Virtual scene display method and apparatus, and computer device and storage medium

WO2026138268A1PCT designated stage Publication Date: 2026-07-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-11-19
Publication Date
2026-07-02

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Abstract

The present application belongs to the field of computers. Provided are a virtual scene display method and apparatus, and a computer device and a storage medium. The method comprises: in a virtual scene, displaying a virtual object configured with a virtual weapon (201); in the virtual scene, displaying a weapon state indicator of the virtual weapon, wherein the weapon state indicator is used for indicating that the state level of the virtual weapon is at a first level among a plurality of levels (202); in the virtual scene, displaying a skill icon of a target skill, wherein the color of the skill icon of the target skill indicates that an attack gain of the skill corresponds to the first level (203); and if the state level of the virtual weapon changes from the first level to a second level, controlling the state level indicated by the weapon state indicator to be updated to the second level, and displaying the skill icon the color of which has been updated to a color corresponding to the second level (204). In this way, user operation errors are avoided, and the efficiency of human-computer interaction is improved.
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Description

Virtual scene display methods, devices, computer equipment, and storage media

[0001] This application claims priority to Chinese Patent Application No. 2024119754606, filed on December 26, 2024, entitled “Method, Apparatus, Computer Equipment and Storage Medium for Displaying Virtual Scenes”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computers, and in particular to a method, apparatus, computer device, and storage medium for displaying a virtual scene. Background Technology

[0003] With the development of computer technology, mobile games are becoming increasingly popular. Taking RPGs (Role-Playing Games) as an example, they typically offer various types of virtual weapons, such as swords and knives. Some of these virtual weapons have multiple forms or status levels. However, considering the computing power and operation methods of mobile devices, the virtual weapons displayed in mobile game scenes are usually simplified or weakened, making their current form or status level unclear. This can lead to users being unable to accurately judge when to use virtual weapons for attack or defense, resulting in user errors and relatively low human-computer interaction efficiency. Summary of the Invention

[0004] This application provides a method, apparatus, computer device, and storage medium for displaying a virtual scene. This allows users to quickly and easily determine whether it is suitable to use a virtual weapon to attack using a target skill, avoiding the problem of users incorrectly using target skills due to a lack of understanding of the virtual weapon's status. This also avoids the problem of low attack benefits caused by incorrect use of target skills, thereby preventing user errors and improving human-computer interaction efficiency. The technical solution is as follows:

[0005] On one hand, a method for displaying a virtual scene is provided, the method comprising: displaying a virtual object in the virtual scene, the virtual object being configured with a virtual weapon; displaying a weapon status indicator of the virtual weapon in the virtual scene, the weapon status indicator indicating that the status level of the virtual weapon is at the first level among multiple levels; displaying a skill icon of a target skill in the virtual scene, the color of the skill icon indicating that the attack benefit of the skill corresponds to the first level; if the status level of the virtual weapon changes from the first level to the second level, controlling the status level in the weapon status indicator to be updated to the second level, and controlling the skill icon to be updated to the color corresponding to the second level.

[0006] On the other hand, a display device for a virtual scene is provided, the device comprising:

[0007] The first display module is used to display virtual objects in a virtual scene, wherein the virtual objects are configured with virtual weapons;

[0008] The second display module is used to display the weapon status indicator of the virtual weapon in the virtual scene, wherein the weapon status indicator is used to indicate that the status level of the virtual weapon is at the first level among multiple levels;

[0009] The third display module is used to display the skill icon of the target skill in the virtual scene, wherein the color of the skill icon of the target skill indicates that the attack benefit of the skill corresponds to the first level;

[0010] The control module is used to update the status level in the weapon status indicator to the second level and update the skill icon to the color corresponding to the second level if the status level of the virtual weapon changes from the first level to the second level.

[0011] In some embodiments, the weapon status indicator includes a first-level simplified identifier, and different forms of the first-level simplified identifier indicate that the virtual weapon is in different status levels.

[0012] In some embodiments, the first level simplified identifier includes multiple slots, each slot having a different color, and the number of slots lit up simultaneously indicates the current status level of the virtual weapon.

[0013] In some embodiments, the weapon status indicator further includes a progress bar, the color of which indicates the status level of the virtual weapon, and the length of which indicates the progress of the virtual weapon at that status level.

[0014] In some embodiments, when the progress bar reaches 100%, the virtual weapon meets the conditions for upgrading its status level.

[0015] In some embodiments, the preset position of the weapon status indicator includes a first countdown control, which gradually disappears as the countdown progresses; if the first countdown control disappears, the status level of the virtual weapon is changed from the first level to the second level, where the first level is greater than the second level.

[0016] In some embodiments, the control module is further configured to control the skill icon of the target skill to flash if the first countdown control changes to a preset form.

[0017] In some embodiments, the control module is further configured to implement at least one of the following:

[0018] If the status level of the virtual weapon meets the downgrade or upgrade conditions, control the first level simplified identifier to flash;

[0019] If the status level of the virtual weapon meets the downgrade conditions, control the weapon status indicator to flash.

[0020] If the status level of the virtual weapon meets the downgrade conditions, the skill icon of the target skill will flash.

[0021] In some embodiments, the control module is further configured to hide the weapon status indicator in response to a hiding command for the weapon status indicator;

[0022] If the status level of the virtual weapon meets the downgrade conditions, the weapon status indicator is controlled to flash.

[0023] In some embodiments, the preset position of the skill icon includes a second countdown control, which gradually disappears as the countdown progresses. The second countdown control is used to indicate the remaining time of the virtual weapon's current state level.

[0024] In some embodiments, the preset position of the skill icon includes a second-level simplified identifier, and different forms of the second-level simplified identifier indicate that the virtual weapon is in different status levels.

[0025] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory being used to store at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual scene display method in the embodiments of this application.

[0026] On the other hand, a computer-readable storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, the at least one computer program being loaded and executed by a processor to implement the virtual scene display method as described in the embodiments of this application.

[0027] On the other hand, a computer program product is provided, which includes computer program code stored in a computer-readable storage medium, wherein a processor of a computer device reads the computer program code from the computer-readable storage medium and executes the computer program code, causing the computer device to perform the virtual scene display method provided in various alternative implementations of the above aspects.

