order to facilitate the player to distinguish the current motion state of the first virtual object, the terminal can also display a crosshair mark in the game interface according to the motion state of the first virtual object, the crosshair mark having a crosshair style corresponding to the motion state.
[0132] wherein different motion states correspond to different crosshair styles. Optionally, the walking state, the running state, the jumping state, and the crawling state correspond to respective crosshair styles. Illustratively, as shown in FIG. 9, the crosshair style corresponding to the walking state can be a circular ring style, the crosshair style corresponding to the running state can be a triangular arrow style, the crosshair style corresponding to the jumping state can be a T-shaped style, and the crosshair style corresponding to the crawling state can be a P-shaped style.
[0133] Optionally, considering that the first virtual object can have different running speeds or consume different physical values during running, in order to more concretely show the running state of the first virtual object to the player through the crosshair mark, the terminal can also display a crosshair mark of a corresponding crosshair style in the game interface according to the running speed or the consumed physical value of the first virtual object.
[0134] In a possible implementation, in the case that the first virtual object is in the running state, the terminal can display a crosshair mark of a fifth crosshair style in the game interface according to the running speed of the first virtual object, wherein the fifth crosshair style is used to indicate the running speed of the first virtual object in the virtual environment.
[0135] Illustratively, as shown in FIG. 10, taking three triangular arrow styles as an example of the fifth crosshair style, the running speed of the first virtual object can be divided into three speed intervals. The speed of the first speed interval is the slowest, when the running speed of the first virtual object is in the first speed interval, one triangular arrow 1001 is displayed; the speed of the second speed interval is medium, when the running speed of the first virtual object is in the second speed interval, two triangular arrows 1002 are displayed; and the speed of the third speed interval is the fastest, when the running speed of the first virtual object is in the third speed interval, three triangular arrows 1003 are displayed.
[0136] In a possible implementation, in the case that the first virtual object is in the running state, the terminal can also display a crosshair mark of a sixth crosshair style in the game interface according to the consumed physical value of the first virtual object, wherein the sixth crosshair style is used to indicate the remaining physical value of the first virtual object.
[0137] As shown in FIG. 10, for example, the first virtual object's physical value can be divided into four physical value intervals, 0-25%, 25-50%, 50-75% and 75-100%, in a circular shape composed of four sectors in the sixth crosshair pattern. When the first virtual object's physical value is in the 0-25% interval, one sector 1004 is displayed; when the first virtual object's physical value is in the 25-50% interval, two sectors 1005 are displayed; when the first virtual object's physical value is in the 50-75% interval, three sectors 1006 are displayed; and when the first virtual object's physical value is in the 75-100% interval, four sectors 1007 are displayed.
[0138] Optionally, when the first virtual object is in a jumping state, a crawling state or other motion state, the terminal can also display a crosshair identifier in the corresponding crosshair pattern according to the physical value consumed by the first virtual object, and the embodiments of the present application do not limit this.
[0139] When the first virtual object is in a running state, associating the crosshair pattern of the crosshair identifier with the running speed or physical value consumed by the first virtual object helps the player to intuitively understand the object state of the first virtual object according to the crosshair pattern, so as to timely perform a control operation on the first virtual object and improve the control efficiency of the first virtual object.
[0140] In the above embodiments, by dividing the motion state of the virtual object into an attack state, a defense state and a preparation state, various crosshair patterns of the crosshair identifier in the three different motion states are introduced, different crosshair patterns are used to convey different game information about the first virtual object to the player, the game information conveying process is optimized, and the game information conveyed by the crosshair identifier is enriched.
[0141] In the attack state, the crosshair identifier in the corresponding crosshair pattern is displayed according to the prop type and prop use state of the attack prop used by the first virtual object, which can realize the display of the prop use information of the first virtual object to the player through the crosshair identifier, facilitate the player to judge whether to switch the attack prop based on the crosshair identifier or understand the attack condition based on the crosshair identifier, optimize the attack control process of the virtual object, and be conducive to improving the efficiency of the game.
[0142] In the defense state, the crosshair identifier in the corresponding crosshair pattern is displayed according to the defense mode of the first virtual object, which can realize the display of the defense information of the first virtual object to the player through the crosshair identifier. And the crosshair identifier in the corresponding motion effect is displayed according to the defense effect generated by the defense action, which can more intuitively convey the defense effect of the current defense action to the player, facilitate the player to timely adjust the defense mode in the game, and optimize the defense operation process of the virtual object.
[0143] In the state of preparation, the terminal displays a crosshair mark corresponding to a crosshair pattern according to whether the first virtual object holds an attack prop, and when the first virtual object holds a close combat attack prop, the terminal prompts the player through different crosshair patterns whether there is a second virtual object in the close combat attack range of the first virtual object, so as to help the player quickly find the attack object and improve the excitement of the game. In addition, through the crosshair marks of different crosshair patterns, the terminal shows the player the motion state of the first virtual object, so as to help the player timely adjust the motion state of the object and optimize the control process of the virtual object.
