WO2024027312A1 - 虚拟标识的处理方法和装置、存储介质及电子设备 - Google Patents
虚拟标识的处理方法和装置、存储介质及电子设备 Download PDFInfo
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- WO2024027312A1 WO2024027312A1 PCT/CN2023/097099 CN2023097099W WO2024027312A1 WO 2024027312 A1 WO2024027312 A1 WO 2024027312A1 CN 2023097099 W CN2023097099 W CN 2023097099W WO 2024027312 A1 WO2024027312 A1 WO 2024027312A1
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- virtual
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- 238000003672 processing method Methods 0.000 title abstract description 56
- 238000000034 method Methods 0.000 claims abstract description 63
- 238000012545 processing Methods 0.000 claims abstract description 30
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Classifications
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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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
-
- 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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
-
- 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
-
- 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
Definitions
- the present application relates to the field of computers, and specifically, to a virtual identity processing technology.
- Embodiments of the present application provide a virtual identity processing method and device, a storage medium, and an electronic device to at least solve the technical problem in related technologies that the virtual identity processing method is complex, resulting in low virtual identity processing efficiency.
- a method for processing virtual identification is provided, the method is executed by an electronic device, and the method includes:
- a first location identifier is displayed on the mini map screen, wherein the second virtual character is a virtual character in a different camp from the first virtual character,
- the first position identifier is used to identify the position of the second virtual character when it is defeated in the virtual scene.
- the second virtual character is allowed to be defeated by virtual characters in different camps in the virtual scene. ;
- a virtual props logo is displayed on the mini map screen, where the virtual props logo is used to identify the virtual props set in the virtual scene. location.
- a virtual identity processing device is also provided, the device is deployed on an electronic device, and the device includes:
- the first display module is used to display the virtual scene and the mini-map screen where the first virtual character is located in the application to be processed, wherein the mini-map screen is the mini-map screen corresponding to the virtual scene;
- the second display module is used to display a first location identifier on the mini map screen if the second virtual character in the virtual scene is defeated, wherein the second virtual character is the same as the first virtual character.
- the first location identifier is used to identify the location of the second virtual character when it is defeated in the virtual scene, and the second virtual character is allowed to be defeated in the virtual scene Defeat virtual characters in different camps;
- the third display module is used to display a virtual prop identification on the mini map screen if the second virtual character drops a set of virtual props after being defeated, wherein the virtual prop identification is used to identify the virtual props. The location of the collection in the virtual scene.
- a computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the above virtual identification when running. Approach.
- a computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium.
- the processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device performs the processing method of the above virtual identification.
- an electronic device including a memory and a processor.
- a computer program is stored in the memory, and the processor is configured to perform the above-mentioned virtual identification processing through the computer program. method.
- the virtual scene where the first virtual character is located and the mini-map screen are displayed in the application to be processed, where the mini-map screen is a mini-map screen corresponding to the virtual scene.
- the first location identifier can be displayed on the mini map screen, where the second virtual character is a virtual character in a different camp from the first virtual character, and the second virtual character is in the virtual It is allowed to be defeated by virtual characters in different camps in the scene.
- the first position identifier is used to identify the position of the second virtual character when it is defeated in the virtual scene, thereby facilitating the quick determination of the defeated virtual character according to the first position identifier. location.
- a virtual props logo is displayed on the mini map screen, where the virtual props logo is used to identify the location of the virtual props set in the virtual scene, so as to facilitate the identification of the virtual props according to the virtual props.
- Logo to quickly obtain virtual props dropped by defeated virtual characters The small map displays the location of the defeated virtual character and the virtual props dropped by the defeated virtual character, helping users to quickly obtain the location of the defeated virtual character and the information about the set of dropped virtual props without the need for the user Manually mark the set of dropped virtual props to quickly and effectively locate the set of virtual props, avoiding the need for users to find the loot after defeating the enemy and requiring active marking.
- Figure 1 is a schematic diagram of the application environment of an optional virtual identity processing method according to an embodiment of the present application
- FIG. 2 is a schematic flowchart of an optional virtual identity processing method according to an embodiment of the present application.
- Figure 3 is a schematic diagram of an optional virtual identity processing method according to an embodiment of the present application.
- Figure 4 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- FIG. 5 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 6 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 7 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 8 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- FIG. 9 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 10 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 11 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 12 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 13 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 14 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 15 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 16 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 17 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 18 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 19 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 20 is a schematic diagram of yet another optional virtual identity processing method according to an embodiment of the present application.
- Figure 21 is a schematic structural diagram of an optional virtual identity processing device according to an embodiment of the present application.
- Figure 22 is a schematic structural diagram of an optional virtual identity processing product according to an embodiment of the present application.
- Figure 23 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
- First-person shooting game is a branch of action game (Action Game, ACT). As the name suggests, first-person shooting game is a shooting game based on the subjective perspective of the player. .
- Third-person shooting game is also a type of shooting game. The difference from first-person shooting games is that the player is visible on the game screen.
- a method for processing virtual identities is provided.
- the above method for processing virtual identities can be applied to the server 101 and the terminal device 103 as shown in Figure 1 constituted hardware environment.
- the server 101 is connected to the terminal 103 through the network and can be used to provide services for the terminal device or the application program installed on the terminal device.
- the application program can be a video application, an instant messaging application, a browser application, Educational apps, gaming apps, etc.
- the database 105 can be set up on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server.
- the above-mentioned network can include but is not limited to: a wired network, a wireless network, where the wired network includes: Local area network, metropolitan area network and wide area network.
- the wireless network includes: Bluetooth, WIFI and other networks that implement wireless communication.
- the terminal device 103 can be a terminal configured with an application program, which can include but is not limited to at least one of the following: a mobile phone (such as Android Mobile phones, iOS phones, etc.), laptops, tablets, handheld computers, MID (Mobile Internet Devices, mobile Internet devices), PAD, desktop computers, smart TVs, smart voice interaction devices, smart home appliances, vehicle-mounted terminals, aircraft and other computer equipment
- the above-mentioned server may be a single server, a server cluster composed of multiple servers, or a cloud server.
- the application program 107 using the above-mentioned virtual identification processing method is displayed through the terminal device 103 or other connected processing devices.
- the above virtual identity processing method can be implemented in the terminal device 103 through the following steps:
- S1 display the virtual scene and the mini-map screen where the first virtual character is located in the application to be processed (corresponding to the aforementioned application program 107) installed on the terminal device 103, where the mini-map screen is a mini-map corresponding to the virtual scene. picture;
- the first location identifier is displayed on the mini map screen of the terminal device 103, where the second virtual character is a virtual character in a different camp from the first virtual character, and the first The position identifier is used to identify the position of the second virtual character when it is defeated in the virtual scene.
- the second virtual character is allowed to be defeated by virtual characters in different camps in the virtual scene;
- a virtual prop identification is displayed on the mini map screen on the terminal device 103, where the virtual prop identification is used to identify the location of the virtual prop collection in the virtual scene. Location.
- first location identifiers and virtual prop identifiers are virtual identifiers, and the virtual identifiers are processed through the above method.
- the above virtual identity processing method can also be implemented by a server, for example, in the server 101 shown in Figure 1; or by a terminal device and a server jointly.
- the above virtual identity processing method includes:
- a virtual prop identification is displayed on the mini map screen, where the virtual prop identification is used to identify the location of the virtual prop collection in the virtual scene.
- the above-mentioned virtual identification processing method can be used in various applications, but is not limited to it.
- the game application can be a multiplayer online tactical competitive game (Multiplayer Online). Battle Arena (referred to as MOBA) or single-player game (Single-Player Game referred to as SPG).
- MOBA multiplayer online tactical competitive game
- SPG single-player game
- the above-mentioned game applications may include but are not limited to shooting applications, role-playing applications, real-time strategy applications, etc.
- the above-mentioned shooting applications may include but are not limited to first-person shooting applications, third-person shooting applications, and the ability to shoot in the first-person A shooting application that switches between the third person and the third person.
- FIG 3 is a schematic diagram of a virtual identification processing method according to an embodiment of the present application.
- the display interface of the above application to be processed can be divided into first person and third person.
- the above-mentioned applications to be processed may include but are not limited to at least one of the following: two-dimensional (Two Dimension, referred to as 2D) game application, three-dimensional (Three Dimension, referred to as 3D) game application, virtual reality (Virtual Reality, referred to as VR) ) game applications, augmented reality (Augmented Reality, AR) game applications, and mixed reality (Mixed Reality, MR) game applications.
- 2D Three-dimensional
- Three-dimensional (Three Dimension, referred to as 3D) game application virtual reality (Virtual Reality, referred to as VR) ) game applications
- augmented reality Augmented Reality, AR
- MR mixed reality
- the user's perception of defeat and defeat drops is very weak.
- the user can only communicate through voice and manually navigate on the map. mark to display the location of the defeated virtual character. If not marked, the user may not be able to quickly learn the location of the defeated virtual character and thus obtain the virtual props dropped by the defeated virtual character.
- the virtual scene corresponding to the first virtual character may include, but is not limited to, the game screen displayed on the terminal of the game application logged in by the player who controls the first virtual character
- the mini map screen may include, but is not limited to They are limited to thumbnails of the above-mentioned virtual scenes.
- game applications as an example, they may include, but are not limited to, game thumbnails displayed in the game screen of the game application.
- the above-mentioned mini map screen may include, but is not limited to, configured as a panoramic view of the current game.
- the map may also include but is not limited to a partial map centered on the first virtual character.
- Figure 4 is a schematic diagram of another virtual identification processing method according to an embodiment of the present application.
- a first virtual character 402 in the game screen of the game application A first virtual character 402, a mini map screen 404 and a virtual logo 406 are displayed on the screen.
- the first virtual character 402 is at the first position in the virtual scene.
- What is displayed in the mini map screen 404 is the first virtual character in the virtual scene.
- the virtual character 406 can be the center of the mini map screen 404 in the thumbnail area corresponding to the area with the preset distance as the radius, and is used to represent the position of the first virtual character 402 in the virtual scene,
- the thumbnail may also include, but is not limited to, virtual identifiers showing the positions of other virtual characters in the same camp as the first virtual character.
- real-time combat information such as the attack direction of the first virtual character attacking other virtual characters can be displayed on the game screen.
- the above-mentioned second virtual character may be a virtual character in a different camp from the above-mentioned first virtual character, that is, the above-mentioned first virtual character is allowed to attack the above-mentioned second virtual character, and the above-mentioned second virtual character may include but It is not limited to allowing or prohibiting attacks on the above-mentioned first virtual character.
- the above-mentioned second virtual character may include, but is not limited to, virtual characters controlled by other users, and may also include, but is not limited to, non-player characters (Non) controlled by artificial intelligence (Artificial Intelligence, AI). -Player Character, NPC).
- the defeat of the second virtual character in the virtual scene can be understood as the virtual life value of the second virtual character meets the preset conditions, for example, the second virtual character
- the virtual life value of the second virtual character is reduced to 0, the virtual life value of the second virtual character is reduced to 20% of the initial value or the maximum value, etc.
- the above-mentioned second virtual character is in a state of being eliminated. At this time, the second virtual character cannot Continue to participate in the current tasks, games, etc., for example, being knocked down, under control, etc.
- the first location identifier is displayed on the mini map screen and is used to identify the location of the defeated second virtual character.
- Figure 5 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application.
- a first virtual character 502 a second virtual character 504, an interactive character are displayed on the game screen of the game application.
- the first virtual character 502 is in the first position in the virtual scene.
- What is displayed in the mini map screen 508 is the first virtual character in the virtual scene.
- the thumbnail area corresponding to the area with the preset distance as the radius, the virtual logo 506 is the center of the above-mentioned mini map screen 508, used to represent the position of the above-mentioned first virtual character 502 in the above-mentioned virtual scene.
- the virtual identifier 512 may be a first position identifier, used to represent the position of the second virtual character 504 in the virtual scene.
- the above-mentioned display of the first location identifier in the mini map screen may include but is not limited to displaying a preset location identifier, such as a circle, triangle, rectangle and other shapes to mark the second location identifier on the mini map screen.
- the position of the virtual character may also include, but is not limited to, displaying an identification associated with the second virtual character, for example, the camp identification of the second virtual character, the team identification of the second virtual character, etc.
- the above-mentioned different camps may include but are not limited to groups preset before entering the current game, and groups formed through preset team operations during the current game.
- the grouping here is used to indicate the camps to which multiple virtual characters participating in the same game mission belong.
- Virtual characters in different camps can attack each other.
- the virtual characters in different camps can be configured to be in a mutually antagonistic relationship.
- the above-mentioned first position identifier is used to identify the position of the second virtual character when it is defeated in the virtual scene. It can be understood that when the second virtual character moves, the above-mentioned The first location identifier is used to identify the location of the second virtual character at the moment of defeat, or the first location identifier is used to identify the location of the second virtual character estimated after a preset time period after the moment of defeat. Position, for example, when the second virtual character is in the virtual vehicle, if the second virtual character is defeated at the first moment, the moving speed of the virtual vehicle is determined based on Determine the trajectory that the second virtual character moves after the preset time period and estimate the position that the second virtual character is allowed to reach after the preset time period.
