CN112044084A - Virtual item control method, device, storage medium and equipment in virtual environment - Google Patents
Virtual item control method, device, storage medium and equipment in virtual environment Download PDFInfo
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- CN112044084A CN112044084A CN202010924131.4A CN202010924131A CN112044084A CN 112044084 A CN112044084 A CN 112044084A CN 202010924131 A CN202010924131 A CN 202010924131A CN 112044084 A CN112044084 A CN 112044084A
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- virtual
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
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- User Interface Of Digital Computer (AREA)
Abstract
The application discloses a method, a device, a storage medium and equipment for controlling a virtual prop in a virtual environment, and belongs to the field of virtual environments. The method comprises the following steps: displaying a virtual environment picture and a virtual control, wherein the virtual environment picture comprises a first virtual object, and the virtual control comprises a target skill control and a firing control; in response to a trigger signal acting on the target skill control, displaying a dual-prop of the first virtual object equipment in the virtual environment screen; the two-hand prop comprises two virtual shooting props, the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop, and the two virtual shooting props share one center of accuracy; and in response to a single trigger signal acting on the firing control, controlling the two virtual shooting props included in the dual-prop to respectively shoot the virtual ammunition once. The application brings novel fight experience for the player, enriches the control effect on the virtual prop in the virtual environment, and the human-computer interaction effect is good.
Description
Technical Field
The present application relates to the field of virtual environments, and in particular, to a method, an apparatus, a storage medium, and a device for controlling a virtual item in a virtual environment.
Background
The battle game refers to a game in which a plurality of user accounts compete in the same virtual environment. Illustratively, the battle game may be a shooting game. In a broad sense, the shooting game refers to all games that use hot weapons to attack, including first-person shooting games and third-person shooting games.
In the virtual environment provided by the shooting game, the player controls the virtual object to use the virtual prop to carry out short-range or long-range attack. For example, the player controls the virtual object to shoot at a short or long distance using the virtual shooting prop.
In the related art, each virtual prop is a single prop, although the prop types are various. For example, the left hand holds the right hand virtual shooting prop and then attacks the enemy target. The control effect on the virtual prop is single, and therefore the human-computer interaction effect is poor.
Disclosure of Invention
The embodiment of the application provides a method, a device, a storage medium and equipment for controlling a virtual prop in a virtual environment, so that the control effect on the virtual prop is enriched, and the human-computer interaction effect is good. The technical scheme is as follows:
in one aspect, a method for controlling a virtual item in a virtual environment is provided, where the method includes:
displaying a virtual environment picture and a virtual control, wherein the virtual environment picture comprises a first virtual object, and the virtual control comprises a target skill control and an ignition control;
in response to a trigger signal acting on the target skill control, displaying a dual-stage prop of the first virtual object equipment in the virtual environment screen; the double-holding prop comprises two virtual shooting props, the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop, and the two virtual shooting props share one center of collimation;
and in response to a single trigger signal acting on the firing control, controlling two virtual shooting props included in the dual-prop to respectively shoot virtual ammunition once.
In one possible implementation, the controlling the firing of the first virtual firing prop and the second virtual firing prop in tandem includes:
and controlling the first virtual shooting prop to continuously shoot virtual ammunition, and controlling the second virtual shooting prop to continuously shoot the virtual ammunition.
In one possible implementation, the displaying a timeline includes:
responding to a first notification message sent by a server, and displaying the time progress bar; wherein the first notification message is issued by the server after starting the countdown of the cooling duration;
the highlighting the target skill control in response to the current timeline of the timeline reaching a target threshold, comprising:
in response to receiving a second notification message sent by the server, controlling the current time progress of the time progress bar to reach the target threshold value, and highlighting the target skill control; and the second notification message is issued by the server after the countdown of the cooling time length is finished.
In one possible implementation, the displaying the dual-prop of the first virtual object equipment in the virtual environment screen includes:
and in the virtual environment picture, switching and displaying the single-holding property currently used by the first virtual object into a double-holding property equipped with the first virtual object.
In another aspect, a virtual item control apparatus in a virtual environment is provided, the apparatus including:
the system comprises a first display module and a second display module, wherein the first display module is configured to display a virtual environment picture and virtual controls, the virtual environment picture comprises a first virtual object, and the virtual controls comprise a target skill control and a firing control;
a second display module configured to display a dual-prop of the first virtual object equipment in the virtual environment screen in response to a trigger signal acting on the target skill control; the double-holding prop comprises two virtual shooting props, the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop, and the two virtual shooting props share one center of collimation;
a control module configured to control two virtual firing props comprised by the dual-stage prop to each fire virtual ammunition once in response to a single trigger signal acting on the firing control.
In one possible implementation, the dual-stage prop includes a first virtual shooting prop and a second virtual shooting prop, the control module configured to:
responding to a single trigger signal acting on the firing control, controlling the first virtual firing prop to fire a virtual ammunition, and controlling the second virtual firing prop to fire a virtual ammunition;
displaying two virtual shooting traces corresponding to two virtual ammunitions ejected at one time on a shooting target;
wherein the shooting target is a virtual obstacle or a second virtual object in the virtual environment picture.
In one possible implementation, the control module is further configured to:
in response to the fact that two virtual ammunitions ejected by the double-prop at one time hit the same second virtual object, controlling the life value of the second virtual object to be reduced by a second value, wherein the second value is larger than the first value;
wherein the first value is a reduced life value of the second virtual object when one virtual ammunition hits the second virtual object.
In one possible implementation, the control module is further configured to:
on the premise that the number of second virtual objects killed by the first virtual object reaches a target threshold value, in response to the fact that two virtual ammunitions ejected by the double-prop hit the same second virtual object at one time, controlling the life value of the second virtual object to be reduced by a third numerical value, wherein the third numerical value is larger than the second numerical value;
wherein the first value is a reduced life value of the second virtual object when one virtual ammunition hits the second virtual object.
In one possible implementation, the apparatus further includes:
a first obtaining module configured to obtain a distance between the first virtual object and a second virtual object to be attacked;
a third display module configured to display a usage prompt message of the dual-stage tool in response to the distance being less than a target distance and the dual-stage tool being currently in an activated state;
wherein the usage prompt message is used for prompting the first virtual object to use the dual-prop.
In one possible implementation, the apparatus further includes:
and a fourth display module configured to display, in response to that both of two virtual ammunitions fired by the dual-prop at one time hit the second virtual object, trajectory trajectories corresponding to the two virtual ammunitions in the virtual environment screen, respectively.
In one possible implementation, the control module is further configured to:
controlling the remaining number of virtual ammunition of the dual-prop equipment to increase in response to two virtual ammunitions ejected at a time by the dual-prop hitting the second virtual object.