[0028] This application provides a display scheme for a virtual scene. By displaying a weapon status indicator to indicate the status level of the virtual weapon, users can intuitively and accurately determine the current status of the virtual weapon through the weapon status indicator. Furthermore, by associating the color of the target skill icon with the status level and using color to indicate the attack benefit of the skill, users can intuitively and accurately determine the current attack benefit of the target skill through the skill icon color. This method visualizes the status and attack benefit of the virtual weapon in color, allowing users to quickly and easily determine whether it is a suitable time to use the virtual weapon to attack with the target skill. This avoids the problem of users incorrectly using the target skill due to a lack of understanding of the virtual weapon's status, thus preventing low attack benefits caused by incorrect use of the target skill. This reduces user error and improves human-computer interaction efficiency. Attached Figure Description

[0029] Figure 1 is a schematic diagram of the implementation environment of the virtual scene display method provided according to the embodiments of this application;

[0030] Figure 2 is a flowchart of a virtual scene display method provided according to an embodiment of this application;

[0031] Figure 3 is a flowchart of another method for displaying a virtual scene according to an embodiment of this application;

[0032] Figure 4 is a schematic diagram of a virtual scene provided according to an embodiment of this application;

[0033] Figure 5 is a schematic diagram of a weapon status indicator provided according to an embodiment of this application;

[0034] Figure 6 is a schematic diagram of another weapon status indicator provided according to an embodiment of this application;

[0035] Figure 7 is a schematic diagram of a skill icon provided according to an embodiment of this application;

[0036] Figure 8 is a schematic diagram of another skill icon provided according to an embodiment of this application;

[0037] Figure 9 is a schematic diagram of another skill icon provided according to an embodiment of this application;

[0038] Figure 10 is a schematic diagram of a virtual object releasing a skill according to an embodiment of this application;

[0039] Figure 11 is a block diagram of a virtual scene display device according to an embodiment of this application;

[0040] Figure 12 is a structural block diagram of a terminal according to an embodiment of this application;

[0041] Figure 13 is a schematic diagram of the structure of a server provided according to an embodiment of this application. Detailed Implementation

[0042] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0043] In this application, the terms "first," "second," etc., are used to distinguish identical or similar items with essentially the same function. It should be understood that there is no logical or temporal dependency between "first," "second," and "n," nor is there any limitation on the quantity or execution order.

[0044] In this application, the term "at least one" means one or more, and "multiple" means two or more.

[0045] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the virtual objects, weapon status indicators, and skill icons involved in this application were all obtained with full authorization.

[0046] The following is an explanation of the terms used in this application.

[0047] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include a sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The terminal user can control virtual objects to move within the virtual scene. Optionally, the virtual scene can also be used for virtual scene battles between at least two virtual objects, and the virtual scene has virtual resources available for use by at least two virtual objects.

[0048] Virtual objects refer to movable objects in a virtual scene. These movable objects can be virtual characters, virtual animals, and virtual objects, such as people, animals, plants, oil drums, walls, and stones displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object can be a three-dimensional model. This three-dimensional model can be a three-dimensional character constructed based on three-dimensional human skeleton technology. The same virtual object can display different appearances by wearing different skins. In some embodiments, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this. In some embodiments, virtual objects can also be called virtual characters.

[0049] Figure 1 is a schematic diagram of the implementation environment of the virtual scene display method provided according to an embodiment of this application. Referring to Figure 1, the implementation environment includes: computer device 110 and server 120.

[0050] Computer device 110 has an application installed and running that supports virtual scenes. This application can be any of the following: a first-person shooter (FPS) game, a third-person shooter game, a multiplayer online battle arena (MOBA) game, a virtual reality application, a 3D map application, or a multiplayer survival game. Computer device 110 can be a computer device used by a user, who uses it to interact with virtual objects located in the virtual scene. These interactions include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these actions. Illustratively, the virtual object is a virtual character, such as a realistic or anime character.

[0051] Computer device 110 can be connected to server 120 via wireless network or wired network.

[0052] Server 120 may include at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. Server 120 is used to provide background services for applications supporting virtual scenarios. Optionally, server 120 may undertake the primary computing task, and computer device 110 may undertake the secondary computing task; or, server 120 may undertake the secondary computing task, and computer device 110 may undertake the primary computing task; or, server 120 and computer device 110 may collaborate on computing using a distributed computing architecture.

[0053] Those skilled in the art will understand that the number of the aforementioned computer devices can be greater or less. For example, there may be only one computer device, or there may be dozens or hundreds, or even more, computer devices. The embodiments of this application do not limit the number or type of computer devices.

[0054] Figure 2 is a flowchart of a virtual scene display method according to an embodiment of this application. As shown in Figure 2, this embodiment is described using a computer device as an example. The virtual scene display method includes the following steps:

[0055] 201. Display virtual objects in a virtual scene, and configure virtual weapons for the virtual objects.

[0056] In this embodiment, the virtual scene is a three-dimensional virtual space. The virtual scene includes a virtual object, which is a user-controlled virtual object and can be a virtual character, virtual robot, etc. The virtual object is equipped with virtual weapons, such as virtual knives, virtual swords, and virtual staves. The virtual object can use these virtual weapons to perform various actions within the virtual scene, such as combat actions (e.g., attacking, defending), or to perform tasks.

[0057] 202. In the virtual scene, display the weapon status indicator of the virtual weapon. The weapon status indicator is used to indicate that the status level of the virtual weapon is at the first level among multiple levels.

[0058] In this embodiment, the virtual scene also displays a weapon status indicator for the aforementioned virtual weapon. The virtual weapon's status is divided into several levels. For ease of description, the current status level of the virtual weapon is referred to as Level 1, which can be any level.

[0059] For example, the status level indicates the wear and tear of a virtual weapon, with different levels such as "brand new," "somewhat worn," and "severely damaged." Alternatively, the status level indicates the enhancement level of a virtual weapon, with different levels such as "unenhanced," "basic enhancement," "intermediate enhancement," and "advanced enhancement."

[0060] The display form of the weapon status indicator can be associated with the virtual weapon's form. For example, if the virtual weapon is a virtual knife, the weapon status indicator can be in the shape of a knife. Or, if the virtual weapon is a virtual gun, the weapon status indicator can be in the shape of a gun.

[0061] 203. In the virtual scene, display the skill icon of the target skill. The color of the skill icon indicates the attack benefit of the skill and corresponds to the first level.

[0062] In this embodiment, the virtual object possesses various skills. Each skill has a corresponding skill icon. A target skill refers to one of the virtual object's skills. The attack benefit of this target skill corresponds to the status level of the virtual weapon. The color of the target skill's icon indicates both the skill's attack benefit and the virtual weapon's status level.