- displaying the first position identifier after the second virtual character is defeated in the mini map screen may include but is not limited to understanding that after the second virtual character is defeated, movement may still occur.
- the moving speed of the virtual vehicle used by the second virtual character determines the distance that the virtual vehicle is allowed to move when not controlled by the second virtual character, and continuously displays the position of the defeated second virtual character after moving; it can also be understood as During the movement of the second virtual character, when the stay time of the second virtual character exceeds the preset value, the moved position of the second virtual character is displayed as the above-mentioned first position identifier.
- Figure 6 is a schematic diagram of another method for processing virtual identities according to an embodiment of the present application. As shown in Figure 6, it includes a first virtual character 602, a second virtual character 604, a mini map screen 606, a virtual identity 608 and Virtual identification 610, in which the player controls the first virtual character 602.
- the player controls the first virtual character 602 and defeats the second virtual character 604
- the second virtual character is moving using a virtual vehicle, at this time, according to the virtual vehicle
- the moving speed of the vehicle continues to display the movement trajectory corresponding to the second virtual character 604, or the location where the second virtual character 604 is expected to stop is displayed according to the moving speed of the virtual vehicle. That is, the virtual logo 608 moves toward the mini-map screen. Move to the upper right corner of the virtual identifier 610 and use the virtual identifier 610 as the first location identifier.
- a set of virtual props will be dropped at the location where the second virtual character is defeated.
- the set of virtual props may include but is not limited to
- the set of virtual props composed of virtual props allowed to be dropped by the second virtual character may also include, but is not limited to, a set of virtual props composed of reward virtual props configured by the system for defeating the second virtual character.
- virtual props in the above virtual prop collection may include but are not limited to virtual skills, virtual resources, virtual gold coins, virtual ammunition, virtual equipment, virtual points, etc.
- the above-mentioned virtual prop identification can be understood as an identification that is only used to indicate the location of the virtual prop collection in the virtual scene, and can also be understood as a virtual prop that includes prompt information.
- the prompt information may include but is not limited to indicating that the virtual prop set includes the target virtual prop, indicating whether the virtual prop set includes a preset type of virtual prop, indicating the number of preset type virtual props in the virtual prop set, indicating that the virtual prop
- the remaining duration that the preset types of virtual props in the collection are allowed to be obtained, etc. may include but are not limited to one or a combination of the above.
- the above-mentioned virtual prop identification can be displayed synchronously with the above-mentioned first location identification.
- the above-mentioned virtual prop identification can be displayed within the preset range of the above-mentioned first location identification. , for example, directly above, directly below, etc. the first position identifier, to indicate that the above-mentioned first position identifier and the above-mentioned virtual prop identifier are associated with the same second virtual character.
- the above-mentioned virtual prop identification can be displayed asynchronously with the above-mentioned first position identification.
- the above-mentioned virtual prop identification can satisfy the preset during the display process of the above-mentioned first position identification.
- cancel the display of the above-mentioned first location identification and then start to display the above-mentioned virtual prop identification, so as to avoid displaying too many virtual identifications on the mini map screen, causing the user to be unable to efficiently confirm whether the above-mentioned defeated second virtual character has fallen. Lost virtual props.
- the above-mentioned second virtual character can also be configured not to drop any virtual props when defeated.
- a virtual logo indicating that the above-mentioned second virtual character has not dropped any virtual props can be displayed to inform that the second virtual character has not dropped any virtual props.
- the user's second virtual character does not drop any virtual props, or the above-mentioned first position mark is adjusted in one or more combinations of dimensions such as color, size, shape, etc., to inform the user that the second virtual character does not drop any virtual props.
- Virtual props is adjusted in one or more combinations of dimensions such as color, size, shape, etc.
- Figure 7 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 7, it includes a first virtual character 702, a second virtual character 704, an interaction button 706, and a mini map screen. 708 and virtual identification 710. When the second virtual character is defeated by the first virtual character or is defeated by a third virtual character in the same camp as the first virtual character, the virtual identification 710 is displayed on the mini map screen to indicate the location. There is a defeated second avatar.
- Figure 8 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 8, it includes a first virtual character 802, a second virtual character 804, an interaction button 806, and a mini map screen. 808. Virtual logo 810, and virtual logo 812. When the second virtual character is defeated by the first virtual character, or is defeated by a third virtual character in the same camp as the first virtual character, the virtual logo 810 is displayed on the mini map screen. , to indicate that there is a defeated second virtual character at this location. When the display duration of the virtual logo 810 exceeds the first preset duration, the above-mentioned virtual logo 810 is cancelled, and the virtual logo 812 is displayed to indicate that there is a defeated second virtual character at this location. A collection of virtual props dropped by the second virtual character.
- the virtual scene where the first virtual character is located and the mini-map screen are displayed in the application to be processed, where the mini-map screen is a mini-map screen corresponding to the virtual scene.
- the first location identifier can be displayed on the mini map screen, where the second virtual character is a virtual character in a different camp from the first virtual character, and the second virtual character is in the virtual It is allowed to be defeated by virtual characters in different camps in the scene.
- the first position identifier is used to identify the position of the second virtual character when it is defeated in the virtual scene, thereby facilitating the quick determination of the defeated virtual character according to the first position identifier. location.
- a virtual props logo is displayed on the mini map screen, where the virtual props logo is used to identify the location of the virtual props set in the virtual scene, so as to facilitate the identification of the virtual props according to the virtual props.
- Logo to quickly obtain virtual props dropped by defeated virtual characters The small map displays the location of the defeated virtual character and the virtual props dropped by the defeated virtual character, helping users to quickly obtain the location of the defeated virtual character and the information about the set of dropped virtual props without the need for the user Manually mark the set of dropped virtual props to quickly and effectively locate the set of virtual props, avoiding the need for users to find the loot after defeating the enemy and requiring active marking.
- the first location identifier is displayed on the mini map screen, including:
- the first position identifier and the direction identifier are displayed on the mini map screen, where the direction identifier is used to identify the attack direction, and the attack direction points from the position indicated by the second position identifier to the third avatar.
- the location indicated by a location identifier is displayed on the mini map screen, where the direction identifier is used to identify the attack direction, and the attack direction points from the position indicated by the second position identifier to the third avatar.
- the above-mentioned second location identifier is the location identifier displayed by the third virtual character in the mini-map screen of the first virtual character. That is, the mini-map screen starts with the third virtual character. A virtual corner is used as the center, and the position of the third virtual character in the virtual scene is displayed on the mini map screen with a number or other virtual identification method.
- the above-mentioned direction identifier can be represented as the attack direction of the third virtual character. Since the above-mentioned second virtual character is defeated by the third virtual character, the above-mentioned direction identifier Indicates the attack direction when the third virtual character defeats the second virtual character, that is, from the position indicated by the first position indicator to the position indicated by the first position indicator.
- Figure 9 is a schematic diagram of yet another virtual identity processing method according to an embodiment of the present application. As shown in Figure 9, it includes a first virtual character 902, a second virtual character 904, a third virtual character 906, a small Map screen 908, virtual identification 910, virtual identification 912 and virtual identification 914, wherein virtual identification 910 represents the above-mentioned direction identification to indicate the attack direction of the third virtual character when the second virtual character is defeated, and virtual identification 912 represents the above-mentioned direction identification.
- the first position identifier is to indicate the position of the second virtual character when the second virtual character is defeated.
- the virtual identifier 914 represents the above-mentioned second position identifier to indicate the position of the third virtual character when the second virtual character is defeated. location.
- the user's teammates can learn the virtual prop collection information dropped by the defeated virtual character without frequent marking operations. After the mini map is displayed, the teammates can also quickly learn the location of the box. No need for frequent marking operations.
- the virtual props logo will be displayed on the mini map screen, including:
- the second virtual character drops a collection of virtual props after being defeated, and the first location mark is displayed on the minimap screen, the virtual props mark is displayed within the preset range of the first location mark; or,
- the preset range of the above-mentioned first location identifier may include but is not limited to a configuration such that there is no overlap between the above-mentioned first location identifier and the above-mentioned virtual prop identifier during the display process. part, and displayed adjacently, so as to associate the above-mentioned first position identification and the above-mentioned virtual prop identification as the first position identification and the virtual prop identification displayed when the same second virtual character is defeated.
- the above-mentioned virtual prop logo is synchronously displayed within a preset distance directly above, directly below, and other directions of the above-mentioned first position logo.
- the display process of the above-mentioned first location identifier satisfying the preset condition may include but is not limited to the display duration of the above-mentioned first location identifier reaching the first preset duration, Or, the second virtual character corresponding to the above-mentioned first position identifier has re-participated in the current game, etc.
- Figure 10 is a schematic diagram of yet another virtual identity processing method according to an embodiment of the present application. As shown in Figure 10, it includes a first virtual character 1002, a second virtual character 1004, a third virtual character 1006, a small Map screen 1008, virtual identifier 1010 and virtual identifier 1012, where virtual identifier 1010 represents the above-mentioned first location identifier,
- virtual identifier 1010 represents the above-mentioned first location identifier
- the virtual logo 1010 switches to display as the virtual logo 1012 (i.e., the virtual prop logo) , to indicate the position of the set of virtual props dropped by the third virtual character when the second virtual character is defeated by the third virtual character.
- the user can see the location information of teammates defeating other virtual characters on the mini map, and at the same time, the collection of virtual props dropped by defeating the virtual characters is then displayed, allowing the user to efficiently see the collection of virtual props.
- the location and the highest-level virtual props included in the virtual props collection save the user's time to find the virtual props collection and the time of teammates to mark the virtual props collection.
- the display process of the first position identification meets the preset conditions and the second virtual character drops the virtual prop collection after being defeated, the display of the first location identification is cancelled, and the virtual prop identification is displayed, including :
- the virtual prop logo is displayed on the mini map screen, where the display position of the virtual prop logo displayed on the mini map screen is the same as the first position logo before the display is cancelled.
- the display position shown is the same.
- the above-mentioned first preset duration is a preset duration, which can be determined according to the role type of the second virtual character. For example, when the second virtual character is an NPC (Non -Player Character, non-player character), set a longer first default duration, when the second virtual character is a virtual character controlled by the player, set a shorter first default duration, so as to avoid the PVPPVP (player vsus) In player (player versus player) and PVE (player versus environment, player versus environment) scenarios, different first preset durations are configured to display the above-mentioned first position identifier.
- NPC Non -Player Character, non-player character
- the display position of the virtual prop identification displayed on the mini map screen is the same as the display position of the first position identification before the display is cancelled. It can be understood that in The above-mentioned virtual prop logo is displayed at the position previously displayed by the first location logo to indicate that the first location logo and the virtual prop logo are associated with the same second virtual character, that is, the defeated virtual character corresponding to the first location logo is The set of dropped virtual props is displayed as the above-mentioned virtual prop logo.
- Figure 11 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 11, it includes a mini map screen 1102, a virtual identification 1104 and a virtual identification 1106, where the virtual identification 1104 represents For the above-mentioned first location identifier, when the display duration of the virtual identifier 1104 on the mini-map screen 1102 reaches the first preset duration, the display of the virtual identifier 1104 is cancelled, and the virtual identifier 1106 is displayed at the display position as a virtual prop identifier. , indicating that the first location identifier and the virtual prop identifier are associated with the same defeated second virtual character.
- the above-mentioned virtual prop identification is displayed at the same position to indicate that the defeated second virtual character indicated by the first location identification and the virtual prop identification indicated by the falling
- the second virtual character in the virtual prop collection is the same second virtual character, which prevents the user from being unable to quickly find them when multiple second virtual characters are defeated in a short period of time due to too many virtual logos displayed on the mini map screen.
- the method when the second virtual character drops a collection of virtual props after being defeated, after displaying the virtual prop logo on the mini map screen, the method also includes:
- the second preset time period may be the same as or different from the first preset time period.
- the virtual props logo will be displayed on the mini map screen, including:
- a virtual prop identification with target prompt information is displayed, wherein the target prompt information is used to indicate that the set of virtual props includes the target virtual prop, and the target virtual prop is a virtual prop set that satisfies Virtual props with preset conditions.
- the above-mentioned target prompt information is used to indicate that the virtual prop set includes a target virtual prop
- the above-mentioned target virtual prop is a virtual prop that satisfies a preset condition, for example, the above-mentioned target virtual prop
- the props include mission-critical props in the current virtual scene.
- the virtual prop mark will not only mark the location of the set of virtual props dropped after the second virtual character is defeated, but also mark the
- the virtual prop collection includes the above-mentioned key mission props, so that the user can quickly learn the virtual props included in the virtual prop collection dropped by the defeated second virtual character.
- a virtual prop identification with target prompt information including:
- the above-mentioned preset prop level is the prop level preconfigured for each virtual prop in the set of virtual props dropped after the second virtual character is defeated
- the virtual helmet can be pre-configured as level 1 virtual helmet, level 2 virtual helmet, and level 3 virtual helmet.
- the virtual body armor can be pre-configured as level 1 virtual body armor, level 2 virtual body armor, and level 3 virtual body armor.