[0144] In some embodiments, in the case that the motion state of the first virtual object is an attack state and the first virtual object successfully attacks the second virtual object, in order to more realistically show the attack process to the player, the terminal can also set a damage floating text of different floating text patterns, and show the player the game information in different attack situations through different floating text patterns.
[0145] In a possible implementation, in the case that the first virtual object successfully attacks the second virtual object, the terminal can display a damage floating text near the second virtual object in the game interface according to at least one of the hit position of the second virtual object and the damage value.
[0146] The damage floating text refers to display content used to represent the damage value or effect of the virtual object when the virtual object is damaged. Optionally, the damage floating text can be text information or numerical information.
[0147] Optionally, the damage floating text can be a three-dimensional model in the virtual environment, that is, the damage floating text is a three-dimensional model and is located near the three-dimensional model of the second virtual object in the virtual environment. Then, when the virtual environment is observed from the perspective of the first virtual object, the obtained environment picture includes the second virtual object and the damage floating text, so that the terminal can display the damage floating text near the second virtual object in the game interface.
[0148] Optionally, the damage floating text can also be an interactive element in the control interactive interface. Then, after the virtual environment is observed from the perspective of the first virtual object and the environment picture is obtained, the terminal needs to first determine the display position of the second virtual object in the environment picture, so as to set the interactive element corresponding to the damage floating text in the upper control interactive interface of the environment picture according to the display position of the second virtual object, and display the damage floating text near the second virtual object in the game interface.
[0149] Optionally, in order to more intuitively show the damage value of the second virtual object to the player through the damage floating words, different damage values can correspond to different floating word styles. Optionally, the floating word sizes of the damage floating words corresponding to different damage values are different, and the floating word size and the damage value are in a positive correlation relationship. The higher the damage value of the second virtual object is, the larger the floating word size is. For example, when the damage value is between 0 and 500, the floating word size is 20 pounds; when the damage value is between 500 and 1000, the floating word size is 24 pounds; when the damage value is between 1000 and 2000, the floating word size is 28 pounds; when the damage value is between 2000 and 5000, the floating word size is 32 pounds; and when the damage value is above 5000, the floating word size is 36 pounds.
[0150] Optionally, in order to more realistically simulate the damage effect, considering the different bearing capacities of different parts, different hit parts can also correspond to different floating word styles. Optionally, the conspicuous degree of the floating word style corresponding to the weak hit part is higher than the conspicuous degree of the floating word style corresponding to the normal hit part.
[0151] The weak hit part refers to a specific part of the virtual object's body, and the weak hit part will produce greater damage or special effects when attacked. The weak hit part can be understood as a vulnerable part, such as the head, heart, joints, etc. The normal hit part refers to other parts of the virtual object's body except the weak hit part, and the normal hit part will usually produce normal damage output when attacked, without special addition effect.
[0152] Illustratively, as shown in FIG. 11, the floating word style corresponding to the weak hit part is a bold solid font 1101, and the floating word style corresponding to the normal hit part is a regular hollow font 1102.
[0153] Optionally, in addition to being able to show the attack damage result to the player through the floating word style of the damage floating words, the process of the first virtual object performing the attack action on the second virtual object can also be simulated through the display effect of the damage floating words.
[0154] In one possible implementation, the terminal can first determine the floating word style of the damage floating words based on at least one of the hit part of the second virtual object and the damage value suffered by the second virtual object, and determine the display effect corresponding to the damage floating words based on at least one of the prop type of the attack prop used by the first virtual object and the damage value suffered by the second virtual object, so as to display the damage floating words with the floating word style in the display effect near the second virtual object in the game interface.
[0155] Optionally, the display effect of the damage floating words can be used to show the attack direction of the attack prop, can be used to show the damage value suffered by the second virtual object, and can be used to show other game attack information.
[0156] Optionally, the display effect can be a font gradual display, a font flicker, a font zoom or other effects, and the embodiments of the present application do not limit this.
[0157] Optionally, in order to simulate the attack process, the display effect can be set as an effect of gradually moving away along a certain direction. In order to apply the display effect, the effect moving direction and the effect moving distance need to be determined first.
[0158] In a possible implementation, the terminal can determine the effect moving direction of the display effect corresponding to the damage floating text according to the prop type of the attack prop used by the first virtual object, and set the effect moving distance as a fixed distance.
[0159] In another possible implementation, the terminal can determine the effect moving distance of the display effect corresponding to the damage floating text according to the damage value suffered by the second virtual object, and set the effect moving direction as a fixed direction.
[0160] In another possible implementation, the terminal can determine the effect moving direction of the display effect corresponding to the damage floating text according to the prop type of the attack prop used by the first virtual object, and determine the effect moving distance of the display effect corresponding to the damage floating text according to the damage value suffered by the second virtual object.