In one possible implementation, the control module is further configured to:
and responding to a continuous trigger signal acting on the firing control, and controlling the first virtual shooting prop and the second virtual shooting prop to shoot in a burst mode.
In one possible implementation, the first display module is configured to:
displaying the target skill control in response to the end of the cooling duration of the dual-prop;
wherein the more second virtual objects the first virtual object kills, the shorter the cooling time of the dual-holding object.
In one possible implementation, the first display module is configured to:
displaying a timeline for indicating a cooling duration of the dual-holding prop;
highlighting the target skill control in response to the current timeline of the timeline reaching a target threshold;
wherein the more the second virtual objects that the first virtual object kills, the faster the time progress rate of the timeline.
In one possible implementation, the apparatus further includes:
a fourth display module configured to:
in response to exhaustion of virtual ammunition of the dual-prop, switching and displaying the dual-prop currently used by the first virtual object as a single-prop of the first virtual object; or, in response to the end of the life cycle of the dual-holding prop, the dual-holding prop currently used by the first virtual object is switched and displayed as a single-holding prop of the first virtual object.
In one possible implementation, the apparatus further includes:
the second acquisition module is configured to respectively acquire the respective shooting data of the two virtual shooting props in the process of controlling the shooting of the double-prop, wherein the shooting data comprises an injury value to a shooting target, a distribution radius, recoil and the number of residual virtual ammunition;
the two virtual shooting props comprise two virtual shooting props, wherein the launching radiuses of the two virtual shooting props are consistent;
the two virtual shooting props included in the double-holding props are virtual shooting props of the same type.
In another aspect, a computer device is provided, the device includes a processor and a memory, the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to implement the virtual prop control method in the virtual environment.
In another aspect, a storage medium is provided, where at least one program code is stored, and the at least one program code is loaded and executed by a processor to implement the method for controlling a virtual item in a virtual environment described above.
In another aspect, a computer program product or a computer program is provided, the computer program product or the computer program comprising computer program code, the computer program code being stored in a computer-readable storage medium, the computer program code being read by a processor of a computer device from the computer-readable storage medium, the computer program code being executed by the processor to cause the computer device to execute the virtual prop control method in the virtual environment described above.
The technical scheme provided by the embodiment of the application has the following beneficial effects:
the embodiment of the application provides a novel virtual item control scheme in a virtual environment. The scheme provides a concept of double holding props. That is, the virtual objects in the virtual environment may each have a virtual shooting prop for fighting with the left and right hands. In other words, the two virtual shooting props included in the double-prop attack the target respectively, and a novel fighting experience is brought to the player. The control effect on the virtual prop in the virtual environment is enriched, and the human-computer interaction effect is good.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a schematic diagram of an implementation environment related to a virtual item control method in a virtual environment according to an embodiment of the present application;
fig. 2 is a flowchart of a method for controlling a virtual item in a virtual environment according to an embodiment of the present application;
FIG. 3 is a schematic view of an interface provided by an embodiment of the present application;
FIG. 4 is a schematic view of another interface provided by embodiments of the present application;
FIG. 5 is a schematic view of another interface provided by embodiments of the present application;
FIG. 6 is a schematic view of another interface provided by embodiments of the present application;
FIG. 7 is a schematic view of another interface provided by embodiments of the present application;
FIG. 8 is a schematic view of another interface provided by embodiments of the present application;
FIG. 9 is a schematic view of another interface provided by embodiments of the present application;
fig. 10 is a flowchart of a method for controlling a virtual prop in a virtual environment according to an embodiment of the present application;
fig. 11 is a schematic diagram of an overall execution flow of a method for controlling a virtual item in a virtual environment according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of a virtual item control device in a virtual environment according to an embodiment of the present application;
fig. 13 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
It will be understood that the terms "first," "second," and the like as used herein may be used herein to describe various concepts, which are not limited by these terms unless otherwise specified. These terms are only used to distinguish one concept from another. For example, at least one user may be an integer number of users greater than or equal to one, such as one user, two users, three users, and the like. The plurality of users may be two or more, for example, the plurality of users may be two users, three users, or any integer number of users equal to or greater than two.
The embodiment of the application provides a method, a device, a storage medium and equipment for controlling a virtual item in a virtual environment. Illustratively, the method may relate to the field of Cloud technology.
The cloud technology is a hosting technology for unifying series resources such as hardware, software, network and the like in a wide area network or a local area network to realize data calculation, storage, processing and sharing. In addition, the cloud technology can also be a general term of a network technology, an information technology, an integration technology, a management platform technology, an application technology and the like based on cloud computing business model application, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have its own identification mark and needs to be transmitted to a background system for logic processing, data in different levels are processed separately, and various industrial data need strong system background support and can only be realized through cloud computing.
As an example, the embodiment of the present application may relate to data transmission in the cloud technology field, that is, bidirectional data transmission may be performed between a terminal and a server, and this is not specifically limited in the embodiment of the present application.
As another example, the embodiments of the present application may also relate to Cloud gaming (Cloud gaming) in the Cloud technology field. The cloud game may also be called a game on demand (gaming), which is an online game technology based on a cloud computing technology. Cloud gaming technology enables light-end devices (Thin clients) with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud game scene, a game is not operated in a player game terminal but in a cloud server, and the cloud server renders the game scene into a video and audio stream which is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capacity, and only needs to have basic streaming media playing capacity and capacity of acquiring player input instructions and sending the instructions to the cloud server.
Some noun terms or abbreviations that may be referred to in the embodiments of the present application are described below.
1. Shooting game
In a broad sense, the shooting game refers to all games that use hot weapons to attack, including first-person shooting games and third-person shooting games.
Among them, First-Person shooter game (FPS): the shooting game is a shooting game that a user can play from a first-person perspective, and a virtual environment screen in the game is a screen for observing a virtual environment from a first virtual object perspective. In the game, at least two virtual objects carry out a single-game fighting mode in a virtual environment, a first virtual object achieves the purpose of survival in the virtual environment by avoiding attacks initiated by other virtual objects or dangers (such as poison circles, marshes, bombs and the like) existing in the virtual environment, when the life value of the first virtual object in the virtual environment is zero, the life of the first virtual object in the virtual environment is ended, and finally the virtual object which survives in the virtual environment is a winner.
Optionally, each client may control one or more virtual objects in the virtual environment, with the time when the first client joins the battle as a starting time and the time when the last client exits the battle as an ending time. Optionally, the competitive mode of the battle may include a single battle mode and a multi-player battle mode, which is not particularly limited in the embodiment of the present application.
2. Virtual shooting prop
In the virtual environment, virtual props are used for fighting between virtual objects through shooting. For example, the virtual shooting prop may be a virtual firearm, a virtual bow, or the like in a virtual shooting game.