- Using the virtual prop with the highest preset prop level in the virtual prop collection as the target virtual prop can be understood as using the virtual prop with the preset prop level of 3 as the above target virtual prop, and displaying the above virtual prop logo, wherein, the above The target prompt information may include, but is not limited to, one or more combinations of numbers, colors, symbols, etc. to indicate that the above set of virtual props includes the target virtual prop with the highest preset prop level.
- Figure 12 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 12, it includes a mini map screen 1202, a virtual identification 1204 and a virtual identification 1206, where the virtual identification 1204 represents When the second virtual character is defeated and the corresponding first position identifier is switched and displayed on the mini map screen 1202 as the virtual identifier 1206 as the virtual prop identifier, the target prompt information "3" is displayed on the virtual identifier 1206 ” means that the set of virtual props corresponding to the virtual prop identification includes target virtual props with a default prop level of up to level 3.
- the virtual prop with the highest preset prop level in the virtual prop collection is used as the target virtual prop, and a virtual prop identification with target prompt information is displayed, including:
- a virtual prop identification with target prompt information is displayed according to the prop color information, wherein the color information of the virtual prop identification is associated with the prop color information of the target virtual prop.
- the prop color information may include but is not limited to color information representing the preset prop level of the target virtual prop.
- it may include but is not limited to orange, red , purple, blue, green, white and other colors represent different default prop levels.
- different virtual props can be configured with the same or different prop levels (corresponding to the aforementioned default prop levels), and the props with the highest level can be configured.
- the virtual props are configured as orange virtual props, and the virtual props with the lowest level are configured as white virtual props.
- the above-mentioned prop color information indicating the preset prop level can be used as the above-mentioned target.
- Prompt information for example, the color of the virtual prop identification can be changed to the color indicated by the prop color information, so that the user can quickly confirm the target virtual prop with the highest preset prop level in the virtual prop collection based on the color of the virtual prop identification.
- Figure 13 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 13, it includes a mini map screen 1302, a virtual identification 1304 and a virtual identification 1306, where the virtual identification 1304 represents When the second virtual character is defeated and the corresponding first position identifier is displayed on the mini map screen 1302, the virtual identifier 1306 is switched to the virtual identifier 1306 as the virtual prop identifier, and the color of the virtual identifier 1306 is displayed as the target virtual prop. The color indicated by the corresponding prop color information. When the prop color information of the target virtual prop is gray, a gray virtual logo 1306 is displayed. The gray virtual logo 1306 indicates that the virtual prop set corresponding to the virtual prop logo includes a preset prop level. The highest level is the target virtual prop in gray level.
- Virtual props save users the time of finding a collection of virtual props themselves and the time of teammates marking the collection of virtual props.
- a virtual prop logo is displayed on the mini-map screen, including at least one of the following:
- the second virtual character drops a set of virtual props after being defeated, display a virtual prop identification with first prompt information, where the first prompt information is used to indicate whether the set of virtual props includes a preset type of virtual prop;
- the second virtual character drops a set of virtual props after being defeated, display a virtual prop identification with second prompt information, where the second prompt information is used to indicate the number of preset types of virtual props in the set of virtual props;
- a virtual prop identification with a third prompt information is displayed, where the third prompt information is used to indicate the remainder of the preset type of virtual props in the set of virtual props that are allowed to be acquired. duration.
- the above-mentioned first prompt information, second prompt information and third prompt information may be displayed inside the virtual prop logo, or may be displayed around the virtual prop logo.
- the first prompt information is used to indicate whether the virtual prop set includes a preset type of virtual prop. For example, a green mark is used as the first prompt information to indicate that the virtual prop set includes a preset type of virtual prop, and a red mark is used as the first prompt information to indicate whether the virtual prop set includes a preset type of virtual prop. As the above-mentioned first prompt information, it is indicated that the virtual prop set does not include a preset type of virtual prop.
- Figure 14 is a schematic diagram of yet another virtual identity processing method according to an embodiment of the present application. As shown in Figure 14, it includes a mini map screen 1402, a virtual identity 1404, a virtual identity 1406 and a virtual identity 1408, where, The virtual logo 1404 represents the first position logo corresponding to when the second virtual character is defeated. When the virtual logo 1404 is switched to display the virtual logo 1406 as a virtual prop logo on the mini map screen 1402, the green virtual logo 1406 indicates the virtual character 1404.
- the prop collection includes preset types of virtual props.
- the red virtual logo 1408 is used as the first prompt information to indicate that the virtual props are in the set. Preset types of virtual props are not included.
- the above-mentioned second prompt information is used to indicate the number of virtual props of a preset type in the set of virtual props, for example, by displaying digital prompt information to indicate the number of virtual props of a preset type in the set of virtual props.
- Figure 15 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 15, it includes a mini map screen 1502, a virtual identification 1504 and a virtual identification 1506, where the virtual identification 1504 represents When the second virtual character is defeated and the corresponding first location identifier is switched and displayed on the mini map screen 1502 to the virtual identifier 1506 as the virtual prop identifier, digital prompt information is added to the virtual identifier 1506 as having the third location identifier. 2.
- the virtual prop identifier of the prompt information is used to indicate the number of virtual props of a preset type in the virtual prop set corresponding to the virtual prop identifier 1506.
- the above-mentioned third prompt information is used to indicate the remaining time period for which the preset type of virtual props in the virtual prop collection is allowed to be obtained.
- the remaining time period for which the above-mentioned virtual props are allowed to be obtained can be understood as a kind of countdown information, and the value of the countdown information represents How long is left to obtain the virtual props? When the countdown information reaches 0, it is no longer allowed to obtain virtual props of this preset type.
- Figure 16 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application. As shown in Figure 16, it includes a mini map screen 1602, a virtual identification 1604 and a virtual identification 1606, where the virtual identification 1604 represents When the second virtual character is defeated and the corresponding first location identifier is switched and displayed on the mini map screen 1602 as the virtual identifier 1606 as a virtual prop identifier, countdown information is added to the virtual identifier 1606 as a third location identifier.
- the virtual prop identification of the prompt information is used to indicate the remaining time period during which the preset type of virtual props in the virtual prop set corresponding to the virtual prop identification 1606 is allowed to be acquired.
- the method provided by the embodiment of this application also includes:
- the first position identifier is displayed on the target boundary point of the mini map screen, where the target area is the area in the virtual scene represented by the mini map screen, and the target boundary The point is a boundary point determined based on the direction of the second virtual character's position when defeated relative to the target area;
- the target map is displayed, wherein the target map is a map associated with the virtual scene, and the area in the virtual scene represented by the target map includes the target area and the position when the second virtual character is defeated. the area in which it is located;
- a map prop identification is displayed on the target map, where the map prop identification is used to identify the location of the virtual prop collection in the virtual scene on the target map.
- the above-mentioned target area refers to the area corresponding to the virtual scene displayed on the mini map screen.
- the above position when the second virtual character is defeated is outside the target area. It can be understood that the position when the second virtual character is defeated is not in the above target area. In other words, the above second virtual character is not displayed on the mini map screen.
- the virtual scene is divided into Area A, Area B, Area C, and Area D.
- the content displayed on the minimap screen includes Area B.
- the second virtual character is defeated in Area A, since the mini map screen does not include area A, at this time, the first position mark is displayed on the boundary point of area B closest to area A to indicate the location of the second virtual character when it was defeated.
- the above-mentioned target boundary point is a boundary point determined based on the position of the second virtual character when defeated relative to the direction of the target area, which can be understood as starting from the second virtual character.
- the position when defeated emits a ray to the center point of the target area, and the intersection of the ray and the target area is the above-mentioned target boundary point.
- Figure 17 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application.
- the first virtual character is located at point A inside the target area in the virtual scene. Therefore, the mini map The content displayed on screen 1702 represents the above-mentioned target area.
- the position of the second virtual character when defeated is located at point B outside the target area.
- the intersection point of ray BA and the target area is determined as The above-mentioned target boundary point, and a virtual identifier 1704 is displayed at the corresponding target boundary point on the mini map screen 1702 to represent the above-mentioned first location identifier.
- the above-mentioned target map may include but is not limited to a complete map representing the above-mentioned virtual scene
- the above-mentioned first triggering operation is an operation for triggering the display of the above-mentioned target map, which may include But it is not limited to performing interactive operations on the interactive object displaying the above target map.
- the above first triggering operation may include but is not limited to click, long press, double click, gesture, voice, etc., or a combination of one or more methods.
- the above target map is The represented area in the virtual scene at least includes the target area and the area where the second virtual character is defeated.
- the target map can be displayed, and the map location identifier can be displayed on the target map, where the map location identifier is used to identify on the target map The position of the second virtual character when defeated in the virtual scene.
- Figure 18 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application.
- the game screen of the first virtual character includes a mini map screen 1802 and an interactive object 1804.
- the virtual The logo 1806 is displayed on the boundary of the mini map screen 1802.
- the virtual logo 1806 it can be understood that there is a defeated second virtual character outside the area corresponding to the mini map screen 1802.
- by Perform a first triggering operation on the interactive object 1804 to display the complete target map and display points A and B on the target map.
- the first virtual character's position is located at point A of the target map.
- the location is located at point B on the target map.
- the user controlling the first virtual character can intuitively know the location of the second virtual character when it is defeated by viewing the target map.
- the above-mentioned map prop identification can be configured to be displayed synchronously with the above-mentioned first location identification, or can also be configured to be displayed asynchronously with the above-mentioned first location identification.
- the first location identification When the display process meets the preset conditions, the first location identifier in the target map is switched and displayed as a map prop identifier, where the map prop identifier is used to identify the location of the virtual prop collection in the virtual scene on the target map.
- Figure 19 is a schematic diagram of yet another virtual identification processing method according to an embodiment of the present application.
- a map position used to represent the position of the second virtual character when it is defeated is displayed on the target map.
- the map location identification is switched to a map prop identification, and the map prop identification is displayed on the target map to indicate that the second virtual character is dropped when defeated.
- the location of the set of virtual props on the target map allows the user controlling the first virtual character to intuitively know the location of the set of virtual props dropped by the second virtual character after being defeated by viewing the target map.
- the method provided by the embodiment of this application also includes:
- the second virtual character is defeated, and the second virtual character drops a collection of virtual props after being defeated, text information is displayed on the social interface of the application to be processed, wherein the text information records that the second virtual character was defeated in the virtual scene.
- the target virtual prop is the virtual prop with the highest preset prop level in the virtual prop collection;
- a target map is displayed, wherein the target map is a map associated with the virtual scene, and the area in the virtual scene represented by the target map includes the area in the virtual scene represented by the mini map screen. ;
- map location identifier is used to identify the location of the second virtual character on the target map when it is defeated in the virtual scene
- map prop identifier is used to identify the location of the second virtual character when it is defeated in the target map.
- the map identifies the location of the virtual prop collection in the virtual scene.
- the social interface of the application to be processed may include but is not limited to a friend chat interface, a team chat interface, and other social interfaces that allow text messages to be sent, such as a chat box, a chat interface, etc. Panel etc.
- the above text information is used to express in the form of text the position of the above second virtual character when it is defeated in the virtual scene and the target virtual prop in the virtual prop set.
- prop information For example, if the second virtual character is defeated 150 meters northeast, at this time, the text message "A character was found defeated 150 meters northeast" is displayed in the chat interface to quickly inform the user of the above on the social interface. The position of the second avatar when it was defeated. For example, the second avatar dropped a virtual item G after being defeated at 150 meters to the northeast.
- the chat interface displayed "A character is 150 meters to the northeast.” was defeated and dropped the virtual prop G" to quickly inform the user on the social interface of the location when the second virtual character was defeated and the prop information of the virtual prop G, where the virtual prop G is the second virtual character
- the above-mentioned second triggering operation is an operation for triggering the display of the above-mentioned target map, which may include but is not limited to performing an interactive operation to display the above-mentioned target text information.
- the above-mentioned The second triggering operation may include but is not limited to one or a combination of one or more methods such as click, long press, double click, gesture, voice, etc., for example, by clicking on the above target text information to display the target map and display the above map location identification and /or map prop identification.
- Figure 20 is a schematic diagram of another method for processing virtual identification according to an embodiment of the present application. As shown in Figure 20, taking the application to be processed as a game application as an example, the following steps are used to display the defeat of the virtual identity on the mini map screen. Information about the character (corresponding to the aforementioned second virtual character) and the materials dropped after defeating the virtual character (corresponding to the aforementioned virtual prop collection):
- the server reads the list of materials that the user carried when he was defeated, reads the identity of the items in the system and whether the materials are graded (M1,..., Mn) color distinction (N1,...,Nn);
- level 3 is the maximum level.
- the dropped box contains item 1, item 2, and item 3 at the same time.
- the server After reading the IDs of the three items, the server will obtain the item levels M1, M2, and M3, and the maximum level M3 will be used.
- the color is N3, which is the color of the dropped material icon displayed on the client.
- displaying the above target location information on the mini map screen is simple and easy to understand. Since information related to defeating virtual characters, material drop information, and level information of virtual props are all information that often appears in the game, the user understands the cost. Extremely low, it can quickly obtain the location of the defeated virtual character and the location of the materials dropped after defeating the virtual character. During the user's actions, the user can see the situation of teammates defeating other virtual characters on the mini map screen. At the same time, the quality of the virtual props dropped after defeating the virtual characters will be displayed later, allowing the user to efficiently view the quality of the virtual props included in the supplies. The highest level and location saves users the time of manually searching for supplies and the time of teammates marking supplies.