[0063] For example, skill icons are red to represent attack skills. Correspondingly, the color of the red can change from light to dark to reflect the increase in attack effectiveness. When an attack skill is at level one, its skill icon is displayed as light red. As the skill level increases, the icon color will gradually darken, such as becoming dark red, to indicate the increase in attack effectiveness.

[0064] 204. If the status level of a virtual weapon changes from level one to level two, the status level indicated by the weapon status indicator will be updated to level two, and the skill icon will be updated to the color corresponding to level two.

[0065] In this embodiment, the status level of the virtual weapon can be increased or decreased. If the status level of the virtual weapon is updated, the weapon status indicator and skill icon will be updated synchronously. Specifically, the status level in the weapon status indicator is updated from level one to level two, and the color of the skill icon is updated from the color corresponding to level one to the color corresponding to level two.

[0066] The status level changes of the aforementioned virtual weapons can be linked to the skill icons, so as to provide users with the status level changes in a visual way, thereby improving the efficiency of information transmission.

[0067] This application provides a display scheme for a virtual scene. By displaying a weapon status indicator to indicate the status level of the virtual weapon, users can intuitively and accurately determine the current status of the virtual weapon through the weapon status indicator. Furthermore, by associating the color of the target skill icon with the status level and using color to indicate the attack benefit of the skill, users can intuitively and accurately determine the current attack benefit of the target skill through the skill icon color. This method visualizes the status and attack benefit of the virtual weapon in color, allowing users to quickly and easily determine whether it is a suitable time to use the virtual weapon to attack with the target skill. This avoids the problem of users incorrectly using the target skill due to a lack of understanding of the virtual weapon's status, thus preventing low attack benefits caused by incorrect use of the target skill. This reduces user error and improves human-computer interaction efficiency.

[0068] Figure 3 is a flowchart of another virtual scene display method provided according to an embodiment of this application. As shown in Figure 3, this embodiment of the application illustrates the method performed by a computer device. The virtual scene display method includes the following steps:

[0069] 301. Display virtual objects in a virtual scene, and configure virtual weapons for the virtual objects.

[0070] This step is the same as step 201 above, and will not be repeated here.

[0071] 302. In the virtual scene, display the weapon status indicator of the virtual weapon. The weapon status indicator includes a first-level simple indicator and a progress bar.

[0072] In this embodiment, the weapon status indicator mainly consists of two parts: a first-level simplified indicator and a progress bar. Each part performs a different function to display the relevant status information of the virtual weapon. The weapon status indicator is used to indicate that the virtual weapon's status level is at the first level among multiple levels. The first level can be any level among the multiple levels; for ease of description, the current status level of the virtual weapon is referred to as the first level.

[0073] In this embodiment, different forms of the first-level simplified identifier represent different status levels of the virtual weapon. Because in complex virtual scenarios, especially during combat or tense game sequences, users typically don't have much time to read detailed text descriptions to understand the weapon's status. The first-level simplified identifier serves as a tool to quickly convey the status level information of the virtual weapon, allowing users to quickly understand its current status level and improving human-computer interaction efficiency.

[0074] Optionally, the virtual weapon has multiple status levels, ranging from the lowest level one to the highest level five. When the virtual weapon is at level one, the simplified level one icon can present a basic form. When the weapon's status level increases to level two, the simplified level one icon can present an advanced form. This change in form informs the user that the virtual weapon's status level has increased to level two, and the virtual weapon's performance or attributes have been improved to a certain extent. As the virtual weapon's status level continues to increase, such as to level three, the simplified level one icon can present more complex changes. These different form changes visually represent different, higher status levels of the virtual weapon, and each form corresponds to a specific status level, allowing the user to understand the general status information of the virtual weapon instantly upon seeing the simplified level one icon.

[0075] In some embodiments, the first-level simplified identifier includes multiple slots, each with a different color. The number of slots lit simultaneously indicates the current state level of the virtual weapon. These multiple slots form a structure for quantifying the state level of the virtual weapon. These slots act like small containers or locations, conveying information through color changes and lighting combinations. Each slot has a different color for easy differentiation and identification. When the virtual weapon is at a certain state level, these slots visually represent that level through the number of slots lit simultaneously. For example, assuming the virtual weapon's state levels range from 1 to 6, there are 6 slots. When the weapon is at level 1, only the leftmost white slot is lit, clearly indicating to the user that the virtual weapon is currently at the lowest level, level 1. When the virtual weapon's state level upgrades to level 2, the adjacent yellow slot also lights up, resulting in two slots lit simultaneously, allowing the user to easily determine that the virtual weapon is now at level 2. As the virtual weapon's state level continues to increase, more slots will light up sequentially. The above method, by setting a simple first-level identifier that includes slots of different colors and uses the number of slots lit up at the same time to represent the status level of the virtual weapon, allows users to intuitively and quickly know the status level of the virtual weapon in the virtual scene, improving information acquisition efficiency and game experience, and enhancing human-computer interaction efficiency.

[0076] In this embodiment, the color of the progress bar indicates the status level of the virtual weapon, and the length of the progress bar indicates the progress of the virtual weapon at that status level. The color of the progress bar serves to represent the status level of the virtual weapon; that is, the progress bar is a visual level label. The length of the progress bar is used to display the progress of the virtual weapon at its current status level. As the user uses skills to attack, the progress bar gradually lengthens.

[0077] For example, suppose a virtual weapon has three status levels: beginner, intermediate, and advanced. Correspondingly, the progress bar colors could be set to white, yellow, and red, respectively. When a user sees a white progress bar, they can immediately understand that the virtual weapon is in the beginner stage. This color-coding method utilizes people's intuitive perception of color, allowing users to quickly determine the approximate status level of the virtual weapon without needing to carefully examine text descriptions or numerical markings.

[0078] In some embodiments, when the progress bar reaches 100%, the virtual weapon meets the conditions for upgrading its status level. By setting the progress bar to reach 100%, the virtual weapon's status level can be upgraded, providing users with a clear and quantifiable goal, thus enhancing their motivation and sense of accomplishment in using the virtual weapon in the virtual scenario.

[0079] For example, at the beginning of the intermediate stage, the progress bar is only 30% full, indicating that the virtual weapon still has a lot of room for improvement in this stage. When the user continues to operate and the progress bar reaches 100%, it means that the virtual weapon has completed all the progress in this intermediate stage and is about to upgrade to the advanced stage (red progress bar), providing the user with a clear visual prompt to understand the progress of the virtual weapon at the current stage level.