In the virtual environment with the virtual shooting prop, the virtual shooting prop is usually provided with a sight or a virtual mechanical sight, for example, the virtual shooting prop is usually provided with a virtual mechanical sight, and the player can also be provided with a virtual sighting telescope on the virtual shooting prop, so that the virtual environment and the sighting target can be observed through the virtual sighting telescope.
3. Firing control
The virtual ammunition control system refers to a User Interface (UI) control, any visual control or element, such as a picture, an input box, a text box, a button, a label and other controls, which can be seen on a User Interface of an application program, wherein some UI controls respond to User operations, for example, a User triggers a firing control to control a virtual object to fire virtual ammunition.
4. Target skill control
The UI control refers to any visual control or element which can be seen on a user interface of an application program, such as a picture, an input box, a text box, a button, a label and other controls, wherein some UI controls respond to the operation of a user, for example, the user triggers a target skill control to control a virtual object to use a certain skill.
5. Virtual ammunition
The consumable is used for controlling a virtual shooting prop to shoot by a virtual object, and comprises bullets, missiles, shells, crossbows, lasers, pulses, particle beams, plasma and the like. Exemplarily, the virtual ammunition is taken as a bullet in the embodiment of the present application, and other virtual ammunition is similar to the bullet.
6. Mobile terminal
Generally referred to as the handset end, including but not limited to all handheld portable gaming devices.
7. Double holding prop
Different from a single prop, a double prop means that the left hand and the right hand of a virtual object respectively hold a virtual prop.
The single-holding prop is a virtual prop held by the right hand of the virtual object, and the left hand of the virtual object holds the virtual prop of the right hand and then attacks the target. The double-holding weapon means that the left hand and the right hand of the virtual object respectively hold one virtual prop to fight, and the two virtual props attack the target respectively.
Illustratively, the dual-stage prop includes two virtual shooting props.
8. Cooling time (Cool Down)
The continuous use of the skill in the game requires a certain time interval, and the time interval set by the system is the cooling time. In other words, the cooling time is set to limit the number of times the player uses skill within a certain time. For example, taking the example of skill a having a cooling time of 30 seconds, the player cannot use skill a again within the next 30 seconds after using skill a.
9. Skill of skill
The main function of the game is to enhance game playing, and the main characteristic of skills is independence and is expressed as being unique to certain game roles. In other words, the main significance of skill in a game is to allow players to intervene in the game in a more liberal manner, and skill is also a way to free or utilize existing resources.
10. Player(s)
In the embodiment of the present application, the player is referred to as a user. A player may also be referred to as a player, which is a term between the gaming industry and a game participant. Broadly speaking, a player broadly refers to a user playing a game, i.e., a person participating in any form of game. Specifically, in a role-playing game, players play controllable game characters in the game world, and the controllable game characters are operated to complete the game or set goals by themselves. In addition, some players may also be key to a role-playing game or a game scenario. To summarize, players are the experiences, users, evaluators, and consumers of the game. The types of games that different players enjoy are different according to the differences in characters and preferences.
11. Virtual environment
Is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not specifically limited in this application. For example, the virtual environment may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and the user may control the virtual objects to move within the virtual environment.
12. Virtual object
Refers to a movable object in a virtual environment. The movable object may be a virtual character, virtual monster, etc., such as: characters, animals, plants, etc. displayed in a virtual environment. The virtual object may be an avatar in the virtual environment that is virtual to represent a player. A plurality of virtual objects may be included in the virtual environment, each virtual object having its own shape and volume in the virtual environment, occupying a portion of the space in the virtual environment.
Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional model, the three-dimensional model may be a three-dimensional character constructed based on a three-dimensional human skeleton technology, and the same virtual object may display different external images by wearing different skins. In some embodiments, the virtual object may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application. Alternatively, the virtual object may be a Player Character controlled by an operation on the client, or may be a Non-Player Character (NPC) provided in the virtual environment interaction. Alternatively, the virtual object may be a virtual character that plays a game in a virtual environment.
The following describes an implementation environment related to a virtual item control method in a virtual environment provided by an embodiment of the present application.
Fig. 1 is a schematic diagram of an implementation environment related to a virtual item control method in a virtual environment provided by the present application. Referring to fig. 1, the implementation environment includes: terminal 110, server 120.
The terminal 110 is installed and operated with a client 111 supporting a virtual environment, and the client 111 may be a shooting game program. When the terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the terminal 110. In the embodiment of the present application, the client is a shooting game program for example.
The terminal 110 is a terminal used by the user 112, and the user 112 uses the terminal 110 to control the virtual character a located in the virtual environment to perform activities, and the virtual character a may be referred to as a master virtual character of the user 112.
The terminal 110 may be generally referred to as one of a plurality of terminals, and the embodiment is only illustrated by the terminal 110. The device types of the terminal 110 may include: a smart phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, motion Picture Experts Group Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion Picture Experts Group Audio Layer 4) player, a laptop, a desktop, a smart speaker, a smart watch, etc., but not limited thereto.
Only one terminal is shown in fig. 1, but there are a plurality of other terminals 130 that may access the server 120 in different embodiments. Optionally, there are one or more terminals 130 corresponding to the developer, a development and editing platform for supporting the client in the virtual environment is installed on the terminal 130, the developer can edit and update the client on the terminal 130, and transmit the updated installation package of the client to the server 120 through a wired or wireless network, and the terminal 110 can download the client installation package from the server 120 to update the client.
In addition, the server 120 may be an independent physical server, a server cluster or a distributed system composed of a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a web service, cloud communication, a middleware service, a domain name service, a security service, a CDN (Content Delivery Network), a big data and artificial intelligence platform, and the like. The terminal and the server 120 may be directly or indirectly connected through wired or wireless communication, and the application is not limited thereto.
The server 120 is configured to provide a background service for a client supporting a three-dimensional virtual environment. Optionally, the server 120 undertakes primary computational work and the terminals undertake secondary computational work; alternatively, the server 120 undertakes the secondary computing work and the terminal undertakes the primary computing work; alternatively, the server 120 and the terminal perform cooperative computing by using a distributed computing architecture.
In one possible implementation, the server 120 may include a server 121, and the server 121 includes a processor 122, a user account database 123, a combat service module 124, and an Input/Output Interface (I/O Interface) 125 facing a user.
The processor 122 is configured to load program codes stored in the server 121, and process data in the user account database 123 and the combat service module 124; the user account database 123 is configured to store data of a user account used by the terminal 110 and the other terminals 130, such as a head portrait of the user account, a nickname of the user account, a fighting index of the user account, and a service area where the user account is located; the fight service module 124 is used for providing a plurality of fight rooms for the users to fight against; the user-facing I/O interface 125 is used to establish communication with the terminal 110 through a wireless network or a wired network to exchange data. Optionally, the server 120 may further include other servers, such as the server 126, which is not particularly limited in this embodiment. Illustratively, the method for controlling the virtual prop in the virtual environment provided by the embodiment of the present application may be implemented based on the server 126.