- teammates can know the information about dropped supplies without frequent marking operations, reducing some users' active operations and allowing users to be more immersed in the game.
- In the game generally after teammates defeat the enemy, if they want to tell others where the supplies are or if there are high-level supplies in the supplies, they need to mark them themselves to tell teammates in the distance. After the mini map is displayed, teammates can also quickly learn the location of the supplies. location, eliminating the need for frequent marking operations, enhancing the user's sense of accomplishment and teamwork.
- a pop-up window can be generated to confirm to the user whether to send the above-mentioned defeated second virtual character to his teammate.
- the user confirms that the relevant information of the character needs to be sent, the position of the second virtual character when it was defeated and the identity of the dropped virtual prop will be automatically displayed on the teammate's mini map screen.
- a virtual identity processing device for implementing the above virtual identity processing method is also provided. As shown in Figure 21, the device includes:
- the first display module 2102 is configured to display the virtual scene and the mini-map screen where the first virtual character is located in the application to be processed, where the mini-map screen is the mini-map screen corresponding to the virtual scene;
- the second display module 2104 is used to display a first location identifier on the mini map screen if the second virtual character in the virtual scene is defeated, wherein the second virtual character is the same as the first virtual character.
- the first position identifier is used to identify the position of the second virtual character when it is defeated in the virtual scene.
- the second virtual character allows in the virtual scene Defeated by virtual characters in different camps;
- the third display module 2106 is used to display a virtual prop identification on the mini map screen if the second virtual character drops a set of virtual props after being defeated, wherein the virtual prop identification is used to identify the virtual prop set. The location of the prop collection in the virtual scene.
- the device is configured to display the first location identifier on the mini map screen if the second virtual character in the virtual scene is defeated in the following manner:
- a second location identifier is displayed in the mini map screen, where the second location identifier is used to identify the location of a third virtual character in the virtual scene, and the third virtual character is the same as the third virtual character.
- An avatar is an avatar in the same camp;
- the first position identifier and the direction identifier are displayed in the mini map screen, wherein the direction identifier is used to identify the attack direction, and the attack direction Pointing from the position indicated by the second location identifier to the location indicated by the first location identifier.
- the device is configured to display a virtual prop identification on the mini map screen if the second virtual character drops a set of virtual props after being defeated in the following manner:
- the second virtual character drops a set of virtual props after being defeated, and the first location identifier is displayed on the minimap screen, the virtual props are displayed within the preset range of the first location identifier. logo; or,
- the display process of the first location identifier satisfies the preset conditions and the second virtual character drops a set of virtual props after being defeated, the display of the first location identifier is cancelled, and the virtual props identifier is displayed.
- the device is configured to implement in the following manner that if the display process of the first location identifier satisfies preset conditions and the second virtual character drops a set of virtual props after being defeated, cancel the Display the first location identifier and display the virtual prop identifier:
- the virtual prop identification is displayed on the mini map screen, wherein the display position of the virtual prop identification on the mini map screen is consistent with the location of the virtual prop identification.
- the display position displayed before the first position identifier is canceled is the same.
- the device is also used for:
- the display duration of the virtual prop logo on the mini map screen reaches a second preset duration, the display of the virtual prop logo on the mini map screen is cancelled. Described virtual prop identification.
- the device is configured to display a virtual prop identification on the mini map screen if the second virtual character drops a set of virtual props after being defeated in the following manner:
- the second virtual character drops a set of virtual props after being defeated, display the virtual prop identification with target prompt information, wherein the target prompt information is used to indicate that the set of virtual props includes a target virtual prop, so
- the target virtual prop is a virtual prop that satisfies a preset condition in the virtual prop collection.
- the device is configured to display the virtual prop identification with target prompt information if the second virtual character drops a set of virtual props after being defeated in the following manner:
- the prop set includes the target virtual prop with the highest level of the preset prop.
- the device is configured to determine the virtual prop with the highest preset prop level in the virtual prop set as the target virtual prop in the following manner, and display the virtual prop with the target prompt information.
- the virtual prop identification with the target prompt information is displayed according to the prop color information, wherein the color information of the virtual prop identification is associated with the prop color information of the target virtual prop.
- the device is configured to display a virtual prop identification on the mini map screen if the second virtual character drops a set of virtual props after being defeated by at least one of the following methods:
- the second virtual character drops a set of virtual props after being defeated, display the virtual prop identification with first prompt information, wherein the first prompt information is used to indicate whether the set of virtual props includes a preset Set type of virtual props;
- the second virtual character drops a set of virtual props after being defeated, display the identification of the virtual props with second prompt information, wherein the second prompt information is used to indicate the predetermined set of virtual props in the set of virtual props.
- the number of virtual props of the given type
- the second virtual character drops a set of virtual props after being defeated, display the identification of the virtual props with third prompt information, wherein the third prompt information is used to indicate the predetermined set of virtual props in the set of virtual props. The remaining time that virtual props of the given type are allowed to be obtained.
- the device is also used for:
- the first position identifier is displayed on the target boundary point of the mini map screen, wherein the target area is located in the mini map screen. represents an area in the virtual scene, and the target boundary point is a boundary point determined based on the position of the second virtual character when defeated relative to the direction of the target area;
- the target map In response to a first triggering operation on a target map, the target map is displayed, wherein the target map is a map associated with the virtual scene, and the area in the virtual scene represented by the target map includes the The target area and the area where the second virtual character is defeated;
- a map prop identification is displayed on the target map, wherein the map prop identification is used to identify where the set of virtual props is located on the target map. The location in the virtual scene.
- the device is also used for:
- the second virtual character is defeated, and the second virtual character drops the set of virtual props after being defeated, text information is displayed on the social interface of the application to be processed, wherein the text information is recorded as The position of the second virtual character when he was defeated in the virtual scene and the prop information of the target virtual prop in the virtual prop set.
- the target virtual prop is the highest preset prop level in the virtual prop set. virtual props;
- a target map is displayed, wherein the target map is a map associated with the virtual scene, and the area in the virtual scene represented by the target map includes the The area in the virtual scene represented by the mini map screen;
- map location identifier and/or a map prop identifier on the target map, where the map location identifier is used to identify on the target map where the second virtual character was when he was defeated in the virtual scene.
- the map prop identification is used to identify the location of the virtual prop set in the virtual scene on the target map.
- Figure 22 schematically shows a block diagram of a computer system used to implement an electronic device according to an embodiment of the present application.
- the computer system 2200 includes a central processing unit 2201 (Central Processing Unit, CPU), which can be loaded into a random computer according to a program stored in a read-only memory 2202 (Read-Only Memory, ROM) or from a storage part 2208. Access the program in the memory 2203 (Random Access Memory, RAM) to perform various appropriate actions and processes. In the random access memory 2203, various programs and data required for system operation are also stored.
- the central processing unit 2201, the read-only memory 2202 and the random access memory 2203 are connected to each other through a bus 2204.
- the input/output interface 2205 Input/Output interface, ie, I/O interface
- I/O interface input/output interface
- the following components are connected to the input/output interface 2205: an input part 2206 including a keyboard, a mouse, etc.; an output part 2207 including a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (Liquid Crystal Display, LCD), etc., and a speaker, etc. ; A storage section 2208 including a hard disk, etc.; and a communication section 2209 including a network interface card such as a LAN card, a modem, etc. The communication section 2209 performs communication processing via a network such as the Internet.
- Driver 1220 is also connected to input/output interface 2205 as needed.
- Removable media 2211 such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc., are installed on the drive 1220 as needed, so that a computer program read therefrom is installed into the storage portion 2208 as needed.
- the processes described in the respective method flow charts may be implemented as computer software programs.
- a computer program product is provided, which includes a computer program carried on a computer-readable medium, the computer program containing program code for executing the method shown in the flowchart.
- the computer program may be downloaded and installed from the network via communications section 2209, and/or 2211 is mounted from removable media.
- the central processor 2201 When the computer program is executed by the central processor 2201, various functions defined in the system of the present application are executed.
- an electronic device for implementing the above virtual identity processing method is also provided.
- the electronic device may be a terminal device or a server shown in Figure 1 .
- This embodiment is explained by taking the electronic device as a terminal device as an example.
- the electronic device includes a memory 2302 and a processor 2304.
- the memory 2302 stores a computer program.
- the processor 2304 is configured to execute the steps in any of the above method embodiments through the computer program.
- the above-mentioned electronic device may be located in at least one network device among multiple network devices of the computer network.
- the structure shown in Figure 23 is only illustrative, and the electronic device can also be a smart phone (such as an Android phone, iOS phone, etc.), a tablet computer, a handheld device, etc. Computers and mobile Internet devices (Mobile Internet Devices, MID), PAD and other terminal equipment.
- FIG. 23 does not limit the structure of the above-mentioned electronic device.
- the electronic device may also include more or fewer components (such as network interfaces, etc.) than shown in FIG. 23 , or have a different configuration than shown in FIG. 23 .
- the memory 2302 can be used to store software programs and modules, such as the program instructions/modules corresponding to the virtual identification processing method and device in the embodiment of the present application.
- the processor 2304 runs the software programs and modules stored in the memory 2302, thereby Execute various functional applications and data processing, that is, implement the above-mentioned virtual identification processing method.
- Memory 2302 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 2302 may further include memory located remotely relative to the processor 2304, and these remote memories may be connected to the terminal through a network.
- the memory 2302 may be specifically, but is not limited to, used to store information such as a collection of virtual props.
- the memory 2302 may include, but is not limited to, the first display module 2102 , the second display module 2104 and the third display module 2106 in the processing device of the virtual identity.
- it may also include but is not limited to other module units in the above-mentioned virtual identification processing device, which will not be described again in this example.
- the above-mentioned transmission device 2306 is used to receive or send data via a network.
- Specific examples of the above-mentioned network may include wired networks and wireless networks.
- the transmission device 2306 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through network cables to communicate with the Internet or a local area network.
- the transmission device 2306 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet wirelessly.
- RF Radio Frequency
- the above-mentioned electronic device also includes: a display 2308, used to display the above-mentioned mini map screen and virtual scene; and a connection bus 2310, used to connect various module components in the above-mentioned electronic device.
- the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be composed of multiple nodes communicating through a network.
- a distributed system formed by formal connections.
- nodes can form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing equipment, such as servers, terminals and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
- P2P peer-to-peer
- computing equipment such as servers, terminals and other electronic devices
- a computer-readable storage medium is provided.
- a processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the computer device to execute the above various tasks. Select the virtual identity processing method provided in the implementation.
- the program can be stored in a computer-readable storage medium.
- the storage medium can include: flash disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
- the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
- the technical solution of the present application is essentially or contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, It includes several instructions to cause one or more computer devices (which can be personal computers, servers or network devices, etc.) to execute all or part of the steps of the methods described in various embodiments of this application.
- the disclosed client can be implemented in other ways.
- the device embodiments described above are only illustrative.
- the division of the units is only a logical function division.
- multiple units or components may be combined or may be Integrated into another system, or some features can be ignored, or not implemented.
- the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the units or modules may be in electrical or other forms.
- the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
- each functional unit in each embodiment of the present application can be integrated into one processing unit, each unit can exist physically alone, or two or more units can be integrated into one unit.
- the above integrated units can be implemented in the form of hardware or software functional units.