[0161] Optionally, different prop types correspond to different effect moving directions. For example, in the case of a melee attack prop, the effect moving direction is consistent with the attack direction; in the case of a remote attack prop, the effect moving direction is a fixed direction (for example, from top to bottom).
[0162] Illustratively, as shown in FIG. 12, when the first virtual object holds a melee virtual prop and swings at the second virtual object from the upper right corner to the lower left corner, the display effect 1201 of the damage floating text is moving from the upper right corner to the lower left corner; when the first virtual object holds a melee virtual prop and swings at the second virtual object from the upper left corner to the lower right corner, the display effect 1202 of the damage floating text is moving from the upper left corner to the lower right corner; when the first virtual object holds a remote virtual prop and swings at the second virtual object, the display effect 1203 of the damage floating text is moving from top to bottom.
[0163] Optionally, different damage values correspond to different motion effect displacement distances, the motion effect displacement distance is positively correlated with the damage value, the greater the damage value, the greater the motion effect displacement distance. For example, when the damage value is between 0-500, the motion effect displacement distance is 30 pixels; when the damage value is between 500-1000, the motion effect displacement distance is 50 pixels; when the damage value is between 1000-2000, the motion effect displacement distance is 70 pixels; when the damage value is between 2000-5000, the motion effect displacement distance is 90 pixels; and when the damage value is above 5000, the motion effect displacement distance is 110 pixels.
[0164] In the above embodiment, in the case that the first virtual object successfully attacks the second virtual object, the damage floating text of different floating text styles is set, the hit position of the second virtual object and the damage value suffered by the second virtual object are indicated to the player through the damage floating text, so that the player can more intuitively understand the attack damage result, and the conveying effect of the game information is optimized.
[0165] Moreover, the damage floating text is displayed in different display motion effects according to the prop type of the attack prop and the damage value suffered, so that the hit process can be simulated through the display motion effect, the effect of attack feedback simulation of reality is strengthened, the competitiveness of the game is improved, and the game experience is optimized.
[0166] Please refer to FIG. 13, which shows a flowchart of a sight display method provided by another exemplary embodiment of the present application.
[0167] Step 1301, the first virtual object enters a virtual game, and a game interface of the first virtual object is displayed.
[0168] After receiving the click operation of the player on the game start control, the terminal controls the first virtual object to enter the virtual game, and displays the game interface of the first virtual object.
[0169] The game interface includes an environment picture generated by observing the virtual environment in the perspective of the first virtual object, and an interactive control used for performing an interactive operation by the player, such as a movement dial, a skill release control, and the like.
[0170] Step 1302, the motion state of the first virtual object is judged in real time.
[0171] In the game process, the terminal judges the motion state of the first virtual object in real time. The motion state includes an attack state, a defense state, and a standby state. The attack state is a state in which the first virtual object performs an attack action, the defense state is a state in which the first virtual object performs a defense action, and the standby state is a state in which the first virtual object does not perform an attack action and a defense action.
[0172] Step 1303, walking without holding an attack prop in the standby state.
[0173] In the case that the first virtual object is in the ready-to-fight state and does not hold the attack prop, the terminal determines the crosshair style according to the motion state of the first virtual object. When the first virtual object is in the walking state, the terminal can determine the crosshair style as a circular ring.
[0174] Step 1304: display the crosshair mark in the form of a circular ring.
[0175] When the first virtual object is in the walking state, the terminal displays the crosshair mark in the form of a circular ring in the game interface of the first virtual object.
[0176] Step 1305: run in the ready-to-fight state without holding the attack prop.
[0177] In the case that the first virtual object is in the ready-to-fight state and does not hold the attack prop, the terminal determines the crosshair style according to the motion state of the first virtual object. When the first virtual object is in the running state, the terminal can determine the crosshair style as a triangular arrow.
[0178] Step 1306: display the crosshair mark in the form of a triangular arrow.
[0179] When the first virtual object is in the running state, the terminal displays the crosshair mark in the form of a triangular arrow in the game interface of the first virtual object.
[0180] Optionally, the terminal can display the crosshair mark in the corresponding crosshair style according to the running speed of the first virtual object, and indicate the running speed through the crosshair style.
[0181] Step 1307: hold the melee attack prop in the ready-to-fight state.
[0182] In the case that the first virtual object is in the ready-to-fight state and holds the attack prop, the terminal can determine the crosshair style of the crosshair mark according to the prop type of the attack prop. In the case that the attack prop held by the first virtual object is a melee attack prop, in order to improve the efficiency of the game, the terminal can also prompt the player through different crosshair styles whether there is a second virtual object in the current melee attack range, so as to facilitate the player to quickly find the attack object.
[0183] Step 1308: whether there is a second virtual object in the melee attack range?