[0080] In some embodiments, a weapon status indicator is an element used to display the relevant status information of a virtual weapon. Besides the previously mentioned first-level simplified indicator and progress bar, it may also include other preset components, such as a first countdown control. Correspondingly, the preset position of the weapon status indicator also includes the first countdown control. This first countdown control gradually disappears as the countdown progresses. If the first countdown control disappears, the virtual weapon's status level changes from level one to level two, with level one being higher than level two. By setting a first countdown control that gradually disappears as the countdown progresses and associating it with the decrease in the virtual weapon's status level, dynamic changes and a sense of time urgency can be added to the virtual scene, prompting users to more efficiently utilize the characteristics of high-status-level virtual weapons during specific periods, enriching the game's strategic depth and experience, and improving human-computer interaction efficiency.

[0081] For example, the first countdown control displays a timer for a specific duration. Initially, this first countdown control appears as a complete, clearly visible icon or graphic. As time passes second by second, the first countdown control gradually becomes blurry and fades until it disappears completely, like a slowly fading shadow. Alternatively, as time passes second by second, the first countdown control gradually shortens until it disappears completely.

[0082] In some embodiments, when the first countdown control reaches a certain stage or presents a specific appearance, a enhanced prompt is given for the target skill. Correspondingly, if the first countdown control changes to a preset form, the skill icon of the target skill flashes. By setting the mechanism of making the skill icon of the target skill flash when the first countdown control is in a specific form, the user's attention can be effectively attracted at key points, prompting the timing of skill release, enhancing the game's rhythm and the user's sense of urgency, improving the efficiency of information acquisition, and increasing human-computer interaction efficiency.

[0083] In some embodiments, the weapon status indicator can be hidden and then re-displayed under certain conditions to alert the user. Accordingly, in response to a command to hide the weapon status indicator, the indicator is hidden. If the virtual weapon's status level meets the downgrade conditions, the weapon status indicator is controlled to flash. Because the weapon status indicator can be hidden and displayed as needed and alert the user when key status changes, it optimizes the simplicity and flexibility of the virtual scene's visual interface, effectively attracts user attention when the virtual weapon's status level changes, enhances the user's convenience and accuracy in controlling the virtual weapon's status level, and improves human-computer interaction efficiency.

[0084] Optionally, the virtual scene is composed of multiple layers, much like a stack of transparent papers. Each layer can hold different elements, and together they form the complete image we see. The weapon status indicator and the virtual object are displayed on different layers; for example, the weapon status indicator's layer is above the virtual object's layer. Visually, the weapon status indicator is displayed overlaid on the virtual object. Correspondingly, the weapon status indicator is displayed in a more prominent and foregrounded position, allowing players to clearly see the various status information about the virtual weapon it conveys, without being obscured by the virtual object itself.

[0085] 303. In the virtual scene, display the skill icon of the target skill. The color of the skill icon indicates the attack benefit of the skill and corresponds to the first level.

[0086] This step is the same as step 203 above, and will not be repeated here.

[0087] In some embodiments, when the status level of a virtual weapon meets the downgrade or upgrade conditions, it can be highlighted to alert the user. Accordingly, the computer device can perform at least one of the following actions to alert the user: if the virtual weapon's status level meets the downgrade or upgrade conditions, control the first-level simplified indicator to flash; if the virtual weapon's status level meets the downgrade conditions, control the weapon status indicator to flash; if the virtual weapon's status level meets the downgrade conditions, control the skill icon of the target skill to flash. By using multiple flashing display methods to alert the user when the virtual weapon's status level upgrade or downgrade conditions are met, the user's attention can be effectively attracted, allowing the user to be promptly aware of changes in the virtual weapon's status, enhancing the interactivity of the virtual scene and the user's sense of control over the virtual weapon, and improving human-computer interaction efficiency.

[0088] In some embodiments, a second countdown control is also included in the preset position of the skill icon. This second countdown control gradually disappears as the countdown progresses, and it is used to indicate the remaining time for the virtual weapon's current state level. By setting a second countdown control on the skill icon that gradually disappears as the countdown progresses to indicate the remaining time for the virtual weapon's current state level, the timeliness of the virtual weapon's current state can be intuitively presented, prompting users to grasp the time rhythm, rationally plan the use strategy of the virtual weapon within a limited time, enhance the sense of urgency and strategic depth of the game, and improve human-computer interaction efficiency.

[0089] Regarding the display position of the second countdown control: One option is to display the second countdown control near the edge of the skill icon. For example, in a circular skill icon, the countdown control can be placed at a fixed angle around the circumference, such as directly above or below the skill icon, like a small arc-shaped progress bar wrapping around the edge of the icon. This way, it won't obscure the core part of the skill icon, and it will be easy for players to notice the countdown control when focusing on the skill icon. Another option is to display the second countdown control in the center if the skill icon has a complex pattern but a relatively blank or transparent area in the middle.

[0090] Regarding the shape of the second countdown control: In one optional approach, for some dynamic skill icons, an arc-shaped progress bar can be used as the shape of the countdown control. The curvature of the progress bar can be adjusted according to the overall style of the skill icon. For example, if the skill icon is rounded and has a soft style, a more rounded arc-shaped progress bar can be used; if the skill icon has sharp edges, the curvature of the progress bar can also have some sharp edges to match the icon style. In another optional approach, the countdown can be displayed in numerical form. The font of the numbers can be designed according to the theme of the virtual scene to which the skill icon belongs. This application embodiment does not impose any limitations on this.

[0091] In some embodiments, the preset position of the skill icon may also include a second-level simplified indicator. Different forms of this second-level simplified indicator represent different status levels of the virtual weapon. Optionally, the second-level simplified indicator can have multiple different forms. These different forms are designed to correspond to different status levels of the virtual weapon. For example, when the virtual weapon is at the lowest status level, the second-level simplified indicator might be a dim dot or a simple line pattern, which is not very conspicuous in the skill icon. Alternatively, the second-level indicator may include multiple rings; one ring is added for each level the virtual weapon's status increases, and one ring is removed for each level the virtual weapon's status decreases. This change in form is a visual language, allowing users to quickly determine the current status level of the virtual weapon by observing the form of the second-level simplified indicator when viewing the skill icon, thus improving human-computer interaction efficiency.

[0092] 304. If the status level of a virtual weapon changes from level one to level two, the status level in the weapon status indicator will be updated to level two, and the control skill icon will be updated to the color corresponding to level two.