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Abstract
本申请公开了一种虚拟标识的处理方法和装置、存储介质及电子设备。在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面(S202),在虚拟场景中的第二虚拟角色被击败的情况下,在小地图画面上显示第一位置标识,其中,第二虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色,第一位置标识用于标识第二虚拟角色在虚拟场景中被击败时所处的位置(S204),在第二虚拟角色被击败后掉落了虚拟道具集合的情况下,在小地图画面上显示虚拟道具标识,其中,虚拟道具标识用于标识虚拟道具集合在虚拟场景中所处的位置(S206)。本申请解决了相关技术中虚拟标识的处理方式复杂,导致虚拟标识的处理效率较低的技术问题。
Description
本申请要求于2022年8月5日提交中国专利局、申请号202210940273.9、申请名称为“虚拟标识的显示方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及计算机领域,具体而言,涉及一种虚拟标识的处理技术。
目前,在虚拟场景中出现虚拟角色被击败时,只能通过文字提示信息表示出现了被击败的虚拟角色,当用户希望分享击败该虚拟角色后得到的成果时,只能采用在大地图上进行手动标注的方式实现,该方式至少需要先打开大地图,再通过人工确认所击败的虚拟角色所处的位置,通过手动在大地图上进行标注,导致击败成果分享方式复杂。
例如,远处队友击败其他阵营的虚拟角色后,用户对击败的虚拟角色和击败虚拟角色后掉落的虚拟道具的感知极弱,当用户所在小队的行动分散时,队友击败敌人后,只能通过语音播报和队友在地图上手动标注的标识,来确定队友所击败的虚拟角色的位置,因为击败虚拟角色后,一般是在虚拟角色被击败时所处的位置掉落奖励,如果队友不进行手动标记,用户很难快速获悉击败虚拟角色后掉落奖励的位置。
因此,相关技术中存在虚拟标识的处理方式复杂,导致虚拟标识的处理效率较低的技术问题。
发明内容
本申请实施例提供了一种虚拟标识的处理方法和装置、存储介质及电子设备,以至少解决相关技术中虚拟标识的处理方式复杂,导致虚拟标识的处理效率较低的技术问题。
根据本申请实施例的一个方面,提供了一种虚拟标识的处理方法,所述方法由电子设备执行,所述方法包括:
在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,所述小地图画面是与所述虚拟场景对应的小地图画面;
若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识,其中,所述第二虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色,所述第一位置标识用于标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述第二虚拟角色在所述虚拟场景中允许被处于不同阵营的虚拟角色击败;
若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,其中,所述虚拟道具标识用于标识所述虚拟道具集合在所述虚拟场景中所处的位置。
根据本申请实施例的另一方面,还提供了一种虚拟标识的处理装置,所述装置部署在电子设备上,所述装置包括:
第一显示模块,用于在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,所述小地图画面是与所述虚拟场景对应的小地图画面;
第二显示模块,用于若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识,其中,所述第二虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色,所述第一位置标识用于标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述第二虚拟角色在所述虚拟场景中允许被处于不同阵营的虚拟角色击败;
第三显示模块,用于若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,其中,所述虚拟道具标识用于标识所述虚拟道具集合在所述虚拟场景中所处的位置。
根据本申请实施例的又一方面,还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述虚拟标识的处理方法。
根据本申请实施例的又一方面,提供一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该计算机设备执行如以上虚拟标识的处理方法。
根据本申请实施例的又一方面,还提供了一种电子设备,包括存储器和处理器,上述存储器中存储有计算机程序,上述处理器被设置为通过所述计算机程序执行上述的虚拟标识的处理方法。
在本申请实施例中,在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,小地图画面是与虚拟场景对应的小地图画面。若虚拟场景中的第二虚拟角色被击败,则可以在小地图画面上显示第一位置标识,其中,第二虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色,第二虚拟角色在虚拟场景中允许被处于不同阵营的虚拟角色击败,第一位置标识用于标识第二虚拟角色在虚拟场景中被击败时所处的位置,从而便于根据第一位置标识快速的确定被击败的虚拟角色所处的位置。若第二虚拟角色被击败后掉落了虚拟道具集合,在小地图画面上显示虚拟道具标识,其中,虚拟道具标识用于标识虚拟道具集合在虚拟场景中所处的位置,从而便于根据虚拟道具标识快速地获取被击败的虚拟角色所掉落的虚拟道具。通过小地图显示击败的虚拟角色的位置以及击败的虚拟角色所掉落的虚拟道具的方式,帮助用户更快地获取所击败的虚拟角色的位置以及所掉落的虚拟道具集合的信息,无需用户手动标记掉落的虚拟道具集合,从而进行快速有效的虚拟道具集合的定位,避免用户在击败敌人后找不到战利品,需要主动标记等行为,达到了节省用户的定位时间和分析时间,让用户能够更加高效的查看到虚拟标识的目的,从而实现了简化了虚拟标识的处理方式,提高了虚拟标识的处理效率的技术效果,进而解决了相关技术中虚拟标识的处理方式复杂,导致虚拟标识的处理效率较低的技术问题。
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的虚拟标识的处理方法的应用环境的示意图;
图2是根据本申请实施例的一种可选的虚拟标识的处理方法的流程示意图;
图3是根据本申请实施例的一种可选的虚拟标识的处理方法的示意图;
图4是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图5是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图6是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图7是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图8是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图9是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图10是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图11是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图12是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图13是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图14是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图15是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图16是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图17是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图18是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图19是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图20是根据本申请实施例的又一种可选的虚拟标识的处理方法的示意图;
图21是根据本申请实施例的一种可选的虚拟标识的处理装置的结构示意图;
图22是根据本申请实施例的一种可选的虚拟标识的处理产品的结构示意图;
图23是根据本申请实施例的一种可选的电子设备的结构示意图。
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、***、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
射击游戏:包含第一人称射击游戏、第三人称射击游戏等包含但不仅限于此的所有使用热兵器类进行远程攻击的游戏。
第一人称射击类游戏(First-person shooting game,FPS),第一人称射击游戏属于动作类游戏(Action Game,ACT)的一个分支,顾名思义,第一人称视角射击游戏就是以玩家的主观视角来进行射击游戏。
第三人称射击类游戏(Third-person shooting game,TPS),也是射击游戏的一种,与第一人称射击类游戏的区别在于,玩家在游戏屏幕中是可见的。
下面结合实施例对本申请进行说明:
根据本申请实施例的一个方面,提供了一种虚拟标识的处理方法,在一种可能的实现方式中,上述虚拟标识的处理方法可以应用于如图1所示的由服务器101和终端设备103所构成的硬件环境中。如图1所示,服务器101通过网络与终端103进行连接,可用于为终端设备或终端设备上安装的应用程序提供服务,应用程序可以是视频应用程序、即时通信应用程序、浏览器应用程序、教育应用程序、游戏应用程序等。可在服务器上或独立于服务器设置数据库105,用于为服务器101提供数据存储服务,例如,游戏数据存储服务器,上述网络可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络,终端设备103可以是配置有应用程序的终端,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视、智能语音交互设备、智能家电、车载终端、飞行器等计算机设备,上述服务器可以是单一服务器,也可以是由多个服务器组成的服务器集群,或者是云服务器,使用上述虚拟标识的处理方法的应用程序107通过终端设备103或其他连接的处理设备进行显示。
结合图1所示,上述虚拟标识的处理方法可以在终端设备103通过如下步骤实现:
S1,在终端设备103上安装的待处理应用(对应于前述的应用程序107)中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,小地图画面是与虚拟场景对应的小地图画面;
S2,若虚拟场景中的第二虚拟角色被击败,在终端设备103的小地图画面上显示第一位置标识,其中,第二虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色,第一位置标识用于标识第二虚拟角色在虚拟场景中被击败时所处的位置,第二虚拟角色在虚拟场景中允许被处于不同阵营的虚拟角色击败;
S3,若第二虚拟角色被击败后掉落了虚拟道具集合,在终端设备103上的小地图画面上显示虚拟道具标识,其中,虚拟道具标识用于标识虚拟道具集合在虚拟场景中所处的位置。
需要说明的是,上述涉及的第一位置标识、虚拟道具标识都属于虚拟标识,通过上述方法实现对虚拟标识的处理。
在一种可能的实现方式中,在本实施例中,上述虚拟标识的处理方法还可以通过服务器实现,例如,图1所示的服务器101中实现;或由终端设备和服务器共同实现。
上述仅是一种示例,本实施例不做具体的限定。
在一种可能的实现方式中,作为一种可选的实施方式,如图2所示,上述虚拟标识的处理方法包括:
S202,在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,小地图画面是与虚拟场景对应的小地图画面;
S204,若虚拟场景中的第二虚拟角色被击败,在小地图画面上显示第一位置标识,其中,第二虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色,第一位置标识用于标识第二虚拟角色在虚拟场景中被击败时所处的位置,第二虚拟角色在虚拟场景中允许被处于不同阵营的虚拟角色击败;
S206,若第二虚拟角色被击败后掉落了虚拟道具集合,在小地图画面上显示虚拟道具标识,其中,虚拟道具标识用于标识虚拟道具集合在虚拟场景中所处的位置。
在本申请实施例中,上述虚拟标识的处理方法可以但不限于应用于各种应用中,其中,以待处理应用是游戏应用为例,上述游戏应用可以为多人在线战术竞技游戏(Multiplayer Online Battle Arena简称为MOBA)或者为单人游戏(Single-Player Game简称为SPG)。在此不做具体限定,上述的游戏应用可以包括但不限于射击应用、角色扮演应用、即时战略应用等,上述射击应用可以包括但不限于第一人称射击应用、第三人称射击应用以及能够在第一人称与第三人称之间进行切换的射击应用,其中,图3是根据本申请实施例的一种虚拟标识的处理方法的示意图,如图3所示,上述待处理应用的显示界面可以区分为第一人称显示界面301和第三人称显示界面303,以及包括但不限于利用视角切换按键进行第一人称和第三人称之间切换的显示界面。
需要说明的是,上述待处理应用可以包括但不限于以下至少之一:二维(Two Dimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例,本实施例对此不作任何限定。