[0184] Optionally, the terminal first determines the melee attack range according to the position coordinates of the first virtual object in the virtual environment and the melee attack distance, and then determines whether there is a second virtual object in the melee attack range.
[0185] Step 1309: display the crosshair mark in the form of "two brackets".
[0186] When the first virtual object holds a melee attack prop and there is no second virtual object in the melee attack range, the crosshair pattern can be a pattern of "two brackets", so that the terminal displays a crosshair mark of "two brackets" on the game interface.
[0187] Step 1310, display a crosshair mark of "two bold brackets".
[0188] When the first virtual object holds a melee attack prop and there is a second virtual object in the melee attack range, the crosshair pattern can be a pattern of "two bold brackets", so that the terminal displays a crosshair mark of "two bold brackets" on the game interface.
[0189] Step 1311, whether to enter an attack state?
[0190] During the process that the first virtual object holds a melee attack prop, the terminal also needs to determine the working state of the first virtual object in real time, and judge whether to enter an attack state.
[0191] Step 1312, display a crosshair mark of "fishbone pattern" based on the attack direction.
[0192] When the first virtual object holds a melee attack prop and enters an attack state, the terminal can display a crosshair mark of "fishbone pattern" according to the attack direction of the melee attack prop, wherein the fishbone arrow is used to indicate the attack direction.
[0193] Step 1313, hold a long-range attack prop in a standby state.
[0194] When the first virtual object is in a standby state and holds a long-range attack prop, the terminal determines the crosshair pattern according to the charging state of the attack prop.
[0195] Step 1314, display a crosshair mark of "horizontal line + circle".
[0196] When the first virtual object holds a long-range attack prop and does not enter a charging state, the terminal displays a crosshair mark of "horizontal line + circle" pattern.
[0197] Step 1315, whether in a charging state?
[0198] The terminal determines whether the long-range attack prop is in a charging state in real time. In the case that it does not enter a charging state, the terminal keeps displaying a crosshair mark of "horizontal line + circle" pattern.
[0199] Step 1316, display a crosshair mark of "horizontal line + circle" that shrinks to the middle.
[0200] In the case of entering the charging state, the terminal dynamically updates the second crosshair pattern according to the charging process. For example, during the charging process, the two lateral lines continuously shrink towards the middle circle, and the circle also shrinks inward, until the maximum charging value is reached.
[0201] Step 1317, defense state.
[0202] When the first virtual object performs a defense action, it is determined that the first virtual object is in a defense state. Optionally, the defense action can include blocking, dodging, hiding, etc.
[0203] Step 1318, display the crosshair mark of the "shield pattern".
[0204] When the first virtual object performs a blocking action, the terminal can determine the crosshair pattern as the "shield pattern", and display the crosshair mark of the "shield pattern" in the display effect of first enlarging and then shrinking during the blocking process in the game interface.
[0205] Step 1319, whether to resist the attack?
[0206] When the first virtual object resists the attack through the blocking operation, step 1320 is entered to continue to determine whether the current blocking effect is a perfect block.
[0207] Step 1320, whether it is a perfect block?
[0208] When the first virtual object resists the attack through the blocking operation, the terminal can determine the blocking effect of the blocking action currently performed by the first virtual object according to the blocking timing.
[0209] Step 1321, display the crosshair mark of the yellow background light effect.
[0210] When the blocking effect is a perfect block, that is, the timing of the blocking operation performed by the first virtual object is just before the attack falls on the first virtual object, the terminal displays the crosshair mark of the yellow background light effect.
[0211] Step 1322, display the crosshair mark of the white background light effect.
[0212] When the blocking effect is a normal block, that is, the timing of the blocking operation performed by the first virtual object is after discovering that the other virtual object initiates the attack, but not just before the attack falls on the first virtual object, the terminal displays the crosshair mark of the white background light effect.
[0213] Please refer to FIG. 14, which shows a flowchart of a damage floating word display method provided by an example embodiment of the present application.
[0214] Step 1401, control the first virtual object to successfully attack the second virtual object.
[0215] When the first virtual object is in the attacking state, in response to a triggering operation of the attack control by the player, the terminal controls the first virtual object to attack the second virtual object.
[0216] Step 1402, determine the damage value suffered by the second virtual object.
[0217] When the first virtual object successfully attacks the second virtual object, the terminal first determines the damage value suffered by the second virtual object, and according to the damage value, determines the flying character style of the damage flying character and the moving distance of the display effect.
[0218] Step 1403, when the damage value is 0-500, the flying character size is 20 PT (pound), and the moving distance of the display effect is 30 PX (pixel).
[0219] Step 1404, when the damage value is 500-1000, the flying character size is 24 PT, and the moving distance of the display effect is 50 PX.
[0220] Step 1405, when the damage value is 1000-2000, the flying character size is 28 PT, and the moving distance of the display effect is 70 PX.