[0093] In this embodiment, when the status level of a virtual weapon changes, the computer device can adjust the relevant elements displaying the virtual weapon's status information. First, the portion of the weapon status indicator that displays the status level is updated accordingly, changing from displaying level one to displaying level two. This allows the user to see the new status level of the virtual weapon when viewing the indicator. Simultaneously, the skill icons associated with the virtual weapon also change accordingly. Since each skill icon is assigned a different color to correspond to a different weapon status level, when the virtual weapon changes from level one to level two, the skill icons are updated to the color corresponding to level two. Through this intuitive color change, users can quickly understand the impact of the change in the virtual weapon's status level on skill benefits, thus enabling them to better utilize skills and formulate strategies based on the new status level, improving human-computer interaction efficiency.

[0094] This application provides a display scheme for virtual scenes. By displaying a weapon status indicator to indicate the status level of the virtual weapon, users can intuitively and accurately determine the current status of the virtual weapon through the weapon status indicator. Furthermore, by associating the color of the target skill icon with the status level and using color to indicate the attack benefit of the skill, users can intuitively and accurately determine the current attack benefit of the target skill through the skill icon color. This method allows users to quickly and easily determine whether it is a suitable time to use the virtual weapon to attack with the target skill, avoiding the problem of users incorrectly using the target skill due to a lack of understanding of the virtual weapon's status, resulting in low attack benefits. In other words, it avoids user operation errors and improves human-computer interaction efficiency.

[0095] The following section uses a game's virtual scene as an example to further explain the display scheme for the virtual scene provided in this application.

[0096] First, referring to Figure 4, which is a schematic diagram of a virtual scene according to an embodiment of this application, the virtual scene displays a virtual object 401 equipped with a virtual longsword 402. The virtual scene also displays a weapon status indicator 403, shown in Figure 4. This weapon status indicator 403 is displayed in the weapon overview status area of ​​the virtual scene, located in the middle of the virtual scene and belonging to the user's primary visual area, i.e., the user's main focus area. The virtual scene also displays a skill icon 404 for a target skill, shown in Figure 4. This skill icon 404 is displayed in the quick recognition operation area of ​​the virtual scene, located on the right side of the virtual scene and belonging to an easily obscured area. By displaying the weapon status indicator 403 in the center of the virtual scene or within the area displayed by the virtual object, the weapon status indicator 403 is actively presented in the user's primary visual area. This allows the user to naturally focus on the color and progress information displayed by the weapon status indicator 403 while simultaneously focusing on the virtual object, significantly improving information transmission efficiency without interfering with normal user operation. In fact, centralized display can enhance the accuracy of user actions. Furthermore, the skill icon 404 is positioned at a certain distance from the weapon status indicator 403, preventing confusion between the operation area and the indicator information and providing the user with sufficient operational space to further improve the accuracy of their actions.

[0097] Next, the logic for raising and lowering the status level of the virtual weapon will be introduced. For example, see Figure 5, which is a schematic diagram of a weapon status indicator according to an embodiment of this application. As shown in Figure 5:

[0098] The virtual longsword has four status levels: no edge, white edge, yellow edge, and red edge, which can also be referred to as four stages. Among them, no edge is the initial state, white edge is a higher status level than no edge, yellow edge is a higher status level than white edge, and red edge is a higher status level than yellow edge.

[0099] The weapon status indicator is also shaped like a long sword, and for ease of description, it is called the long sword indicator.

[0100] The longsword indicator's handle display has three dots: a white dot, a yellow dot, and a red dot, corresponding to the white, yellow, and red blade edges, respectively. These three dots represent the first-level simplified indicator. They are lit when the current level is displayed and grayed out when the level is not currently displayed.

[0101] The blade indicator on the longsword is a progress bar, called the Spirit Gauge in the game. The progress of the Spirit Gauge is called the Spirit Value, or Spirit Energy. When the Spirit Value is full, the conditions for a status level increase are met. Optionally, the Spirit Value decreases over time. When it decreases to zero, the status level decreases by one level until it returns to being bladeless.

[0102] The outer lines of the longsword indicator serve as the first countdown control. At the start of the countdown, these lines surround the longsword indicator; as time progresses, the lines shorten from the tip of the blade towards the hilt until they disappear. Optionally, the weapon status indicator is hidden when the virtual object is out of combat and displayed when it is in combat.

[0103] The logic for increasing and decreasing the status level is explained below, referred to in the game as "raising the blade" and "lowering the blade". See Figure 6, which is a schematic diagram of another weapon status indicator provided according to an embodiment of this application. As shown in Figure 6, the outer lines are the first countdown control, the inner blade value is a progress bar, and the three points on the hilt are simplified markers for the first level.

[0104] Virtual weapons are in an unbladed state by default. When a virtual object successfully hits an enemy virtual object, it accumulates a certain amount of spirit energy. Once the spirit energy is full, using a skill to upgrade the blade and successfully hitting an enemy virtual object will raise the status level to "white blade," indicating a successful blade upgrade. Similarly, in the white blade state, a virtual object can upgrade its blade level to "yellow blade" by accumulating spirit energy and using a skill to upgrade the blade, successfully hitting an enemy virtual object. The upgrade from yellow blade to red blade follows the same logic and will not be elaborated further. It should be noted that red blade is the highest status level and has no blade upgrade logic.

[0105] The reduction of sharpness can occur in three stages: white sharpness, yellow sharpness, and red sharpness. Specifically, when a certain state level is entered (except for no sharpness, which does not result in reduction of sharpness), a countdown begins. As time goes by, when the countdown reaches zero, the reduction of sharpness is automatically triggered.

[0106] It should be noted that since status level is linked to the attack benefits of skills, status level can also be called strength level.

[0107] Virtual objects possess three skills: Skill 1, Skill 2, and Target Skill. The Target Skill is typically referred to as the "Ultimate Skill" or "Skill of the End" in the game. Skill 1 consumes a certain amount of Spirit Blade Points and is inactive by default. It activates only after accumulating sufficient Spirit Blade Points. Skill 2 does not consume Spirit Blade Points and is activated by default. The Target Skill, or Ultimate Skill, is inactive by default. It becomes active when the virtual sword is in a white, yellow, or red state. Virtual objects can also perform basic attacks. Successfully hitting an enemy virtual object with a basic attack accumulates Spirit Blade Points. Triggering three consecutive basic attacks creates a basic attack combo. A basic attack combo is more effective than a single, discontinuous basic attack. When enough Spirit Blade Points are accumulated to activate Skill 1, it becomes active.