In the embodiment of the present application, the player may control the virtual object to perform at least one operation such as adjusting a body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. In addition, the "equipping, carrying or assembling" virtual item in this embodiment refers to a virtual item owned by a virtual object, the virtual object owns a backpack, a backpack lattice exists in the backpack, and the virtual item is stored in the backpack of the virtual object, or the virtual object is using the virtual item. The game based on the virtual environment is usually composed of one or more maps of game worlds, the virtual environment in the game simulates the scene of the real world, a user can control the virtual object in the game to perform actions of walking, running, jumping, shooting, fighting, driving, attacking other virtual objects by using virtual weapons, and the like in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to perform competitive games.
In summary, the embodiment of the present application provides a novel virtual item control scheme in a virtual environment. The scheme will introduce a double prop. That is, the virtual object can be held by the left hand and the right hand respectively to fight with a virtual shooting prop. In addition, two virtual shooting props that two props up the stage property and include attack the target separately, and the two injury to the target gives off the radius, recoil, and virtual ammunition quantity etc. all calculate respectively, and this scheme has brought a neotype fight for the player and has experienced.
The following describes in detail a method for controlling a virtual item in a virtual environment according to an embodiment of the present application through the following embodiments.
Fig. 2 is a flowchart of a method for controlling a virtual item in a virtual environment according to an embodiment of the present application. The main body of the method is the terminal 110 in fig. 1. Referring to fig. 2, a method flow provided by the embodiment of the present application includes:
201. and displaying a virtual environment picture and virtual controls, wherein the virtual environment picture comprises a first virtual object, and the virtual controls comprise a target skill control and an ignition control.
As an example, the virtual control is displayed in an overlaid manner on the virtual environment screen, which is not particularly limited in this embodiment of the application. The target skill control is used for triggering a target virtual skill, and the target virtual skill corresponds to the double prop in the text. Illustratively, the target skill control is not always in a display state. For example, in response to the end of the cooling period of the dual-prop, a target skill control is displayed.
Wherein the first virtual object refers herein to a local player controlled virtual object.
Illustratively, the dual-holding prop belongs to special skills, and the use of the dual-holding prop requires the first virtual object to be equipped in advance.
Referring to fig. 3, a skill panel for showing a plurality of virtual skills is displayed based on a trigger operation of a player; illustratively, a variety of virtual skills may be presented by presenting a skill name and a skill icon. For example, in fig. 3, skill names and skill icons for skill a through skill G are shown. In addition, a "dual prop" option 300 is included on the skill panel. The player may select and equip the first virtual object with the dual-holding prop by a click operation.
As shown in FIG. 3, when the player clicks on the "Dual stage" option 300 in the skill panel, a description interface is displayed that describes the dual stage. For example, the description information may be "holding a high-precision low-backseat submachine gun with both hands, suitable for close range combat".
The first point to be described is that the dual prop is used as a special prop, which is different from the basic prop, wherein the basic prop can control the first virtual object to use after the player enters the game, and the special prop is in an inactivated state when the game starts, and the first virtual object cannot be used. For example, the embodiment of the application controls the activation of the target virtual skill through the cooling time, in other words, the dual-prop can be activated for use again after each use, but needs to wait for a certain time to cool each time.
The second point to note is that, in order to encourage a player to use a dual-holding prop, the more enemy objects a player hits will be the shorter the cooling period. That is, the more second virtual objects that the first virtual object kills, the shorter the cooling period of the target virtual skill. Wherein the second virtual object refers herein to an enemy target.
In one possible implementation, in contrast to FIGS. 4 and 5, the target skill control 400 for a target virtual skill may be in a grayed-out state when the target virtual skill is in an inactive state; when the target virtual skill is switched from the inactive state to the active state, the target skill control 400 may be highlighted, for example, the target skill control 400 is highlighted, which is not specifically limited in the embodiment of the present application.
202. In response to a trigger signal acting on the target skill control, displaying a dual-prop of the first virtual object equipment in the virtual environment screen; the double-holding prop comprises two virtual shooting props, and the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop.
Illustratively, when the player clicks the target skill control 400 highlighted in fig. 5, the terminal receives a trigger signal acting on the target skill control 400, and displays the dual prop in the virtual environment screen as shown in fig. 6. That is, when the player clicks on the target skill control 400 in FIG. 5, the dual prop is switched out. In one possible implementation, displaying a dual-holding prop of a first virtual object equipment in a virtual environment screen includes: and in the virtual environment picture, switching and displaying the single prop currently used by the first virtual object as the double prop equipped by the first virtual object.
Referring to fig. 6, the dual-prop includes two virtual shooting props, and the left and right hands of the first virtual object each hold one virtual shooting prop. Taking the example where the first virtual shooting prop 601 and the second virtual shooting prop 602 respectively identify two virtual shooting props included in the dual-stage prop, the left hand of the first virtual object holds the first virtual shooting prop 601, and the right hand of the second virtual object holds the second virtual shooting prop 602.
In one possible implementation, the two virtual shooting properties included in the dual-stage property have the same emission radius; wherein, the emission principle of the double-holding prop is as follows: although first virtual firing prop 601 and second virtual firing prop 602 are each fired, the emanation ranges for both are still within the emanation radius R centered on the same circle. In other words, the range in which the double-holding prop emits virtual ammunition is within the range of the circle in fig. 7.
In one possible implementation, the dual-prop supports a shooter shot because it is a dual-prop. Wherein, the speed of firing that the waist penetrated is some fast, need not waste the time of looking at the mirror, to the fight of closely, for example the distance within fifty meters can select the waist to penetrate the shooting, and the shooting cost time can be shorter some and the care is not so little too light.
In another possible implementation, as shown in FIG. 7, the dual-stage prop includes two virtual shooting props that share a common centroid.
In another possible implementation manner, the two virtual shooting props included in the dual-stage prop are virtual shooting props of the same type; or the two virtual shooting props included in the double-holding prop are different types of virtual shooting props. Illustratively, the two virtual shooting properties are two high-precision low-recoil virtual submachine firearms of the same type, and have an advantage in short-distance attack.
203. And in response to a single trigger signal acting on the firing control, controlling the two virtual shooting props included in the double-prop to respectively shoot the virtual ammunition once.
Wherein, by triggering the firing control, the player controls the first virtual object to fire.