[0221] Step 1406, when the damage value is 2000-5000, the flying character size is 32 PT, and the moving distance of the display effect is 90 PX.
[0222] Step 1407, when the damage value is 5000 or more, the flying character size is 36 PT, and the moving distance of the display effect is 110 PX.
[0223] Step 1408, display the damage flying character of the corresponding flying character style in the corresponding display effect in the vicinity of the second virtual object.
[0224] After determining the damage value suffered by the second virtual object, the terminal can first determine the flying character size and the moving distance of the display effect according to the corresponding interval of the damage value, and then display the damage flying character of the corresponding flying character style in the corresponding display effect in the vicinity of the second virtual object.
[0225] Please refer to FIG. 15, which shows the flowchart of the damage flying character display method provided by another exemplary embodiment of the present application.
[0226] Step 1501, control the first virtual object to successfully attack the second virtual object.
[0227] When the first virtual object is in the attacking state, in response to a triggering operation of the attack control by the player, the terminal controls the first virtual object to attack the second virtual object.
[0228] Step 1502, determine the hit position of the second virtual object.
[0229] In order to simulate the damage effect more realistically, considering the different bearing capacities of different parts, different hit parts can be set to correspond to different floating word styles. Therefore, in the case that the first virtual object successfully attacks the second virtual object, the terminal can first determine the hit part of the second virtual object.
[0230] Step 1503, the hit part is a weak part, and the floating word style is determined to be red filling and dark red outlining.
[0231] Step 1504, the hit part is a normal part, and the floating word style is determined to be white filling and red outlining.
[0232] Step 1505, displaying the damage floating word corresponding to the floating word style near the second virtual object.
[0233] Further, after determining the hit part and the floating word style corresponding to the hit part, the terminal displays the damage floating word corresponding to the floating word style near the second virtual object in the game interface.
[0234] Please refer to FIG. 16, which shows a flowchart of a damage floating word display method provided by another exemplary embodiment of the present application.
[0235] Step 1601, controlling the first virtual object to successfully attack the second virtual object.
[0236] When the first virtual object is in an attack state, in response to the triggering operation of the attack control by the player, the terminal controls the first virtual object to attack the second virtual object.
[0237] Step 1602, determining whether the attack prop used by the first virtual object is a melee attack prop?
[0238] In the case that the first virtual object successfully attacks the second virtual object, the terminal can determine the display effect of the damage floating word according to the prop type of the attack prop used by the first virtual object, so the terminal can determine whether the attack prop used by the first virtual object is a melee attack prop.
[0239] Step 1603, the attack prop is a melee attack prop, and the attack direction of the attack prop is determined.
[0240] In the case that the attack prop used by the first virtual object is a melee attack prop, in order to display the attack information through the crosshair identifier, the terminal can first determine the attack direction of the attack prop.
[0241] Step 1604, based on the attack direction, displaying the damage floating word near the second virtual object with a corresponding display effect.
[0242] After determining the attack direction, the terminal can display the damage floating text in a corresponding display effect near the second virtual object according to the attack direction. For example, when the first virtual object swings a virtual prop of the melee type from the upper right corner to the lower left corner to attack the second virtual object, the display effect of the damage floating text is moving from the upper right corner to the lower left corner.
[0243] At step 1605, the damage floating text is displayed in a downward moving effect near the second virtual object.
[0244] When the attack prop used by the first virtual object is a long-range type attack prop, the terminal directly displays the damage floating text in a downward moving effect near the second virtual object in the game interface.
[0245] Please refer to FIG. 17, which shows a structural block diagram of a crosshair display device provided in an example embodiment of the present application. The device includes:
[0246] An interface display module 1701 is configured to display a game interface of a first virtual object, the first virtual object having the ability to perform attack actions and defense actions.
[0247] A first crosshair display module 1702 is configured to display a crosshair identifier in the game interface based on a motion state of the first virtual object.
[0248] The crosshair identifier has different crosshair styles in different motion states, and the motion states include an attack state, a defense state, and a standby state. The attack state is a state in which the first virtual object performs the attack action, the defense state is a state in which the first virtual object performs the defense action, and the standby state is a state in which the first virtual object does not perform the attack action and the defense action.
[0249] Optionally, the first crosshair display module 1702 includes:
[0250] A first crosshair display unit is configured to, when the motion state of the first virtual object is the attack state, display the crosshair identifier in the game interface based on a prop type and a prop use state of an attack prop used by the first virtual object. The crosshair identifier has a crosshair style corresponding to the prop type.
[0251] Different prop types correspond to different crosshair styles, and different prop use states correspond to different crosshair styles.
[0252] Optionally, the first crosshair display unit is configured to:
[0253] In a case where the attack prop used by the first virtual object is a melee attack prop, the crosshair identifier in the first crosshair style is displayed in the game interface based on an attack direction of the attack prop, the first crosshair style being used to indicate the attack direction.