[0108] The first skill is described below. It consists of four steps. Successfully hitting a hostile virtual object in the fourth step allows the blade to level up. It's important to note that leveling up requires the Spirit Gauge to be full. In other words, leveling up requires a full Spirit Gauge and a successful hit on a hostile virtual object in the fourth step of the first skill. Similarly, taking the first skill as an example, attacks by virtual objects on hostile virtual objects accumulate weapon energy for the virtual weapon. Releasing the first skill requires consuming a corresponding amount of weapon energy. Weapon energy is also known as Spirit Gauge. When the current accumulated weapon energy of the virtual weapon meets the consumption requirement for the first skill, the skill icon displays as "triggerable"; when the current accumulated weapon energy does not meet the consumption requirement, the skill icon displays as "untriggerable". A triggerable icon indicates that the first skill is activated, and an untriggerable icon indicates that the first skill is not activated. In response to the skill release operation of the first skill of the virtual object, the skill icon of the first skill is switched to the icon of the first skill action and the remaining number of actions is displayed. The first skill includes multiple skill actions. In response to the trigger operation of the icon of the first skill action, the icon of the first skill action is switched to the icon of the second skill action, the remaining number of actions is decremented by one, and the virtual object is shown to execute the first skill action. In response to the trigger operation of the icon of the final skill action, the icon of the final skill action is switched to the skill icon of the first skill, the display of the remaining number of actions is canceled, and the virtual object is shown to execute the final skill action.

[0109] For example, see Figure 7, which is a schematic diagram of a skill icon according to an embodiment of this application. As shown in Figure 7, when skill 1 is not activated, the skill icon is in a default state, such as 50% transparency. Four consecutive hits with a basic attack accumulate enough energy, at which point skill 1 is activated, and the skill icon is in an active state, such as 0% transparency, while displaying the numbers 3, 2, 1, and 0 to represent the four skill actions. Each click on the skill icon of skill 1 decrements the number by 1. Optionally, when skill 1 is activated, there will also be a clickable prompt. It should be noted that if skill 1 is triggered and not triggered again within n seconds, skill 1 enters a cooldown state.

[0110] The second skill is described below. It consists of two steps. Successfully hitting an enemy virtual object in the second step allows the blade to be raised. It's important to note that raising the blade requires the Spirit Gauge to be full. In other words, the conditions for raising the blade are a full Spirit Gauge and a successful hit on the enemy virtual object in the second step of the second skill. Accordingly, taking the second skill as an example, in response to the skill release operation on a virtual object, the skill icon for the second skill is switched to the icon for a defensive counterattack, indicating that the virtual object is preparing to counterattack; in response to the trigger operation of the defensive counterattack icon, the icon for the defensive counterattack is switched to the skill icon for the second skill, and if the virtual object meets the defensive counterattack conditions, it will perform a defensive counterattack. The counterattack preparation action is the first step of the second skill's animation, and the defensive counterattack action is the second step of the second skill's animation.

[0111] For example, see Figure 8, which is a schematic diagram of another skill icon provided according to an embodiment of this application. As shown in Figure 8, skill 2 is active by default. Clicking the skill icon of skill 2 will cause the virtual object to perform an action of storing the virtual sword, i.e., a counterattack preparation action. At this time, the virtual object cannot move. The skill icon will have a clickable prompt. When an enemy virtual object attacks the virtual object, if the user determines that the collision box of the enemy virtual object intersects with the collision box of the virtual object, the user clicks the skill icon again. If the user successfully hits the enemy virtual object, it is considered a successful sword upgrade. Optionally, the user can also click the basic attack icon. Although the virtual object will perform a different skill action, it will still be considered a successful sword upgrade. If the player clicks the skill icon a second time and the collision box does not intersect with the enemy virtual object, the sword upgrade will not be successful.

[0112] The following describes the target skill, also known as the Ultimate Skill. Ultimate Skills are inactive by default. They require upgrading the blade to White Blade, Yellow Blade, or Red Blade to activate and become usable. Usability is a prerequisite for successfully unleashing an Ultimate Skill. The skill's effectiveness is directly proportional to its level. The strength of the Ultimate Skill varies depending on whether it reaches White Blade, Yellow Blade, or Red Blade, with Red Blade being the strongest, followed by Yellow Blade, and White Blade the weakest. The level of the virtual longsword is also reflected in the color of the target skill's icon, displaying the color corresponding to the level. An Ultimate Skill consists of two steps. The first step, hitting an enemy virtual target, activates the skill, triggering the second step. Correspondingly, in response to the skill release operation of the target skill of the virtual object, the remaining action count is reduced by one, and the virtual object is shown to perform a forward thrust action; if the forward thrust action hits the enemy virtual object, the virtual object is shown to perform an upward jump action and hover in the air; in response to the re-release operation of the target skill of the virtual object while the virtual object is hovering in the air, the virtual object is shown to perform a downward chop action; or, in response to the virtual object being hovering in the air for a preset duration, the virtual object is shown to perform a downward chop action.

[0113] For example, see Figure 9, which is a schematic diagram of another skill icon provided according to an embodiment of this application. As shown in Figure 9, the ultimate skill is inactive by default, and the skill icon is in the default state, such as 50% transparency. After the blade is raised, the ultimate skill switches to the active state, and the color of the skill icon is consistent with the color of the air blade gauge. After the user triggers the ultimate skill, if it hits an enemy virtual object, the virtual object will perform the "Dragon Ascent" action, hovering above the enemy virtual object in the air, staying at the highest point for n seconds. During these n seconds, the skill icon is clickable, and the number is displayed as 1. If the user clicks the ultimate skill icon again within n seconds, the virtual object will execute the second step of the ultimate skill's combo action—a downward slash. If the user does not actively click within the n seconds at the highest point, the virtual object will still passively perform the downward slash after the n seconds in the air. It should be noted that each successful completion of an ultimate skill will trigger a blade reduction, that is, a reduction of one level in status level. For example, performing an ultimate skill with a red blade will result in a yellow blade after success; performing an ultimate skill with a yellow blade will result in a white blade after success; and performing an ultimate skill with a white blade will result in no blade after success. Optionally, ultimate techniques cannot be performed in the bladeless state. Alternatively, ultimate techniques can be released in the bladeless state, but upon success, the blade will not be removed; the user will remain bladeless, only with lower attack effectiveness.