例如,目前的相关技术中,一般当击败某个虚拟角色后,用户对击败和击败掉落的感知极弱,尤其在远距离的击败某个虚拟角色后,只能通过语音沟通和手动在地图上标记,以显示击败的虚拟角色的位置,如果不进行标记,用户很有可能无法快速获悉击败的虚拟角色的位置,从而获取击败的虚拟角色所掉落的虚拟道具。
在本申请本实施例中,上述第一虚拟角色对应的虚拟场景可以包括但不限于控制第一虚拟角色的玩家所登录的游戏应用的终端上显示的游戏画面,上述小地图画面可以包括但不限于为上述虚拟场景的缩略图,以游戏应用为例,可以包括但不限于游戏应用的游戏画面中所显示的游戏缩略图,上述小地图画面可以包括但不限于配置为当前一局游戏的全景地图,还可以包括但不限于以第一虚拟角色为中心的部分地图。
以小地图画面是以第一虚拟角色为中心的部分地图为例,图4是根据本申请实施例的另一种虚拟标识的处理方法的示意图,如图4所示,在游戏应用的游戏画面上显示有第一虚拟角色402、小地图画面404以及虚拟标识406,其中,第一虚拟角色402处于虚拟场景中的第一位置,该小地图画面404中所显示的是虚拟场景中以第一虚拟角色为中心,以预设距离为半径的区域所对应的缩略图区域,虚拟标识406可以为上述小地图画面404的中心,用于表示上述第一虚拟角色402在上述虚拟场景中的位置,在该缩略图中还可以包括但不限于显示与上述第一虚拟角色处于相同阵营的其它虚拟角色位置的虚拟标识。
上述仅是一种示例,本申请实施例不做任何具体的限定。
需要说明的是,当第一虚拟角色攻击其他虚拟角色时,可以在游戏画面上显示第一虚拟角色攻击其他虚拟角色的攻击方向等实时战斗信息。
本申请实施例中,上述第二虚拟角色可以是与上述第一虚拟角色处于不同阵营的虚拟角色,也即,上述第一虚拟角色允许攻击上述第二虚拟角色,上述第二虚拟角色可以包括但不限于允许或禁止攻击上述第一虚拟角色,上述第二虚拟角色可以包括但不限于由其他用户控制的虚拟角色还可以包括但不限于人工智能(Artificial Intelligence,AI)控制的非玩家角色(Non-Player Character,NPC)。
在一种可能的实现方式中,在本申请实施例中,上述虚拟场景中的第二虚拟角色被击败可以理解为上述第二虚拟角色的虚拟生命值符合预设条件,例如,第二虚拟角色的虚拟生命值降为0、第二虚拟角色的虚拟生命值降为初始值或最大值的20%等,还可以理解为上述第二虚拟角色处于被淘汰状态,此时,第二虚拟角色无法继续参与当前所进行的任务、游戏等,例如,被击倒状态、受控制状态等。
在一种可能的实现方式中,在本申请实施例中,上述第一位置标识是在上述小地图画面中显示的,用于标识上述被击败的第二虚拟角色的位置的标识。
例如,图5是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图5所示,在游戏应用的游戏画面上显示有第一虚拟角色502、第二虚拟角色504、交互按钮506、小地图画面508、虚拟标识510以及虚拟标识512,其中,第一虚拟角色502处于虚拟场景中的第一位置,该小地图画面508中所显示的是虚拟场景中以第一虚拟角色为中心,以预设距离为半径的区域所对应的缩略图区域,虚拟标识506即为上述小地图画面508的中心,用于表示上述第一虚拟角色502在上述虚拟场景中的位置,当用户控制第一虚拟角色502对交互按钮506执行交互操作后,第一虚拟角色502控制虚拟道具对第二虚拟角色504射击,当第二虚拟角色504被击败后,在小地图画面508上显示虚拟标识512,虚拟标识512可以是第一位置标识,用于表示上述第二虚拟角色504在上述虚拟场景中的位置。
上述仅是一种示例,本申请实施例不做任何具体的限定。
在本申请本实施例中,上述在小地图画面中显示第一位置标识可以包括但不限于显示预设的位置标识,例如,圆形、三角形、矩形等形状以在小地图画面上标注第二虚拟角色的位置,还可以包括但不限于显示与第二虚拟角色关联的标识,例如,第二虚拟角色的阵营标识、第二虚拟角色的队伍标识等。
在本申请本实施例中,上述不同阵营可以包括但不限于在进入当前一局游戏之前预设的分组,以及在进行当前一局游戏的过程中通过预设组队操作的方式进行的分组。这里的分组用于指示参与同一局游戏任务的多个虚拟角色所隶属的阵营,不同阵营中的虚拟角色可以被互相攻击,具体而言,可以配置为不同阵营中的虚拟角色互为对立关系。
在本申请本实施例中,上述第一位置标识用于标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置可以理解为,当第二虚拟角色进行移动过程中,上述第一位置标识用于标识上述第二虚拟角色在被击败时刻所处的位置,或者,上述第一位置标识用于标识上述第二虚拟角色在被击败时刻之后的预设时长后所预估的位置,例如,当第二虚拟角色处于虚拟载具中时,如果第二虚拟角色在第一时刻被击败,则根据虚拟载具的移动速度确
定第二虚拟角色在预设时长后所移动的轨迹以及预估第二虚拟角色在预设时长后所允许到达的位置。
需要说明的是,在小地图画面中显示第二虚拟角色被击败后的第一位置标识可以包括但不限于理解为在第二虚拟角色被击败后,可能还会发生移动,此时,根据第二虚拟角色所使用的虚拟载具的移动速度确定该虚拟载具在未受第二虚拟角色控制时所允许移动的距离,持续显示被击败的第二虚拟角色移动后的位置;还可以理解为在第二虚拟角色移动的过程中,当第二虚拟角色停留时长超过预设值时,将第二虚拟角色移动后的位置显示为上述第一位置标识。
例如,图6是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图6所示,包括第一虚拟角色602、第二虚拟角色604、小地图画面606、虚拟标识608以及虚拟标识610,其中,玩家控制第一虚拟角色602,在玩家控制第一虚拟角色602击败了第二虚拟角色604时,由于第二虚拟角色正在使用虚拟载具进行移动,此时,根据虚拟载具的移动速度持续显示第二虚拟角色604对应的移动轨迹,或者,根据虚拟载具的移动速度显示第二虚拟角色604预估会停止的位置,也即,虚拟标识608在小地图画面中向右上方移动至虚拟标识610,并将虚拟标识610作为上述第一位置标识。
上述仅是一种示例,本申请实施例不做任何具体的限定。
在一种可能的实现方式中,在本申请实施例中,上述第二虚拟角色被击败后,会在第二虚拟角色被击败的位置掉落虚拟道具集合,上述虚拟道具集合可以包括但不限于为上述第二虚拟角色允许掉落的虚拟道具组成的虚拟道具集合,还可以包括但不限于***为击败第二虚拟角色后所配置的奖励虚拟道具组成的虚拟道具集合。
需要说明的是,上述虚拟道具集合中的虚拟道具可以包括但不限于虚拟技能、虚拟资源、虚拟金币、虚拟弹药、虚拟装备、虚拟积分等。
在一种可能的实现方式中,在本申请实施例中,上述虚拟道具标识可以理解为仅用于指示虚拟道具集合在虚拟场景中所处位置的标识,还可以理解为包括提示信息的虚拟道具标识,该提示信息可以包括但不限于指示虚拟道具集合包括目标虚拟道具,指示虚拟道具集合中是否包括预设类型的虚拟道具,指示虚拟道具集合中预设类型的虚拟道具的数量,指示虚拟道具集合中预设类型的虚拟道具允许被获取的剩余时长等,可以包括但不限于上述一种或者多种的组合。
在一种可能的实现方式中,在本申请实施例中,上述虚拟道具标识可以与上述第一位置标识同步显示,此时,上述虚拟道具标识可以显示在上述第一位置标识的预设范围内,例如,第一位置标识的正上方、正下方等,以表示上述第一位置标识和上述虚拟道具标识关联同一个第二虚拟角色。
在一种可能的实现方式中,在本申请实施例中,上述虚拟道具标识可以与上述第一位置标识异步显示,此时,上述虚拟道具标识可以在上述第一位置标识的显示过程满足预设条件的情况下,取消显示上述第一位置标识,再开始显示上述虚拟道具标识,以避免在小地图画面中显示过多的虚拟标识,导致用户无法高效确认上述被击败的第二虚拟角色是否掉落了虚拟道具。
需要说明的是,上述第二虚拟角色在被击败时,还可以配置为不掉落任何虚拟道具,此时,可以显示用于表示上述第二虚拟角色未掉落虚拟道具的虚拟标识,以告知用户该第二虚拟角色未掉落任何虚拟道具,或者,对上述第一位置标识进行颜色、大小、形状等一种或多种维度组合的调整,以告知用户该第二虚拟角色未掉落任何虚拟道具。
示例性地,图7是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图7所示,包括第一虚拟角色702、第二虚拟角色704、交互按钮706、小地图画面708以及虚拟标识710,当第二虚拟角色被第一虚拟角色击败,或被与第一虚拟角色处于相同阵营的第三虚拟角色击败时,在小地图画面上显示虚拟标识710,以指示该位置存在被击败的第二虚拟角色。
示例性地,图8是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图8所示,包括第一虚拟角色802、第二虚拟角色804、交互按钮806、小地图画面808、虚拟标识810、以及虚拟标识812,当第二虚拟角色被第一虚拟角色击败,或被与第一虚拟角色处于相同阵营的第三虚拟角色击败时,在小地图画面上显示虚拟标识810,以指示该位置存在被击败的第二虚拟角色,当虚拟标识810的显示时长超过第一预设时长时,取消显示上述虚拟标识810,并显示虚拟标识812,以指示该位置存在被击败的第二虚拟角色所掉落的虚拟道具集合。
上述仅是一种示例,本申请实施例不做任何具体的限定。
在本申请实施例中,在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,小地图画面是与虚拟场景对应的小地图画面。若虚拟场景中的第二虚拟角色被击败,则可以在小地图画面上显示第一位置标识,其中,第二虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色,第二虚拟角色在虚拟场景中允许被处于不同阵营的虚拟角色击败,第一位置标识用于标识第二虚拟角色在虚拟场景中被击败时所处的位置,从而便于根据第一位置标识快速的确定被击败的虚拟角色所处的位置。若第二虚拟角色被击败后掉落了虚拟道具集合,在小地图画面上显示虚拟道具标识,其中,虚拟道具标识用于标识虚拟道具集合在虚拟场景中所处的位置,从而便于根据虚拟道具标识快速地获取被击败的虚拟角色所掉落的虚拟道具。通过小地图显示击败的虚拟角色的位置以及击败的虚拟角色所掉落的虚拟道具的方式,帮助用户更快地获取所击败的虚拟角色的位置以及所掉落的虚拟道具集合的信息,无需用户手动标记掉落的虚拟道具集合,从而进行快速有效的虚拟道具集合的定位,避免用户在击败敌人后找不到战利品,需要主动标记等行为,达到了节省用户的定位时间和分析时间,让用户能够更加高效的查看到虚拟标识的目的,从而实现了简化了虚拟标识的处理方式,提高了虚拟标识的处理效率的技术效果,进而解决了相关技术中虚拟标识的处理方式复杂,导致虚拟标识的处理效率较低的技术问题。
作为一种可选的方案,若虚拟场景中的第二虚拟角色被击败,在小地图画面上显示第一位置标识,包括:
在小地图画面中显示第二位置标识,其中,第二位置标识用于标识第三虚拟角色在虚拟场景中所处的位置,第三虚拟角色是与第一虚拟角色处于相同阵营的虚拟角色;
若第二虚拟角色被第三虚拟角色击败,在小地图画面中显示第一位置标识和方向标识,其中,方向标识用于标识攻击方向,该攻击方向从第二位置标识所指示的位置指向第一位置标识所指示的位置。
在一种可能的实现方式中,在本申请实施例中,上述第二位置标识是第三虚拟角色在第一虚拟角色的小地图画面中所显示的位置标识,也即,小地图画面以第一虚拟角为中心,以编号或其他虚拟标识方式在小地图画面上显示第三虚拟角色在虚拟场景中所处的位置。
在一种可能的实现方式中,在本申请实施例中,上述方向标识可以表示为第三虚拟角色的攻击方向,由于上述第二虚拟角色是由第三虚拟角色击败的,因此,上述方向标识表示第三虚拟角色击败第二虚拟角色时的攻击方向,也即,从第一位置标示所指示的位置指向第一位置标识所指示的位置。
示例性地,图9是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图9所示,包括第一虚拟角色902、第二虚拟角色904、第三虚拟角色906、小地图画面908、虚拟标识910、虚拟标识912以及虚拟标识914,其中,虚拟标识910表示上述方向标识,以指示当第二虚拟角色被击败时,第三虚拟角色的攻击方向,虚拟标识912表示上述第一位置标识,以指示当第二虚拟角色被击败时第二虚拟角色所处的位置,虚拟标识914表示上述第二位置标识,以指示当第二虚拟角色被击败时,第三虚拟角色所处的位置。
上述仅是一种示例,本申请实施例不做任何具体的限定。
通过本实施例,对于用户的队友来说,无需频繁的标记操作就能让队友获知击败的虚拟角色所掉落的虚拟道具集合信息,在小地图显示后,队友也能快速获悉盒子的位置,无需频繁标记操作。
作为一种可选的方案,若第二虚拟角色被击败后掉落了虚拟道具集合,在小地图画面上显示虚拟道具标识,包括:
若第二虚拟角色被击败后掉落了虚拟道具集合,且小地图画面上显示有第一位置标识,在第一位置标识的预设范围内显示虚拟道具标识;或,
若第一位置标识的显示过程满足预设条件,且第二虚拟角色被击败后掉落了虚拟道具集合,取消显示第一位置标识,并显示虚拟道具标识。
在一种可能的实现方式中,在本申请实施例中,上述第一位置标识的预设范围内可以包括但不限于配置为上述第一位置标识与上述虚拟道具标识在显示过程中不存在重叠部分,且相邻显示,以将上述第一位置标识与上述虚拟道具标识关联为同一个第二虚拟角色被击败时所显示的第一位置标识和虚拟道具标识。例如,上述第一位置标识的正上方、正下方等方向的预设距离内同步显示上述虚拟道具标识。
在一种可能的实现方式中,在本申请实施例中,上述所述第一位置标识的显示过程满足预设条件可以包括但不限于上述第一位置标识的显示时长达到第一预设时长,或者,上述第一位置标识对应的第二虚拟角色已经重新参与当前一局游戏等。
示例性地,图10是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图10所示,包括第一虚拟角色1002、第二虚拟角色1004、第三虚拟角色1006、小地图画面1008、虚拟标识1010以及虚拟标识1012,其中,虚拟标识1010表示上述第一位置标识,
以指示当第二虚拟角色被第三虚拟角色击败时第二虚拟角色所处的位置,在虚拟标识1010显示过程符合预设条件之后,虚拟标识1010切换显示为虚拟标识1012(即虚拟道具标识),以指示当第二虚拟角色被击败第三虚拟角色击败时,第三虚拟角色所掉落的虚拟道具集合的位置。
上述仅是一种示例,本申请实施例不做任何具体的限定。