[0254] Optionally, the first crosshair display unit is configured to:
[0255] In a case where the attack prop used by the first virtual object is a remote attack prop, the crosshair identifier in the second crosshair style is displayed in the game interface based on a charging state of the attack prop, the second crosshair style being used to indicate the charging state.
[0256] Optionally, the first crosshair display module 1702 includes:
[0257] The second crosshair display unit is configured to, in a case where the action state of the first virtual object is the defense state, display the crosshair identifier in the game interface based on a defense manner adopted by the first virtual object, the crosshair identifier having a crosshair style corresponding to the defense manner, wherein different defense manners correspond to different crosshair styles.
[0258] Optionally, the apparatus further includes:
[0259] The second crosshair display module is configured to display the crosshair identifier in the game interface based on a defense effect generated by the defense action performed by the first virtual object, the crosshair identifier having a display effect corresponding to the defense effect, wherein different defense effects correspond to different display effects.
[0260] Optionally, in a case where the defense manner is blocking, the crosshair identifier includes a blocking progress bar, the blocking progress bar being used to indicate a blocking value consumed by the first virtual object;
[0261] The apparatus further includes:
[0262] The progress bar updating module is configured to update the blocking progress bar based on the blocking value consumed by the first virtual object when performing the blocking action.
[0263] Optionally, the first crosshair display module 1702 includes:
[0264] The third crosshair display unit is configured to, in a case where the action state of the first virtual object is the preparation state, display the crosshair identifier in the game interface based on a prop holding state of the first virtual object, the crosshair identifier having a crosshair style corresponding to the prop holding state, wherein different prop holding states correspond to different crosshair styles.
[0265] Optionally, the third aiming mark display unit is configured to:
[0266] In a case where the first virtual object holds the attack prop, the aiming mark is displayed in the game interface based on a prop type of the attack prop, the aiming mark having an aiming mark style corresponding to the prop type, different prop types corresponding to different aiming mark styles.
[0267] In a case where the first virtual object does not hold the attack prop, the aiming mark is displayed in the game interface based on a motion state of the first virtual object, the aiming mark having an aiming mark style corresponding to the motion state, different motion states corresponding to different aiming mark styles.
[0268] Optionally, the third aiming mark display unit is configured to:
[0269] In a case where the attack prop is a melee attack prop and there is no second virtual object in a melee attack range corresponding to the melee attack prop, the aiming mark in a third aiming mark style is displayed in the game interface.
[0270] In a case where the attack prop is a melee attack prop and there is the second virtual object in the melee attack range corresponding to the melee attack prop, the aiming mark in a fourth aiming mark style is displayed in the game interface, the fourth aiming mark style having a higher degree of prominence than the third aiming mark style.
[0271] Optionally, the third aiming mark display unit is configured to:
[0272] In a case where the first virtual object is in a running state, the aiming mark in a fifth aiming mark style is displayed in the game interface based on a running speed of the first virtual object, the fifth aiming mark style being used to indicate the running speed; or
[0273] In a case where the first virtual object is in the running state, the aiming mark in a sixth aiming mark style is displayed in the game interface based on a consumed physical value of the first virtual object, the sixth aiming mark style being used to indicate a remaining physical value of the first virtual object.
[0274] Optionally, in a case where the action state of the first virtual object is the attack state, the device further includes:
[0275] A damage word display module is configured to display a damage word in the vicinity of the second virtual object in the game interface based on at least one of a hit position and a damage value of the second virtual object in a case where the first virtual object successfully attacks the second virtual object.
[0276] Different damage values correspond to different floating word styles, different hit positions correspond to different floating word styles, and the hit position of the weak point corresponds to a floating word style with a higher degree of prominence than the hit position of the ordinary position.
[0277] Optionally, the floating word display module is configured to:
[0278] Determine the floating word style of the damage floating word based on at least one of the hit position of the second virtual object and the damage value.
[0279] Determine the display effect corresponding to the damage floating word based on at least one of the prop type of the attack prop used by the first virtual object and the damage value of the second virtual object.
[0280] Display the damage floating word of the floating word style in the display effect near the second virtual object in the game interface.
[0281] Optionally, the floating word display module is configured to:
[0282] Determine the effect displacement direction of the display effect corresponding to the damage floating word based on the prop type of the attack prop used by the first virtual object, different prop types corresponding to different effect displacement directions.
[0283] Determine the effect displacement distance of the display effect corresponding to the damage floating word based on the damage value of the second virtual object, the effect displacement distance being positively correlated with the damage value.
[0284] In summary, in the game process of controlling the first virtual object, different reticle styles of reticle identifiers are displayed in the game interface according to different action states of the first virtual object, so that the reticle identifiers are diverse and the function of the reticle identifiers is enriched. The player can directly understand the current action state of the first virtual object according to the reticle style, and more abundant game information can be conveyed and displayed to the player through the reticle identifier, and the game efficiency is improved.