[0114] To make the above description easier to understand, please refer to Figure 10, which is a flowchart illustrating the release of a virtual object skill according to an embodiment of this application.

[0115] Figure 11 is a block diagram of a virtual scene display device according to an embodiment of this application. The device is used to perform the steps of the virtual scene display method described above. Referring to Figure 11, the device includes:

[0116] The first display module 1101 is used to display virtual objects in a virtual scene, and the virtual objects are configured with virtual weapons;

[0117] The second display module 1102 is used to display a weapon status indicator of a virtual weapon in a virtual scene. The weapon status indicator is used to indicate that the status level of the virtual weapon is at the first level among multiple levels.

[0118] The third display module 1103 is used to display the skill icon of the target skill in the virtual scene. The color of the skill icon of the target skill indicates that the attack benefit of the skill corresponds to the first level.

[0119] The control module 1104 is used to update the status level indicated by the weapon status indicator to the second level and update the skill icon to the color corresponding to the second level if the status level of the virtual weapon changes from the first level to the second level.

[0120] In some embodiments, the weapon status indicator includes a first-level simplified identifier, and different forms of the first-level simplified identifier indicate that the virtual weapon is in different status levels.

[0121] In some embodiments, the first-level simplified identifier includes multiple slots, each with a different color, and the number of slots lit up simultaneously indicates the current status level of the virtual weapon.

[0122] In some embodiments, the weapon status indicator further includes a progress bar, the color of which indicates the status level of the virtual weapon, and the length of which indicates the progress of the virtual weapon at that status level. The progress indicates the virtual weapon's progress in meeting the conditions for upgrading its status level.

[0123] In some embodiments, when the progress bar reaches 100%, the virtual weapon meets the conditions for upgrading its status level.

[0124] In some embodiments, the preset position of the weapon status indicator includes a first countdown control, which gradually disappears as the countdown progresses; if the first countdown control disappears, the status level of the virtual weapon is changed from level one to level two, with level one being higher than level two.

[0125] In some embodiments, the control module 1104 is further configured to control the skill icon of the target skill to flash if the first countdown control changes to a preset form.

[0126] In some embodiments, the control module 1104 is further configured to implement at least one of the following:

[0127] If the status level of the virtual weapon meets the conditions for downgrading or upgrading, control the first-level simplified indicator to flash;

[0128] If the status level of the virtual weapon meets the downgrade conditions, control the weapon status indicator to flash;

[0129] If the status level of the virtual weapon meets the downgrade conditions, the skill icon of the target skill will flash.

[0130] In some embodiments, the control module 1104 is further configured to hide the weapon status indicator in response to a hiding command for the weapon status indicator;

[0131] If the status level of the virtual weapon meets the downgrade conditions, the weapon status indicator will flash.

[0132] In some embodiments, the preset position of the skill icon includes a second countdown control, which gradually disappears as the countdown progresses. The second countdown control is used to indicate the remaining time for the virtual weapon to maintain its current status level.

[0133] In some embodiments, the preset position of the skill icon includes a second-level simplified identifier, and different forms of the second-level simplified identifier indicate that the virtual weapon is in different status levels.

[0134] This application provides a display device for a virtual scene. It displays a weapon status indicator to indicate the status level of a virtual weapon, allowing users to intuitively and accurately determine the current status of the virtual weapon. Furthermore, by associating the color of the target skill icon with the status level and using color to indicate the skill's attack benefit, users can intuitively and accurately determine the current attack benefit of the target skill. This method allows users to quickly and easily determine whether it is a suitable time to use the virtual weapon to attack with the target skill, avoiding the problem of users incorrectly using the target skill due to a lack of understanding of the virtual weapon's status, resulting in low attack benefits. In other words, it avoids user operation errors and improves human-computer interaction efficiency.

[0135] It should be noted that the virtual scene display device provided in the above embodiments is only illustrated by the division of the above functional modules when running the application. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual scene display device and the virtual scene display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0136] In the embodiments of this application, the computer device can be configured as a terminal or a server. When the computer device is configured as a terminal, the terminal can act as the execution subject to implement the technical solutions provided in the embodiments of this application. When the computer device is configured as a server, the server can act as the execution subject to implement the technical solutions provided in the embodiments of this application. Alternatively, the technical solutions provided in this application can be implemented through the interaction between the terminal and the server. The embodiments of this application do not limit this.

[0137] Figure 12 is a structural block diagram of a terminal according to an embodiment of this application. The terminal 1200 can be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1200 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0138] Typically, terminal 1200 includes a processor 1201 and a memory 1202.

[0139] Processor 1201 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1201 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1201 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1201 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1201 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0140] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1202 are used to store at least one computer program, which is executed by the processor 1201 to implement the virtual scene display method provided in the method embodiments of this application.

[0141] In some embodiments, the terminal 1200 may also optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1203 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207, and a power supply 1208.

[0142] Peripheral device interface 1203 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1201 and memory 1202. In some embodiments, processor 1201, memory 1202 and peripheral device interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1201, memory 1202 and peripheral device interface 1203 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0143] The radio frequency (RF) circuit 1204 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1204 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1204 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. In some embodiments, the RF circuit 1204 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1204 can communicate with other terminals via at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1204 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0144] Display screen 1205 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1205 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1201 for processing. In this case, display screen 1205 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1205, disposed on the front panel of terminal 1200; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 1200 or in a folded design; in still other embodiments, display screen 1205 may be a flexible display screen, disposed on a curved or folded surface of terminal 1200. Furthermore, display screen 1205 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0145] The camera assembly 1206 is used to acquire images or videos. In some embodiments, the camera assembly 1206 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1206 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0146] The audio circuit 1207 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1201 for processing, or input to the radio frequency circuit 1204 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1200. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1201 or the radio frequency circuit 1204 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1207 may also include a headphone jack.

[0147] Power supply 1208 is used to power the various components in terminal 1200. Power supply 1208 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1208 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0148] In some embodiments, the terminal 1200 further includes one or more sensors 1209. The one or more sensors 1209 include, but are not limited to: an acceleration sensor 1210, a gyroscope sensor 1211, a pressure sensor 1212, an optical sensor 1213, and a proximity sensor 1214.

[0149] Accelerometer 1210 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established with terminal 1200. For example, accelerometer 1210 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 1201 can control display screen 1205 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1210. Accelerometer 1210 can also be used for games or for acquiring user motion data.