通过本实施例,对于用户来说,能够在小地图看到队友击败其他虚拟角色的位置信息,同时之后显示击败虚拟角色所掉落的虚拟道具集合,能够让用户高效地看到虚拟道具集合的位置以及虚拟道具集合中所包含的最高等级的虚拟道具,节省了用户自己去找虚拟道具集合的时间以及队友标记该虚拟道具集合的时间。
作为一种可选的方案,若第一位置标识的显示过程满足预设条件,且第二虚拟角色被击败后掉落了虚拟道具集合,取消显示第一位置标识,并显示虚拟道具标识,包括:
若第一位置标识在小地图画面上的显示时长达到第一预设时长,在小地图画面上取消显示第一位置标识;
若第二虚拟角色被击败后掉落了虚拟道具集合,在小地图画面上显示虚拟道具标识,其中,在小地图画面上所显示的虚拟道具标识的显示位置与第一位置标识在取消显示之前所显示的显示位置相同。
在一种可能的实现方式中,在本申请实施例中,上述第一预设时长是预先设置的时长,可以根据第二虚拟角色的角色类型确定,例如,当第二虚拟角色是NPC(Non-Player Character,非玩家角色)时,设置较长的第一预设时长,当第二虚拟角色是由玩家控制的虚拟角色时,设置较短的第一预设时长,以在PVPPVP(player versus player,玩家对战玩家)和PVE(player versus environment,玩家对战环境)场景中,配置不同的第一预设时长显示上述第一位置标识。
在一种可能的实现方式中,在本申请实施例中,上述在小地图画面上所显示的虚拟道具标识的显示位置与第一位置标识在取消显示之前所显示的显示位置相同可以理解为在第一位置标识之前显示的位置上显示上述虚拟道具标识,以表示第一位置标识与虚拟道具标识与同一个第二虚拟角色相关联,也即,第一位置标识对应的被击败的虚拟角色所掉落的虚拟道具集合显示为上述虚拟道具标识。
示例性地,图11是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图11所示,包括小地图画面1102、虚拟标识1104以及虚拟标识1106,其中,虚拟标识1104表示上述第一位置标识,当虚拟标识1104在小地图画面1102上的显示时长达到第一预设时长的情况下,取消显示虚拟标识1104,并在该显示位置上显示虚拟标识1106,作为虚拟道具标识,表示第一位置标识与虚拟道具标识与同一个被击败的第二虚拟角色相关联。
通过本实施例,在取消显示第一位置标识之后,在相同的位置显示上述虚拟道具标识,以表明第一位置标识所指示的被击败的第二虚拟角色与虚拟道具标识所指示的掉落了虚拟道具集合的第二虚拟角色是同一个第二虚拟角色,避免当短时间内击败多个第二虚拟角色时,解决了由于小地图画面中显示的虚拟标识过多,导致用户无法快速查找到相对应的第一位置标识和虚拟道具标识的技术问题。
作为一种可选的方案,在第二虚拟角色被击败后掉落了虚拟道具集合的情况下,在小地图画面上显示虚拟道具标识之后,方法还包括:
在虚拟道具标识在小地图画面上的显示时长达到第二预设时长的情况下,在小地图画面上取消显示虚拟道具标识。
在一种可能的实现方式中,在本申请实施例中,上述第二预设时长可以与上述第一预设时长相同或者不同。当虚拟道具标识在小地图画面上显示时长达到第二预设时长时,可以理解为用户已经查看过该虚拟道具标识,此时,取消显示该虚拟道具标识,以更清楚地在击败下一个第二虚拟角色时,再次显示下一个第二虚拟角色被击败时的第一位置标识和虚拟道具标识。
作为一种可选的方案,若第二虚拟角色被击败后掉落了虚拟道具集合,在小地图画面上显示虚拟道具标识,包括:
若第二虚拟角色被击败后掉落了虚拟道具集合,显示具有目标提示信息的虚拟道具标识,其中,目标提示信息用于指示虚拟道具集合包括目标虚拟道具,目标虚拟道具是虚拟道具集合中满足预设条件的虚拟道具。
在一种可能的实现方式中,在本申请实施例中,上述目标提示信息用于指示虚拟道具集合中包括目标虚拟道具,上述目标虚拟道具是满足预设条件的虚拟道具,例如,上述目标虚拟道具包括当前虚拟场景中的关键任务道具,当第二虚拟角色掉落了关键任务道具时,虚拟道具标识除了标注出第二虚拟角色被击败后掉落的虚拟道具集合的位置,还会标注出该虚拟道具集合中包括上述关键任务道具,以便于用户快速获知击败的第二虚拟角色所掉落的虚拟道具集合中包括的虚拟道具。
作为一种可选的方案,若第二虚拟角色被击败后掉落了虚拟道具集合,显示具有目标提示信息的虚拟道具标识,包括:
若第二虚拟角色被击败后掉落了虚拟道具集合,获取虚拟道具集合中每个虚拟道具的预设道具等级;
将虚拟道具集合中预设道具等级最高的虚拟道具确定为目标虚拟道具,显示具有目标提示信息的虚拟道具标识,其中,目标提示信息用于指示虚拟道具集合包括预设道具等级最高的目标虚拟道具。
在一种可能的实现方式中,在本申请实施例中,上述预设道具等级是第二虚拟角色被击败后所掉落的虚拟道具集合中每个虚拟道具所预先配置的道具等级,例如,虚拟头盔可以预先配置为1级虚拟头盔、2级虚拟头盔、3级虚拟头盔,虚拟防弹衣可以预先配置为1级虚拟防弹衣、2级虚拟防弹衣、3级虚拟防弹衣,当第二虚拟角色所掉落的虚拟道具集合中包括2级虚拟头盔和3级虚拟防弹衣时,则获取上述2级虚拟头盔对应的预设道具等级为2,获取上述3级虚拟防弹衣对应的预设道具等级为3,上述将虚拟道具集合中预设道具等级最高的虚拟道具作为目标虚拟道具可以理解为将预设道具等级为3的虚拟道具作为上述目标虚拟道具,显示上述虚拟道具标识,其中,上述目标提示信息可以包括但不限于通过数字、颜色、符号等一种或多种方式的组合表示上述虚拟道具集合包括预设道具等级最高的目标虚拟道具。
示例性地,图12是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图12所示,包括小地图画面1202、虚拟标识1204以及虚拟标识1206,其中,虚拟标识1204表示当第二虚拟角色被击败后所对应的第一位置标识,当虚拟标识1204在小地图画面1202上切换显示为虚拟标识1206作为虚拟道具标识时,在虚拟标识1206上显示有目标提示信息“3”,表示该虚拟道具标识对应的虚拟道具集合中包括预设道具等级最高为3级的目标虚拟道具。
作为一种可选的方案,将虚拟道具集合中预设道具等级最高的虚拟道具作为目标虚拟道具,显示具有目标提示信息的虚拟道具标识,包括:
获取目标虚拟道具的道具颜色信息,其中,道具颜色信息与目标虚拟道具的预设道具等级相关联;
根据道具颜色信息显示具有目标提示信息的虚拟道具标识,其中,虚拟道具标识的颜色信息与目标虚拟道具的道具颜色信息相关联。
在一种可能的实现方式中,在本申请实施例中,上述道具颜色信息可以包括但不限于表示上述目标虚拟道具的预设道具等级的颜色信息,例如,可以包括但不限于通过橙、红、紫、蓝、绿、白等颜色表示不同的预设道具等级,例如,可以为不同的虚拟道具配置相同或不同的道具品阶(对应于前述的预设道具等级),将道具品阶最高的虚拟道具配置为橙色虚拟道具,将道具品阶最低的虚拟道具配置为白色虚拟道具,在显示具有目标提示信息的虚拟道具标识时,可以将上述表示预设道具等级的道具颜色信息作为上述目标提示信息,例如,可以将虚拟道具标识的颜色更改上述道具颜色信息所指示的颜色,以使得用户可以根据虚拟道具标识的颜色快速确认虚拟道具集合中预设道具等级最高的目标虚拟道具。
示例性地,图13是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图13所示,包括小地图画面1302、虚拟标识1304以及虚拟标识1306,其中,虚拟标识1304表示当第二虚拟角色被击败后所对应的第一位置标识,当虚拟标识1304在小地图画面1302上切换显示为虚拟标识1306作为虚拟道具标识时,将虚拟标识1306的颜色显示为目标虚拟道具所对应的道具颜色信息指示的颜色,当目标虚拟道具的道具颜色信息为灰色时,则显示灰色的虚拟标识1306,灰色的虚拟标识1306表示该虚拟道具标识对应的虚拟道具集合中包括预设道具等级最高为灰色等级的目标虚拟道具。
对于用户来说,能够在小地图看到队友的击败信息,同时之后显示击败掉落的虚拟道具等级,能够让用户高效地看到虚拟道具集合的位置以及虚拟道具集合中所包含的最高等级的虚拟道具,节省了用户自己去找虚拟道具集合的时间以及队友标记该虚拟道具集合的时间。
作为一种可选的方案,在第二虚拟角色被击败后掉落了虚拟道具集合的情况下,在小地图画面上显示虚拟道具标识,包括以下至少之一:
若第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第一提示信息的虚拟道具标识,其中,第一提示信息用于指示虚拟道具集合中是否包括预设类型的虚拟道具;
若第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第二提示信息的虚拟道具标识,其中,第二提示信息用于指示虚拟道具集合中预设类型的虚拟道具的数量;
若第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第三提示信息的虚拟道具标识,其中,第三提示信息用于指示虚拟道具集合中预设类型的虚拟道具允许被获取的剩余时长。
在一种可能的实现方式中,在本申请实施例中,上述第一提示信息、第二提示信息以及第三提示信息可以显示在虚拟道具标识内部,也可以显示在虚拟道具标识周围。
其中,上述第一提示信息用于指示虚拟道具集合中是否包括预设类型的虚拟道具,例如,通过绿色标识作为上述第一提示信息指示虚拟道具集合中包括预设类型的虚拟道具,通过红色标识作为上述第一提示信息指示虚拟道具集合中未包括预设类型的虚拟道具。
示例性地,图14是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图14所示,包括小地图画面1402、虚拟标识1404、虚拟标识1406以及虚拟标识1408,其中,虚拟标识1404表示当第二虚拟角色被击败后所对应的第一位置标识,当虚拟标识1404在小地图画面1402上切换显示为虚拟标识1406作为虚拟道具标识时,通过绿色的虚拟标识1406指示虚拟道具集合中包括预设类型的虚拟道具,当虚拟标识1404在小地图画面1402上切换显示为虚拟标识1408作为虚拟道具标识时,通过红色的虚拟标识1408作为上述第一提示信息指示虚拟道具集合中未包括预设类型的虚拟道具。
其中,上述第二提示信息用于指示虚拟道具集合中预设类型的虚拟道具的数量,例如,通过显示数字提示信息以指示虚拟道具集合中预设类型的虚拟道具的数量。
示例性地,图15是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图15所示,包括小地图画面1502、虚拟标识1504以及虚拟标识1506,其中,虚拟标识1504表示当第二虚拟角色被击败后所对应的第一位置标识,当虚拟标识1504在小地图画面1502上切换显示为虚拟标识1506作为虚拟道具标识时,在虚拟标识1506中增加数字提示信息作为具有第二提示信息的虚拟道具标识,以指示虚拟道具标识1506对应的虚拟道具集合中预设类型的虚拟道具的数量。
其中,上述第三提示信息用于指示虚拟道具集合中预设类型的虚拟道具允许被获取的剩余时长,上述虚拟道具允许被获取的剩余时长可以理解为一种倒计时信息,倒计时信息的取值表示还剩多少时长能够获取该虚拟道具,当倒计时信息达到0时,则不再允许获取该预设类型的虚拟道具。
示例性地,图16是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图16所示,包括小地图画面1602、虚拟标识1604以及虚拟标识1606,其中,虚拟标识1604表示当第二虚拟角色被击败后所对应的第一位置标识,当虚拟标识1604在小地图画面1602上切换显示为虚拟标识1606作为虚拟道具标识时,在虚拟标识1606中增加倒计时信息作为具有第三提示信息的虚拟道具标识,以指示虚拟道具标识1606对应的虚拟道具集合中预设类型的虚拟道具允许被获取的剩余时长。
作为一种可选的方案,本申请实施例提供的方法还包括:
若第二虚拟角色被击败时的位置位于目标区域之外,在小地图画面的目标边界点上显示第一位置标识,其中,目标区域是小地图画面所表示的虚拟场景中的区域,目标边界点是根据第二虚拟角色被击败时的位置相对于目标区域的方向确定的边界点;
响应于对目标地图的第一触发操作,显示目标地图,其中,目标地图是与虚拟场景关联的地图,目标地图所表示的虚拟场景中的区域包括目标区域以及第二虚拟角色被击败时的位置所在的区域;
在目标地图上显示地图位置标识,其中,地图位置标识用于在目标地图上标识第二虚拟角色在虚拟场景中被击败时所处的位置;
若第二虚拟角色被击败后掉落了虚拟道具集合,在目标地图上显示地图道具标识,其中,地图道具标识用于在目标地图上标识虚拟道具集合在虚拟场景中所处的位置。
在一种可能的实现方式中,在本申请实施例中,上述目标区域是指小地图画面所显示的与虚拟场景对应的区域。上述在第二虚拟角色被击败时的位置位于目标区域之外可以理解为第二虚拟角色被击败时所处的位置未处于上述目标区域中,换言之,在小地图画面中未显示上述第二虚拟角色被击败时所处的位置对应的区域。
例如,虚拟场景被划分为A区、B区、C区、D区,第一虚拟角色处于B区时,小地图画面所显示的内容包括B区,当第二虚拟角色在A区被击败时,由于小地图画面未包括A区,此时,通过将第一位置标识显示在B区边界中最靠近A区的边界点上,以指示第二虚拟角色被击败时所处的位置。
在一种可能的实现方式中,在本申请实施例中,上述目标边界点是根据第二虚拟角色被击败时的位置相对于目标区域的方向确定的边界点,可以理解为从第二虚拟角色被击败时的位置向目标区域的中心点发出射线,该射线与目标区域的交点即为上述目标边界点。
示例性地,图17是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图17所示,第一虚拟角色位于虚拟场景中的目标区域内部的A点,因此,小地图画面1702所显示的内容表示上述目标区域,第二虚拟角色被击败时的位置位于目标区域之外的B点,通过从B点发出射线连接到A点,将射线BA与目标区域的交点确定为上述目标边界点,并在小地图画面1702对应的目标边界点显示虚拟标识1704,以表示上述第一位置标识。
在一种可能的实现方式中,在本申请实施例中,上述目标地图可以包括但不限于表示上述虚拟场景的完整地图,上述第一触发操作是用于触发显示上述目标地图的操作,可以包括但不限于对显示上述目标地图的交互对象执行交互操作实现,上述第一触发操作可以包括但不限于点击、长按、双击、手势、语音等一种或多种方式的组合,上述目标地图所表示的虚拟场景中的区域至少包括目标区域以及第二虚拟角色被击败时的位置所在的区域。