It should be noted that, when the player triggers the firing control, the dual-holding prop will fire two virtual ammunition at a time. That is, first virtual firing prop 601 fires a virtual ammunition and second virtual firing prop 602 fires a virtual ammunition.
In one possible implementation, in response to a single trigger signal acting on the firing control, the first virtual firing prop is controlled to fire one virtual ammunition, and the second virtual firing prop is controlled to fire one virtual ammunition; and displaying two virtual shooting traces corresponding to two virtual ammunitions which are shot at one time on the shooting target.
Wherein, the shooting target is a virtual barrier or a second virtual object in the virtual environment picture. For example, the single trigger signal acting on the firing control may be a one-click operation of the firing control by the player, which is not specifically limited in the embodiment of the present application. In other words, as shown in fig. 6, the dual-stage object will shoot two virtual ammunition towards the target of shooting by clicking the firing control 603 once. That is, the two virtual shooting properties included in the dual-prop each shoot ammunition once.
In the embodiment of the present application, as shown in fig. 8, two virtual shot traces corresponding to two virtual ammunition shot at one time are displayed on the shot target. Taking the dummy ammunition as an example of a bullet, two corresponding bullet holes of two bullets shot at a time are displayed on the shooting target.
In addition, the first virtual shooting prop and the second virtual shooting prop are controlled to shoot in a burst mode in response to the continuous trigger signal acting on the firing control.
Illustratively, the dual-stage prop is an automatic firing prop, i.e., the dual-stage prop will fire virtual ammunition continuously as long as the player is constantly pressing the firing control.
In one possible implementation, controlling the firing of the first virtual firing prop and the second virtual firing prop in tandem includes: and controlling the first virtual shooting prop to continuously shoot virtual ammunition, and controlling the second virtual shooting prop to continuously shoot virtual ammunition.
Illustratively, when shooting a burst, a flame effect as in fig. 9 may be displayed in the virtual environment screen. The flame special effect is the special effect of one uninterrupted flame which is respectively sprayed out from the flame spraying ports of the first virtual shooting prop and the second virtual shooting prop, and the spraying termination position of the flame is a shooting point on a shooting target.
The embodiment of the application provides a novel virtual item control scheme in a virtual environment. The scheme provides a concept of double holding props. That is, the virtual objects in the virtual environment may each have a virtual shooting prop for fighting with the left and right hands. In other words, the two virtual shooting props included in the double-prop attack the target respectively, and a novel fighting experience is brought to the player. The control effect on the virtual prop in the virtual environment is enriched, and the human-computer interaction effect is good.
In another embodiment, the step of "displaying the target skill control" in step 201 comprises the following steps:
2011. responding to a first notification message sent by a server, and displaying a time progress bar; wherein the timeline is used to indicate the cooling duration of the dual-prop.
And the server sends the first notification message after starting the countdown of the cooling time of the dual-prop.
2012. And responding to a second notification message sent by the server, controlling the current time progress of the time progress bar to reach a target threshold value, and highlighting the target skill control.
The second notification message is issued by the server after the countdown of the cooling time length is finished; the more second virtual objects that the first virtual object kills, the faster the time progress rate of the timeline.
Illustratively, the implementation logic that activates the dual prop is on the server side. When starting the cooling countdown of the dual-prop, the server sends a protocol for starting the countdown to the terminal, and then the terminal performs a countdown display of a time progress bar 401 as shown in fig. 4; when the cooling countdown of the dual-holding prop is finished, the server sends a protocol for activating the dual-holding prop, and at the moment, the target skill control of the dual-holding prop is highlighted and displayed in a high-brightness mode.
As an example, the value of the target threshold is 100%, the timeline will continuously become larger as time goes on, and when the timeline reaches 100%, the target skill control of the dual-holding tool will be highlighted.
It should be noted that the dual-prop can be activated for use again after each use, but requires waiting time for cooling each time. Illustratively, to encourage a player to use the dual-holding prop, the more enemy objects the player kills, the faster the time progress bar will progress in time to reduce the time to cool, and again enable the rapid use of the dual-holding prop.
In another embodiment, when the virtual ammunition of the dual-holding prop is used up or the using time of the dual-holding prop reaches the life cycle, the dual-holding prop can automatically hide and switch to be displayed as the single-holding prop of the first virtual object. That is, referring to fig. 10, after step 203, the method provided in the embodiment of the present application further includes the following steps:
204. and responding to the exhaustion of the virtual ammunition of the double-holding prop, and switching and displaying the double-holding prop currently used by the first virtual object as a single-holding prop of the first virtual object.
Illustratively, the virtual ammunition depletion may refer to: both the virtual ammunition of first virtual firing prop 601 and second virtual firing prop 602 are exhausted, which is not specifically limited in this embodiment of the present application.
205. And responding to the end of the life cycle of the double-holding prop, and switching and displaying the double-holding prop currently used by the first virtual object into a single-holding prop of the first virtual object.
Illustratively, the life cycle of the dual prop is in units of seconds, such as 30 seconds, which is not specifically limited in the embodiment of the present application.
According to the method provided by the embodiment of the application, the embodiment of the application provides a novel virtual item control scheme in a virtual environment. The scheme provides a concept of double holding props. That is, the virtual objects in the virtual environment may each have a virtual shooting prop for fighting with the left and right hands. In other words, the two virtual shooting props included in the double-prop attack the target respectively, and a novel fighting experience is brought to the player. The control effect on the virtual prop in the virtual environment is enriched, and the human-computer interaction effect is good.
In another embodiment, the method provided in the embodiment of the present application further includes:
1. and controlling the life value of the second virtual object to be reduced by a second value in response to the fact that two virtual ammunitions ejected by the double-holding prop at one time hit the same second virtual object.
Wherein the second value is greater than the first value; the first value is a reduced life value of the second virtual object when a virtual ammunition hits the second virtual object. Illustratively, the second value may be twice the first value. The second virtual object may refer to an enemy target in the current game.
That is, the damage to the second virtual object caused by two virtual ammunitions fired at a time is doubled, for example, 2 times the damage value caused by one virtual ammunition.
2. In response to that the number of targets killed by the first virtual object in the current game reaches a target threshold value, in the subsequent shooting process, if two virtual ammunitions ejected by the double-holding prop at one time hit the same second virtual object, controlling the life value of the second virtual object to be reduced by a third numerical value; wherein the third value is greater than the second value. That is, as the number of people who hit the ammunition increases, if two virtual ammunitions ejected by the dual-holding tool at a time hit the same target, the damage value caused by the two virtual ammunitions may be doubled again, for example, 3 times, 4 times or more of the damage value caused by one virtual ammunition.
3. And controlling the remaining number of virtual ammunition of the dual-prop equipment to increase in response to two virtual ammunitions ejected by the dual-prop at one time hitting the second virtual object.