[0285] It should be noted that: the apparatus provided in the above embodiments is only exemplified by the division of the above functional modules, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the apparatus is divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the implementation process is detailed in the method embodiments, which will not be repeated here.
[0286] Referring to FIG. 18, a structure block diagram of a terminal 1800 according to an example embodiment of the present application is shown. The terminal 1800 can be a portable mobile terminal such as a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 1800 can also be referred to as a user equipment, a portable terminal, or other names.
[0287] Generally, the terminal 1800 includes a processor 1801 and a memory 1802.
[0288] The processor 1801 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 can be implemented in at least one of a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), a Programmable Logic Array (PLA) hardware form. The processor 1801 can also include a main processor and a co-processor. The main processor is a processor for processing data in an awake state, also referred to as a Central Processing Unit (CPU). The co-processor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 can be integrated with a Graphics Processing Unit (GPU) for rendering and drawing content to be displayed on a display screen. In some embodiments, the processor 1801 can further include an Artificial Intelligence (AI) processor for processing machine learning related computing operations.
[0289] The memory 1802 can include one or more computer-readable storage media that can be tangible and non-transitory. The memory 1802 can also include a high-speed random access memory, and a non-volatile 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 1802 is used to store at least one instruction for being executed by the processor 1801 to implement the aiming display method according to the embodiments of the present application.
[0290] In some embodiments, the terminal 1800 can also optionally include a peripheral device interface 1803 and at least one peripheral device.
[0291] The peripheral device interface 1803 can be used to connect at least one peripheral device related to input / output (I / O) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802 and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802 and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and the embodiments are not limited in this regard.
[0292] Those skilled in the art can understand that the structure shown in FIG. 18 does not constitute a limitation on the terminal 1800, and can include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0293] The embodiments of the present application also provide a computer readable storage medium, which stores at least one program. The at least one program is loaded and executed by a processor to implement the crosshair display method according to the above various embodiments.
[0294] According to an aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer readable storage medium. A processor of a terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the terminal to perform the crosshair display method provided in the various optional implementations of the above aspect.
[0295] Those skilled in the art can understand that, in one or more examples described above, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware or any combination thereof. When implemented by software, the functions can be stored in a computer readable storage medium or transmitted as one or more instructions or codes on a computer readable storage medium. The computer readable storage medium includes a computer storage medium and a communication medium, wherein the communication medium includes any medium that facilitates the transfer of computer programs from one place to another. The storage medium can be any available medium accessible by a general or special purpose computer.
[0296] The above description is merely some optional embodiments of the present application, and is not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A sight display method, the method being performed by a terminal, the method comprising: displaying a game interface of a first virtual object, the first virtual object having the ability to perform an attack action and a defense action; displaying a sight mark in the game interface based on a state of action of the first virtual object; wherein a sight pattern of the sight mark is different in different states of action, the states of action including an attack state, a defense state, and a standby state, the attack state being a state in which the first virtual object performs the attack action, the defense state being a state in which the first virtual object performs the defense action, and the standby state being a state in which the first virtual object does not perform the attack action and the defense action.
2. The method of claim 1, wherein, The displaying of the sight mark in the game interface based on the state of action of the first virtual object comprises: in a case where the state of action of the first virtual object is the attack state, displaying the sight mark in the game interface based on a prop type and a prop use state of an attack prop used by the first virtual object, the sight mark having a sight pattern corresponding to the prop type; wherein different prop types correspond to different sight patterns, and different prop use states correspond to different sight patterns.
3. The method of claim 2, wherein, The displaying of the sight mark in the game interface based on the prop type and the prop use state of the attack prop used by the first virtual object and the sight pattern corresponding to the prop type comprises: in a case where the attack prop used by the first virtual object is a melee attack prop, displaying the sight mark in the game interface based on an attack direction of the attack prop, the sight mark having a first sight pattern for indicating the attack direction.
4. The method of claim 2, wherein, The displaying of the sight mark in the game interface based on the prop type and the prop use state of the attack prop used by the first virtual object and the sight pattern corresponding to the prop type further comprises: in a case where the attack prop used by the first virtual object is a remote attack prop, displaying the sight mark in the game interface based on a charging state of the attack prop, the sight mark having a second sight pattern for indicating the charging state.
5. The method according to any one of claims 1 to 4, wherein, The displaying of the sight mark in the game interface based on the state of action of the first virtual object comprises: in a case where the state of action of the first virtual object is the defense state, displaying the sight mark in the game interface based on a defense mode adopted by the first virtual object, the sight mark having a sight pattern corresponding to the defense mode, wherein different defense modes correspond to different sight patterns.
6. The method of claim 5, wherein, The method further comprises: displaying the sight mark in the game interface based on a defense effect generated by the defense action performed by the first virtual object, the sight mark having a display effect corresponding to the defense effect, wherein different defense effects correspond to different display effects.