[0150] The gyroscope sensor 1211 can detect the orientation and rotation angle of the terminal 1200. The gyroscope sensor 1211 can work in conjunction with the accelerometer sensor 1210 to collect the user's 3D movements on the terminal 1200. Based on the data collected by the gyroscope sensor 1211, the processor 1201 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0151] The pressure sensor 1212 can be disposed on the side bezel of the terminal 1200 and / or on the lower layer of the display screen 1205. When the pressure sensor 1212 is disposed on the side bezel of the terminal 1200, it can detect the user's grip signal on the terminal 1200, and the processor 1201 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1212. When the pressure sensor 1212 is disposed on the lower layer of the display screen 1205, the processor 1201 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1205. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0152] Optical sensor 1213 is used to collect ambient light intensity. In one embodiment, processor 1201 can control the display brightness of display screen 1205 based on the ambient light intensity collected by optical sensor 1213. Specifically, when the ambient light intensity is high, the display brightness of display screen 1205 is increased; when the ambient light intensity is low, the display brightness of display screen 1205 is decreased. In another embodiment, processor 1201 can also dynamically adjust the shooting parameters of camera assembly 1206 based on the ambient light intensity collected by optical sensor 1213.

[0153] The proximity sensor 1214, also known as a distance sensor, is typically located on the front panel of the terminal 1200. The proximity sensor 1214 is used to detect the distance between the user and the front of the terminal 1200. In one embodiment, when the proximity sensor 1214 detects that the distance between the user and the front of the terminal 1200 is gradually decreasing, the processor 1201 controls the display screen 1205 to switch from a screen-on state to a screen-off state; when the proximity sensor 1214 detects that the distance between the user and the front of the terminal 1200 is gradually increasing, the processor 1201 controls the display screen 1205 to switch from a screen-off state to a screen-on state.

[0154] Those skilled in the art will understand that the structure shown in FIG12 does not constitute a limitation on the terminal 1200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0155] Figure 13 is a schematic diagram of a server structure according to an embodiment of this application. The server 1300 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1301 and one or more memories 1302. The memory 1302 stores at least one computer program, which is loaded and executed by the processor 1301 to implement the virtual scene display method provided in the above-described method embodiments. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated here.

[0156] This application also provides a computer-readable storage medium storing at least one computer program. This computer program is loaded and executed by a processor of a computer device to implement the operations performed by the computer device in the virtual scene display method of the above embodiments. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0157] This application also provides a computer program product, which includes computer program code stored in a computer-readable storage medium. A processor of a computer device reads the computer program code from the computer-readable storage medium and executes the computer program code, causing the computer device to perform the virtual scene display method provided in the various optional implementations described above.

[0158] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0159] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A display method of a virtual scene, wherein, The method is performed by a computer device, and the method includes: In a virtual scene, virtual objects are displayed, and these virtual objects are configured with virtual weapons. In the virtual scene, a weapon status indicator for the virtual weapon is displayed, which is used to indicate that the status level of the virtual weapon is at the first level among multiple levels; In the virtual scene, a skill icon of the target skill is displayed, and the color of the skill icon indicates that the attack benefit of the skill corresponds to the first level; If the status level of the virtual weapon changes from the first level to the second level, the status level indicated by the weapon status indicator is updated to the second level, and the skill icon is updated to the color corresponding to the second level.

2. The method of claim 1, wherein, The weapon status indicator includes a first-level simplified identifier, and different forms of the first-level simplified identifier indicate that the virtual weapon is in different status levels.

3. The method of claim 2, wherein, The first level simplified identifier includes multiple slots, each with a different color. The number of slots lit up simultaneously indicates the status level of the virtual weapon.

4. The method of claim 2, wherein, The weapon status indicator also includes a progress bar. The color of the progress bar indicates the status level of the virtual weapon, and the length of the progress bar indicates the progress of the virtual weapon at its current status level. The progress indicates the progress of the virtual weapon in meeting the conditions for upgrading its status level.

5. The method of claim 4, wherein, When the progress bar reaches 100%, the virtual weapon meets the conditions for upgrading its status level.

6. The method according to any one of claims 1 to 5, wherein, The preset position of the weapon status indicator includes a first countdown control, which gradually disappears as the countdown progresses; the method further includes: if the first countdown control disappears, changing the status level of the virtual weapon from the first level to the second level, where the first level is higher than the second level.

7. The method of claim 6, wherein, The method further includes: if the first countdown control changes to a preset form, controlling the skill icon of the target skill to flash.

8. The method according to any one of claims 2-5, wherein, The method further includes at least one of the following: If the status level of the virtual weapon meets the downgrade or upgrade conditions, control the first level simplified identifier to flash; If the status level of the virtual weapon meets the downgrade conditions, control the weapon status indicator to flash. If the status level of the virtual weapon meets the downgrade conditions, the skill icon of the target skill will flash.

9. The method according to any one of claims 1-5, wherein, The method further includes: In response to a hidden command on the weapon status indicator, the weapon status indicator is hidden; If the status level of the virtual weapon meets the downgrade conditions, the weapon status indicator is controlled to flash.

10. The method of any one of claims 1-5, wherein, The skill icon's preset position includes a second countdown control, which gradually disappears as the countdown progresses. The second countdown control is used to indicate the remaining time for the virtual weapon to maintain its current status level.

11. The method of any one of claims 1-5, wherein, The preset position of the skill icon includes a second-level simplified identifier, and different forms of the second-level simplified identifier indicate that the virtual weapon is in different status levels.

12. A display device for a virtual scene, the device comprising: The first display module is used to display virtual objects in a virtual scene, wherein the virtual objects are configured with virtual weapons; The second display module is used to display the weapon status indicator of the virtual weapon in the virtual scene, wherein the weapon status indicator is used to indicate that the status level of the virtual weapon is at the first level among multiple levels; The third display module is used to display the skill icon of the target skill in the virtual scene, wherein the color of the skill icon of the target skill indicates that the attack benefit of the skill corresponds to the first level; The control module is used to update the status level indicated by the weapon status indicator to the second level and display the skill icon to the color corresponding to the second level if the status level of the virtual weapon changes from the first level to the second level.

13. A computer device comprising a processor and a memory, the memory being used to store at least one computer program, the at least one computer program being loaded by the processor and executed as a method for displaying a virtual scene according to any one of claims 1 to 11.

14. A computer-readable storage medium for storing at least one computer program for performing the method for displaying a virtual scene as described in any one of claims 1 to 11.

15. A computer program product comprising a computer program that, when executed by a processor, implements the method for displaying a virtual scene as described in any one of claims 1 to 11.