Illustratively, if a first virtual shooting prop in the dual-prop hits a certain second virtual object, the remaining number of virtual ammunition controlling the first virtual shooting prop equipment increases;
or if a second virtual shooting prop in the double-prop hits a certain second virtual object, controlling the residual quantity of virtual ammunition equipped with the second virtual shooting prop to increase;
alternatively, if both the first virtual firing prop and the second virtual firing prop hit a second virtual object (the second virtual objects that hit may be the same or different), the remaining number of virtual ammunition that controls the equipment of both the first virtual firing prop and the second virtual firing prop increases.
As an example, every time the second virtual object is hit, the remaining number of virtual ammunition equipped with the first virtual shooting prop or the second virtual shooting prop is increased by 1, which is not limited in this embodiment of the present application.
4. Detecting whether two virtual ammunitions ejected by the double-holding prop at one time hit a second virtual object; and in response to that the two virtual ammunitions ejected by the double-holding prop at one time hit a second virtual object (the hit second virtual objects can be the same or different), respectively displaying the trajectory tracks corresponding to the two virtual ammunitions on the virtual environment picture. I.e. showing two ballistic trajectories.
5. The method comprises the steps of obtaining the distance between a first virtual object and a second virtual object to be attacked in a virtual environment, responding to the fact that the distance between the first virtual object and the second virtual object to be attacked is smaller than a target distance and the dual-holding property is in an activated state at present, and displaying use prompt information of the dual-holding property, wherein the use prompt information is used for prompting the first virtual object to use the dual-holding property. For example, the player switches the single prop currently held by the first virtual object to the dual-prop, thereby increasing the fighting capacity of the first virtual object during close-range battle. The target distance may be 50 meters, which is not specifically limited in this embodiment of the present application.
The following describes an overall execution flow of the method for controlling a virtual item in a virtual environment according to the embodiment of the present application with reference to fig. 11.
1101. The player equips the first virtual object with the dual-stage item and then enters into a shooting game for play.
1102. The terminal judges whether the double-holding prop is in an activated state; if so, the following step 1103 is performed.
1103. And highlighting the target skill control corresponding to the double-holding prop.
The highlighting may be highlighting, which is not specifically limited in this embodiment of the present application.
Illustratively, activating the logic implementation server of the dual-holding prop, after starting the cooling countdown of the dual-holding prop, the server sends a protocol for starting the countdown, and then the terminal makes a countdown display of a time progress bar; when the countdown is finished, the server sends a protocol for activating the double-holding property, and at the moment, the target skill control corresponding to the double-holding property can be highlighted.
1104. Detecting whether the player triggers the target skill control; if so, the following step 1105 is performed.
1105. And switching to display the double holding prop.
Illustratively, if the two virtual shooting properties included in the dual-stage property are identical virtual shooting properties, the dual-stage property is designed according to the following principle: because the two virtual shooting properties included in the dual-stage property do the same motion, whether they are fired or moved, or in any other state, the dual-stage property is actually made as a property model. In addition, because of the dual-prop, waist shooting is required. In addition, the two virtual shooting lanes included in the dual-prop have the same emission radius.
1106. Detecting whether a player triggers firing; if so, the following step 1107 is performed.
1107. The dual-holding prop is controlled to emit two virtual ammunition simultaneously in response to one firing operation of the player.
Illustratively, in the process of controlling the shooting of the two prop holding devices, the shooting data of the two virtual shooting props are respectively acquired. The shot data includes, but is not limited to, damage value to the shot target, radius of emanation, recoil, and number of remaining virtual munitions, among others.
1108. Detecting whether the virtual ammunition is used up or not; if so, the following step 1109 is performed.
1109. And switching back to the original prop holding mode. For example, the single-holding prop may be a single-holding virtual firearm, which is not specifically limited in this embodiment of the application.
The embodiment of the application provides a novel virtual item control scheme in a virtual environment. The scheme provides a concept of double holding props. That is, the virtual objects in the virtual environment may each have a virtual shooting prop for fighting with the left and right hands. In other words, the two virtual shooting props included in the double-prop attack the target respectively, and a novel fighting experience is brought to the player. The control effect on the virtual prop in the virtual environment is enriched, and the human-computer interaction effect is good.
Fig. 12 is a schematic structural diagram of a virtual item control device in a virtual environment according to an embodiment of the present application. Referring to fig. 12, the apparatus includes:
a first display module 1201 configured to display a virtual environment screen and virtual controls, where the virtual environment screen includes a first virtual object, and the virtual controls include a target skill control and an ignition control;
a second display module 1202 configured to display a dual prop of the first virtual object equipment in the virtual environment screen in response to a trigger signal acting on the target skill control; the double-holding prop comprises two virtual shooting props, the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop, and the two virtual shooting props share one center of collimation;
a control module 1203 configured to control two virtual firing props comprised by the dual-stage prop to fire virtual ammunition once each in response to a single trigger signal acting on the firing control.
The embodiment of the application provides a novel virtual item control scheme in a virtual environment. The scheme provides a concept of double holding props. That is, the virtual objects in the virtual environment may each have a virtual shooting prop for fighting with the left and right hands. In other words, the two virtual shooting props included in the double-prop attack the target respectively, and a novel fighting experience is brought to the player. The control effect on the virtual prop in the virtual environment is enriched, and the human-computer interaction effect is good.
In one possible implementation, the dual-stage prop includes a first virtual shooting prop and a second virtual shooting prop;
the control module configured to:
responding to a single trigger signal acting on the firing control, controlling the first virtual firing prop to fire a virtual ammunition, and controlling the second virtual firing prop to fire a virtual ammunition;
displaying two virtual shooting traces corresponding to two virtual ammunitions ejected at one time on a shooting target;
wherein the shooting target is a virtual obstacle or a second virtual object in the virtual environment picture.
In one possible implementation, the control module is further configured to:
in response to the fact that two virtual ammunitions ejected by the double-prop at one time hit the same second virtual object, controlling the life value of the second virtual object to be reduced by a second value, wherein the second value is larger than the first value;
wherein the first value is a reduced life value of the second virtual object when one virtual ammunition hits the second virtual object.
In one possible implementation, the control module is further configured to:
on the premise that the number of second virtual objects killed by the first virtual object reaches a target threshold value, in response to the fact that two virtual ammunitions ejected by the double-prop hit the same second virtual object at one time, controlling the life value of the second virtual object to be reduced by a third numerical value, wherein the third numerical value is larger than the second numerical value;
wherein the first value is a reduced life value of the second virtual object when one virtual ammunition hits the second virtual object.