7. The method of claim 5, wherein, in a case where the defense mode is a parry, the sight mark comprises a parry progress bar for indicating a parry value consumed by the first virtual object; The method further comprises: updating the parry progress bar based on the parry value consumed by the first virtual object when performing the parry action.
8. The method according to any one of claims 1 to 7, wherein, The method further includes displaying a crosshair identifier in the game interface based on the action state of the first virtual object, including: In a case where the action state of the first virtual object is the ready state, displaying the crosshair identifier in the game interface based on a prop holding state of the first virtual object, the crosshair identifier having a crosshair style corresponding to the prop holding state, wherein different prop holding states correspond to different crosshair styles.
9. The method of claim 8, wherein, The method further includes displaying the crosshair identifier in the game interface based on the prop holding state of the first virtual object, including: In a case where the first virtual object holds an attack prop, displaying the crosshair identifier in the game interface based on a prop type of the attack prop, the crosshair identifier having a crosshair style corresponding to the prop type, different prop types corresponding to different crosshair styles. In a case where the first virtual object does not hold the attack prop, displaying the crosshair identifier in the game interface based on a motion state of the first virtual object, the crosshair identifier having a crosshair style corresponding to the motion state, different motion states corresponding to different crosshair styles.
10. The method of claim 9, wherein, The method further includes displaying the crosshair identifier in the game interface based on the prop type of the attack prop, including: In a case where the attack prop is a melee attack prop and there is no second virtual object within a melee attack range corresponding to the melee attack prop, displaying the crosshair identifier in the game interface in a third crosshair style; In a case where the attack prop is a melee attack prop and there is the second virtual object within the melee attack range corresponding to the melee attack prop, displaying the crosshair identifier in the game interface in a fourth crosshair style, wherein the fourth crosshair style has a higher degree of prominence than the third crosshair style.
11. The method of claim 9, wherein, The method further includes displaying the crosshair identifier in the game interface based on the motion state of the first virtual object, including: In a case where the first virtual object is in a running state, displaying the crosshair identifier in the game interface in a fifth crosshair style based on a running speed of the first virtual object, the fifth crosshair style being used to indicate the running speed; or In a case where the first virtual object is in the running state, displaying the crosshair identifier in the game interface in a sixth crosshair style based on a consumed physical value of the first virtual object, the sixth crosshair style being used to indicate a remaining physical value of the first virtual object.
12. The method of any one of claims 1 to 11, wherein, In a case where the action state of the first virtual object is the attack state, the method further includes: In a case where the first virtual object successfully attacks a second virtual object, displaying a damage floating text in the game interface near the second virtual object based on at least one of a hit position of the second virtual object and a damage value suffered by the second virtual object. Corresponding to different hit positions, the significant degree of the floating word style corresponding to a weak point hit position is higher than that of the floating word style corresponding to a normal hit position.
13. The method of claim 12, wherein, The display of the damage floating word in the vicinity of the second virtual object in the game interface based on at least one of the hit position of the second virtual object and the damage value comprises: Determining the floating word style of the damage floating word based on at least one of the hit position of the second virtual object and the damage value; Determining the display effect corresponding to the damage floating word based on at least one of the prop type of the attack prop used by the first virtual object and the damage value of the second virtual object; Displaying the damage floating word of the floating word style in the vicinity of the second virtual object in the game interface in the display effect.
14. The method of claim 13, wherein, The determination of the display effect corresponding to the damage floating word based on at least one of the prop type of the attack prop used by the first virtual object and the damage value of the second virtual object comprises: Determining the effect displacement direction of the display effect corresponding to the damage floating word based on the prop type of the attack prop used by the first virtual object, different prop types corresponding to different effect displacement directions; Determining the effect displacement distance of the display effect corresponding to the damage floating word based on the damage value of the second virtual object, the effect displacement distance being in a positive correlation with the damage value.
15. A sight display device, the device comprising: an interface display module configured to display a game interface of a first virtual object, the first virtual object having the ability to perform attack actions and defense actions; a first sight display module configured to display a sight mark in the game interface based on an action state of the first virtual object; wherein the sight style of the sight mark is different in different action states, the action states including an attack state, a defense state, and a standby state, the attack state being a state in which the first virtual object performs the attack actions, the defense state being a state in which the first virtual object performs the defense actions, and the standby state being a state in which the first virtual object does not perform the attack actions and the defense actions.
16. A terminal comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the sight display method according to any one of claims 1 to 14.
17. A computer-readable storage medium, the storage medium storing at least one program, the at least one program being loaded and executed by a processor to implement the sight display method according to any one of claims 1 to 14.
18. A computer program product, the computer program product comprising computer instructions stored in a computer-readable storage medium; a processor of a terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the terminal to perform the sight display method according to any one of claims 1 to 14.