In one possible implementation, the apparatus further includes:
a first obtaining module configured to obtain a distance between the first virtual object and a second virtual object to be attacked;
a third display module configured to display a usage prompt message of the dual-stage tool in response to the distance being less than a target distance and the dual-stage tool being currently in an activated state;
wherein the usage prompt message is used for prompting the first virtual object to use the dual-prop.
In one possible implementation, the apparatus further includes:
and a fourth display module configured to display, in response to that both of two virtual ammunitions fired by the dual-prop at one time hit the second virtual object, trajectory trajectories corresponding to the two virtual ammunitions in the virtual environment screen, respectively.
In one possible implementation, the control module is further configured to:
controlling the remaining number of virtual ammunition of the dual-prop equipment to increase in response to two virtual ammunitions ejected at a time by the dual-prop hitting the second virtual object.
In one possible implementation, the control module is further configured to:
and responding to a continuous trigger signal acting on the firing control, and controlling the first virtual shooting prop and the second virtual shooting prop to shoot in a burst mode.
In one possible implementation, the first display module is configured to:
displaying the target skill control in response to the end of the cooling duration of the dual-prop;
wherein the more second virtual objects the first virtual object kills, the shorter the cooling time of the dual-holding object.
In one possible implementation, the first display module is configured to:
displaying a timeline for indicating a cooling duration of the dual-holding prop;
highlighting the target skill control in response to the current timeline of the timeline reaching a target threshold;
wherein the more the second virtual objects that the first virtual object kills, the faster the time progress rate of the timeline.
In one possible implementation, the apparatus further includes:
a fourth display module configured to:
in response to exhaustion of virtual ammunition of the dual-prop, switching and displaying the dual-prop currently used by the first virtual object as a single-prop of the first virtual object; or, in response to the end of the life cycle of the dual-holding prop, the dual-holding prop currently used by the first virtual object is switched and displayed as a single-holding prop of the first virtual object.
In one possible implementation, the apparatus further includes:
the second acquisition module is configured to respectively acquire the respective shooting data of the two virtual shooting props in the process of controlling the shooting of the double-prop, wherein the shooting data comprises an injury value to a shooting target, a distribution radius, recoil and the number of residual virtual ammunition;
the two virtual shooting props comprise two virtual shooting props, wherein the launching radiuses of the two virtual shooting props are consistent;
the two virtual shooting props included in the double-holding props are virtual shooting props of the same type.
All the above optional technical solutions may be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
It should be noted that: when the virtual item control device in the virtual environment provided in the above embodiment controls the virtual item in the virtual environment, only the division of the above functional modules is used for illustration, and in practical applications, the function distribution may be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the above described functions. In addition, the virtual item control device in the virtual environment and the virtual item control method in the virtual environment provided by the above embodiments belong to the same concept, and specific implementation processes thereof are detailed in the method embodiments and are not described herein again.
Fig. 13 shows a block diagram of an electronic device 1300 according to an exemplary embodiment of the present application. The electronic device 1300 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. The electronic device 1300 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and so forth.
In general, the electronic device 1300 includes: a processor 1301 and a memory 1302.
In some embodiments, the electronic device 1300 may further optionally include: a peripheral interface 1303 and at least one peripheral. Processor 1301, memory 1302, and peripheral interface 1303 may be connected by a bus or signal line. Each peripheral device may be connected to the peripheral device interface 1303 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, display screen 1305, camera assembly 1306, audio circuitry 1307, positioning assembly 1308, and power supply 1309.
The Radio Frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1304 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuitry 1304 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1304 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1305 is a touch display screen, the display screen 1305 also has the ability to capture touch signals on or over the surface of the display screen 1305. The touch signal may be input to the processor 1301 as a control signal for processing. At this point, the display 1305 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1305 may be one, disposed on the front panel of the electronic device 1300; in other embodiments, the display 1305 may be at least two, respectively disposed on different surfaces of the electronic device 1300 or in a folded design; in other embodiments, the display 1305 may be a flexible display disposed on a curved surface or on a folded surface of the electronic device 1300. Even further, the display 1305 may be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The Display 1305 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1306 is used to capture images or video. Optionally, camera assembly 1306 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1306 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuit 1307 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1301 for processing, or inputting the electric signals to the radio frequency circuit 1304 for realizing voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of the electronic device 1300. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuitry 1304 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, audio circuitry 1307 may also include a headphone jack.
The positioning component 1308 is used to locate a current geographic Location of the electronic device 1300 for navigation or LBS (Location Based Service). The Positioning component 1308 can be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
The power supply 1309 is used to provide power to various components within the electronic device 1300. The power source 1309 may be alternating current, direct current, disposable or rechargeable. When the power source 1309 comprises a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the electronic device 1300 also includes one or more sensors 1310. The one or more sensors 1310 include, but are not limited to: acceleration sensor 1311, gyro sensor 1312, pressure sensor 1313, fingerprint sensor 1314, optical sensor 1315, and proximity sensor 1316.
The acceleration sensor 1311 may detect the magnitude of acceleration in three coordinate axes of a coordinate system established with the electronic apparatus 1300. For example, the acceleration sensor 1311 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1301 may control the display screen 1305 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1311. The acceleration sensor 1311 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1312 may detect the body direction and the rotation angle of the electronic device 1300, and the gyro sensor 1312 may cooperate with the acceleration sensor 1311 to acquire a 3D motion of the user on the electronic device 1300. Processor 1301, based on the data collected by gyroscope sensor 1312, may perform the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensor 1313 may be disposed on a side bezel of the electronic device 1300 and/or underlying the display 1305. When the pressure sensor 1313 is disposed on the side frame of the electronic device 1300, a user's holding signal to the electronic device 1300 may be detected, and the processor 1301 performs left-right hand recognition or shortcut operation according to the holding signal acquired by the pressure sensor 1313. When the pressure sensor 1313 is disposed at a lower layer of the display screen 1305, the processor 1301 controls an operability control on the UI interface according to a pressure operation of the user on the display screen 1305. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1314 is used for collecting the fingerprint of the user, and the processor 1301 identifies the identity of the user according to the fingerprint collected by the fingerprint sensor 1314, or the fingerprint sensor 1314 identifies the identity of the user according to the collected fingerprint. When the identity of the user is identified as a trusted identity, the processor 1301 authorizes the user to perform relevant sensitive operations, including unlocking a screen, viewing encrypted information, downloading software, paying, changing settings, and the like. The fingerprint sensor 1314 may be disposed on the front, back, or side of the electronic device 1300. When a physical button or vendor Logo is provided on the electronic device 1300, the fingerprint sensor 1314 may be integrated with the physical button or vendor Logo.
The optical sensor 1315 is used to collect the ambient light intensity. In one embodiment, the processor 1301 may control the display brightness of the display screen 1305 according to the ambient light intensity collected by the optical sensor 1315. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the display screen 1305 is reduced. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1315.
The proximity sensor 1316, also known as a distance sensor, is typically disposed on a front panel of the electronic device 1300. The proximity sensor 1316 is used to capture the distance between the user and the front face of the electronic device 1300. In one embodiment, the processor 1301 controls the display 1305 to switch from the bright screen state to the dark screen state when the proximity sensor 1316 detects that the distance between the user and the front face of the electronic device 1300 gradually decreases; the display 1305 is controlled by the processor 1301 to switch from the breath-screen state to the light-screen state when the proximity sensor 1316 detects that the distance between the user and the front surface of the electronic device 1300 is gradually increasing.
Those skilled in the art will appreciate that the configuration shown in fig. 13 is not intended to be limiting of the electronic device 1300 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
In an exemplary embodiment, there is also provided a computer-readable storage medium, such as a memory, including program code, which is executable by a processor in a terminal to perform the virtual prop control method in the virtual environment in 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), a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, a computer program product or a computer program is also provided, the computer program product or the computer program comprising computer program code, the computer program code being stored in a computer-readable storage medium, the computer program code being read by a processor of a computer device from the computer-readable storage medium, the computer program code being executed by the processor to cause the computer device to execute the virtual prop control method in the virtual environment described above.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by hardware associated with program code, and the program may be stored in a computer readable storage medium, and the above mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.
Claims (15)
1. A method for controlling a virtual item in a virtual environment, the method comprising:
displaying a virtual environment picture and a virtual control, wherein the virtual environment picture comprises a first virtual object, and the virtual control comprises a target skill control and an ignition control;
in response to a trigger signal acting on the target skill control, displaying a dual-stage prop of the first virtual object equipment in the virtual environment screen; the double-holding prop comprises two virtual shooting props, the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop, and the two virtual shooting props share one center of collimation;
and in response to a single trigger signal acting on the firing control, controlling two virtual shooting props included in the dual-prop to respectively shoot virtual ammunition once.
2. The method of claim 1, wherein the dual-stage prop comprises a first virtual shooting prop and a second virtual shooting prop;
the response to the single trigger signal acting on the firing control piece, controlling two virtual shooting props included in the double-prop to respectively shoot out virtual ammunition once, comprising:
responding to a single trigger signal acting on the firing control, controlling the first virtual firing prop to fire a virtual ammunition, and controlling the second virtual firing prop to fire a virtual ammunition;
displaying two virtual shooting traces corresponding to two virtual ammunitions ejected at one time on a shooting target;
wherein the shooting target is a virtual obstacle or a second virtual object in the virtual environment picture.
3. The method of claim 2, further comprising:
in response to the fact that two virtual ammunitions ejected by the double-prop at one time hit the same second virtual object, controlling the life value of the second virtual object to be reduced by a second value, wherein the second value is larger than the first value;
wherein the first value is a reduced life value of the second virtual object when one virtual ammunition hits the second virtual object.
4. The method of claim 2, further comprising:
on the premise that the number of second virtual objects killed by the first virtual object reaches a target threshold value, in response to the fact that two virtual ammunitions ejected by the double-prop hit the same second virtual object at one time, controlling the life value of the second virtual object to be reduced by a third numerical value, wherein the third numerical value is larger than the second numerical value;
wherein the first value is a reduced life value of the second virtual object when one virtual ammunition hits the second virtual object.
5. The method of claim 1, further comprising:
acquiring the distance between the first virtual object and a second virtual object to be attacked;
responding to the fact that the distance is smaller than the target distance and the dual-holding tool is in an activated state currently, and displaying use prompt information of the dual-holding tool;
wherein the usage prompt message is used for prompting the first virtual object to use the dual-prop.
6. The method of claim 2, further comprising:
and in response to that the two virtual ammunitions ejected by the double-prop at one time hit the second virtual object, respectively displaying the ballistic trajectories corresponding to the two virtual ammunitions in the virtual environment picture.
7. The method of claim 2, further comprising:
controlling the remaining number of virtual ammunition of the dual-prop equipment to increase in response to two virtual ammunitions ejected at a time by the dual-prop hitting the second virtual object.
8. The method of claim 2, further comprising:
and responding to a continuous trigger signal acting on the firing control, and controlling the first virtual shooting prop and the second virtual shooting prop to shoot in a burst mode.
9. The method of claim 1, further comprising:
displaying the target skill control in response to the end of the cooling duration of the dual-prop;
wherein the more second virtual objects the first virtual object kills, the shorter the cooling time of the dual-holding object.
10. The method of claim 9, wherein said displaying the target skill control comprises:
displaying a timeline for indicating a cooling duration of the dual-holding prop;
highlighting the target skill control in response to the current timeline of the timeline reaching a target threshold;
wherein the more the second virtual objects that the first virtual object kills, the faster the time progress rate of the timeline.
11. The method of claim 1, further comprising:
in response to exhaustion of virtual ammunition of the dual-prop, switching and displaying the dual-prop currently used by the first virtual object as a single-prop of the first virtual object; or the like, or, alternatively,
and responding to the end of the life cycle of the double-holding prop, and switching and displaying the currently used double-holding prop of the first virtual object as a single-holding prop of the first virtual object.
12. The method of claim 1, further comprising:
respectively acquiring respective shooting data of the two virtual shooting props in the process of controlling the shooting of the double-prop, wherein the shooting data comprises an injury value, a diffusion radius, recoil and the number of residual virtual ammunition of a shooting target;
the two virtual shooting props comprise two virtual shooting props, wherein the launching radiuses of the two virtual shooting props are consistent;
the two virtual shooting props included in the double-holding props are virtual shooting props of the same type.
13. An apparatus for controlling a virtual prop in a virtual environment, the apparatus comprising:
the system comprises a first display module and a second display module, wherein the first display module is configured to display a virtual environment picture and virtual controls, the virtual environment picture comprises a first virtual object, and the virtual controls comprise a target skill control and a firing control;
a second display module configured to display a dual-prop of the first virtual object equipment in the virtual environment screen in response to a trigger signal acting on the target skill control; the double-holding prop comprises two virtual shooting props, the left hand and the right hand of the first virtual object respectively hold one virtual shooting prop, and the two virtual shooting props share one center of collimation;
a control module configured to control two virtual firing props comprised by the dual-stage prop to each fire virtual ammunition once in response to a single trigger signal acting on the firing control.
14. A computer apparatus, characterized in that the apparatus comprises a processor and a memory, in which at least one program code is stored, which is loaded and executed by the processor to implement the method of virtual prop control in a virtual environment according to any of claims 1 to 12.
15. A storage medium having stored therein at least one program code, which is loaded and executed by a processor to implement a method of controlling a virtual item in a virtual environment according to any one of claims 1 to 12.
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