在一种可能的实现方式中,在本申请实施例中,通过上述第一触发操作,可以显示目标地图,并在目标地图上显示地图位置标识,其中,地图位置标识用于在目标地图上标识第二虚拟角色在虚拟场景中被击败时所处的位置。
示例性地,图18是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图18所示,在第一虚拟角色的游戏画面中包括小地图画面1802和交互对象1804,虚拟标识1806显示在小地图画面1802的边界上,当显示有虚拟标识1806的情况下,可以理解为在小地图画面1802所对应的区域之外,存在被击败的第二虚拟角色,此时,通过对交互对象1804执行第一触发操作,以显示完整的目标地图,并在目标地图上显示A点和B点,第一虚拟角色的位置位于目标地图的A点,第二虚拟角色被击败时的位置位于目标地图的B点,
通过在目标地图上显示地图位置标识1808,以使得控制第一虚拟角色的用户可以通过查看目标地图,直观获知第二虚拟角色被击败时所处的位置。
在一种可能的实现方式中,在本申请实施例中,上述地图道具标识可以配置为与上述第一位置标识同步显示,还可以配置为与上述第一位置标识异步显示,当第一位置标识的显示过程符合预设条件时,将目标地图中的第一位置标识切换显示为地图道具标识,其中,地图道具标识用于在目标地图上标识虚拟道具集合在虚拟场景中所处的位置。
示例性地,图19是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图19所示,在目标地图上显示用于表示第二虚拟角色被击败时的位置的地图位置标识之后,当地图位置标识显示过程符合预设条件之后,将地图位置标识切换显示为地图道具标识,通过在目标地图上显示地图道具标识,以指示出上述第二虚拟角色被击败时所掉落的虚拟道具集合在目标地图上所在的位置,使得控制第一虚拟角色的用户可以通过查看目标地图,直观地获知第二虚拟角色在被击败后所掉落的虚拟道具集合的位置。
作为一种可选的方案,本申请实施例提供的方法还包括:
若第二虚拟角色被击败,且第二虚拟角色被击败后掉落了虚拟道具集合,在待处理应用的社交界面显示文字信息,其中,文字信息记录有第二虚拟角色在虚拟场景中被击败时所处的位置以及虚拟道具集合中目标虚拟道具的道具信息,目标虚拟道具是虚拟道具集合中预设道具等级最高的虚拟道具;
响应于对文字信息执行的第二触发操作,显示目标地图,其中,目标地图是与虚拟场景关联的地图,目标地图所表示的虚拟场景中的区域包括小地图画面所表示的虚拟场景中的区域;
在目标地图上显示地图位置标识和/或地图道具标识,其中,地图位置标识用于在目标地图上标识第二虚拟角色在虚拟场景中被击败时所处的位置,地图道具标识用于在目标地图上标识虚拟道具集合在虚拟场景中所处的位置。
在一种可能的实现方式中,在本申请实施例中,上述待处理应用的社交界面可以包括但不限于好友聊天界面、队伍聊天界面等允许发送文字信息的社交界面,例如,聊天框、聊天面板等。
在一种可能的实现方式中,在本申请实施例中,上述文字信息用于以文字的形式表示上述第二虚拟角色在虚拟场景中被击败时所处的位置以及虚拟道具集合中目标虚拟道具的道具信息。例如,在东北方向150米处第二虚拟角色被击败,此时,在聊天界面中显示“发现一名在东北方向150米处被击败的角色”的文字信息,以快速在社交界面告知用户上述第二虚拟角色被击败时的位置,还例如,在东北方向150米处第二虚拟角色被击败后掉落了虚拟道具G,此时,在聊天界面中显示“一名角色在东北方向150米处被击败,掉落了虚拟道具G”的文字信息,以快速在社交界面告知用户上述第二虚拟角色被击败时的位置以及虚拟道具G的道具信息,其中,虚拟道具G是第二虚拟角色被击败后掉落的虚拟道具集合中预设道具等级最高的目标虚拟道具。
在一种可能的实现方式中,在本申请实施例中,上述第二触发操作是用于触发显示上述目标地图的操作,可以包括但不限于对显示上述目标文本信息执行交互操作实现,上述
第二触发操作可以包括但不限于点击、长按、双击、手势、语音等一种或多种方式的组合,例如,通过点击上述目标文本信息,以显示目标地图,并显示上述地图位置标识和/或地图道具标识。
下面结合具体的示例,对本申请进行进一步的解释说明:
示例性地,图20是根据本申请实施例的又一种虚拟标识的处理方法的示意图,如图20所示,以待处理应用是游戏应用为例,通过如下步骤在小地图画面显示击败虚拟角色(对应于前述第二虚拟角色)和击败虚拟角色后掉落物资(对应于前述虚拟道具集合)的相关信息:
S1,用户进入游戏应用;
S2,判断用户的队友(对应于前述的第三虚拟角色)是否击败了敌人(对应于前述的第二虚拟角色);
S3,如果队友没有击败敌人,则保持原有状态,仅显示队友坐标信息(对应于前述的第二位置标识);
S4,如果队友击败了敌人,则判断队友和被击败敌人位置是否在小地图画面所对应的区域内;
S5,如果队友和被击败敌人位置在小地图内,则直接在小地图画面上显示队友开火方向(对应于前述的方向标识)和被击败敌人的位置(对应于前述的第一位置标识);
S6,如果队友和被击败敌人位置在小地图外,则在小地图画面上贴边显示队友开火方向(对应于前述的方向标识)和被击败敌人的位置(对应于前述的第一位置标识);
S7,判断击败敌人后是否有掉落物资;
S8,如果击败敌人后没有掉落物资,则仅显示击败图标,不显示物资图标;
S9,如果击败敌人后有掉落物资,则服务器读取该用户被击败时携带可掉物资的清单,读取***中物品的身份标识以及是否有对物资进行品阶(M1,...,Mn)的颜色区分(N1,...,Nn);
S10,如果***没有对物资进行品阶的颜色区分(无N1,...,Nn),则服务器不会发送对应品阶颜色给客户端,则显示无属性的物资图标;
S11,如果***本身有对物资进行品阶的颜色区分(N1,...,Nn),则服务器需要对读取到的物资清单中的等级M1,...,Mn中取最大值M(Drop)max,读取M(Drop)max的颜色后发给客户端,客户端再显示掉落物资图标颜色N(Drop)max=M(Drop)max。
假设3等级为最大等级,比如掉落的箱子中同时有item 1、item2、item3;则服务器读取三个物品的id后会获得物品的等级M1、M2、M3,取其中的最大等级M3对应的颜色N3,该颜色则为客户端显示的掉落物资图标颜色。
S12,在小地图上显示队友和物资图标N(Drop)max=M(Drop)max;
S13,图标均短时间保留;
S14,判断玩家在短时间内是否打开大地图;
S15,在图标显示期间内,如果用户点开大地图,图标也显示在大地图;
另外,也能在大地图上看到队友、被击败敌人以及被击败后掉落的物资的位置。
S16、图标显示时间是否超过设定时间;
S17、如果超过设定时间,则图标消失,如果没有超过设定时间,则执行S12。
通过本实施例,在小地图画面中显示上述目标位置信息简单易懂,由于击败虚拟角色的相关信息和物资掉落信息、虚拟道具的等级信息等都是游戏内经常出现的信息,用户理解成本极低,能够快速获取击败的虚拟角色的位置以及击败虚拟角色后所掉落的物资的位置。在用户行动过程中,能够在小地图画面看到队友击败其他虚拟角色的情况,同时之后显示击败虚拟角色后掉落的虚拟道具的品质,能够让用户高效地查看到物资中包括的虚拟道具的最高品阶和位置,节省了用户人工查找物资的时间以及队友标记物资的时间,无需频繁的标记操作就能让队友知道掉落的物资信息,减少一部分用户的主动操作,让用户能够更沉浸的投入到游戏中,一般队友击败敌人后,如果希望告诉其他人物资在哪或者物资里有高阶物资,需要自己标记才能告诉远处的队友,在小地图显示后,队友也能快速获悉物资的位置,无需频繁标记操作,提升用户的成就感和团队感。
需要说明的是,当队友击败敌人后可以自动选择是否触发标记,例如,当队友击败某个第二虚拟角色后,可以生成弹窗,以向用户确认是否向其队友发送上述击败的第二虚拟角色的相关信息,当用户确认需要发送之后,在队友的小地图画面上自动显示上述第二虚拟角色被击败时的位置以及所掉落的虚拟道具标识。
此外,通过将信息显示在小地图之外的显示区域,例如,聊天信息栏,通过以文字形式显示上述第二虚拟角色被击败时的位置以及所掉落的虚拟道具标识,便于用户更加快速地获知被击败的第二虚拟角色所处的位置以及所掉落的虚拟道具集合的位置。
如果用户之间无法得到更强或者更有利的反馈,通过显示击败的虚拟角色以及掉落的虚拟物资(对应于前述的虚拟道具集合),能够增强用户击败其它虚拟角色的成就感,优化了用户的使用体验,提高了用户的参与度。
可以理解的是,在本申请的具体实施方式中,涉及到用户信息等相关的数据,当本申请以上实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述虚拟标识的处理方法的虚拟标识的处理装置。如图21所示,该装置包括:
第一显示模块2102,用于在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,所述小地图画面是与所述虚拟场景对应的小地图画面;
第二显示模块2104,用于若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识,其中,所述第二虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色,所述第一位置标识用于标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述第二虚拟角色在所述虚拟场景中允许被处于不同阵营的虚拟角色击败;
第三显示模块2106,用于若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,其中,所述虚拟道具标识用于标识所述虚拟道具集合在所述虚拟场景中所处的位置。
作为一种可选的方案,所述装置用于通过如下方式实现若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识:
在所述小地图画面中显示第二位置标识,其中,所述第二位置标识用于标识第三虚拟角色在所述虚拟场景中所处的位置,所述第三虚拟角色是与所述第一虚拟角色处于相同阵营的虚拟角色;
若所述第二虚拟角色被所述第三虚拟角色击败,在所述小地图画面中显示所述第一位置标识和方向标识,其中,所述方向标识用于标识攻击方向,所述攻击方向为从所述第二位置标识所指示的位置指向所述第一位置标识所指示的位置。
作为一种可选的方案,所述装置用于通过如下方式实现若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识:
若所述第二虚拟角色被击败后掉落了虚拟道具集合,且所述小地图画面上显示有所述第一位置标识,在所述第一位置标识的预设范围内显示所述虚拟道具标识;或,
若所述第一位置标识的显示过程满足预设条件,且所述第二虚拟角色被击败后掉落了虚拟道具集合,取消显示所述第一位置标识,并显示所述虚拟道具标识。
作为一种可选的方案,所述装置用于通过如下方式实现若所述第一位置标识的显示过程满足预设条件,且所述第二虚拟角色被击败后掉落了虚拟道具集合,取消显示所述第一位置标识,并显示所述虚拟道具标识:
若所述第一位置标识在所述小地图画面上的显示时长达到第一预设时长,在所述小地图画面上取消显示所述第一位置标识;
若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示所述虚拟道具标识,其中,所述虚拟道具标识在所述小地图画面上的显示位置与所述第一位置标识在取消显示之前所显示的显示位置相同。
作为一种可选的方案,所述装置还用于:
所述在所述小地图画面上显示所述虚拟道具标识之后,若所述虚拟道具标识在所述小地图画面上的显示时长达到第二预设时长,在所述小地图画面上取消显示所述虚拟道具标识。
作为一种可选的方案,所述装置用于通过如下方式实现若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识:
若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有目标提示信息的所述虚拟道具标识,其中,所述目标提示信息用于指示所述虚拟道具集合包括目标虚拟道具,所述目标虚拟道具是所述虚拟道具集合中满足预设条件的虚拟道具。
作为一种可选的方案,所述装置用于通过如下方式实现若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有目标提示信息的所述虚拟道具标识:
若所述第二虚拟角色被击败后掉落了虚拟道具集合,获取所述虚拟道具集合中每个虚拟道具的预设道具等级;
将所述虚拟道具集合中预设道具等级最高的虚拟道具确定为所述目标虚拟道具,显示具有所述目标提示信息的所述虚拟道具标识,其中,所述目标提示信息用于指示所述虚拟道具集合包括所述预设道具等级最高的所述目标虚拟道具。
作为一种可选的方案,所述装置用于通过如下方式实现将所述虚拟道具集合中预设道具等级最高的虚拟道具确定为所述目标虚拟道具,显示具有所述目标提示信息的所述虚拟道具标识:
获取所述目标虚拟道具的道具颜色信息,其中,所述道具颜色信息与所述目标虚拟道具的所述预设道具等级相关联;
根据所述道具颜色信息显示具有所述目标提示信息的所述虚拟道具标识,其中,所述虚拟道具标识的颜色信息与所述目标虚拟道具的道具颜色信息相关联。
作为一种可选的方案,所述装置用于通过如下至少之一的方式实现若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识:
若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第一提示信息的所述虚拟道具标识,其中,所述第一提示信息用于指示所述虚拟道具集合中是否包括预设类型的虚拟道具;
若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第二提示信息的所述虚拟道具标识,其中,所述第二提示信息用于指示所述虚拟道具集合中所述预设类型的虚拟道具的数量;
若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第三提示信息的所述虚拟道具标识,其中,所述第三提示信息用于指示所述虚拟道具集合中所述预设类型的虚拟道具允许被获取的剩余时长。
作为一种可选的方案,所述装置还用于:
若所述第二虚拟角色被击败时的位置位于目标区域之外,在所述小地图画面的目标边界点上显示所述第一位置标识,其中,所述目标区域是所述小地图画面所表示的所述虚拟场景中的区域,所述目标边界点是根据所述第二虚拟角色被击败时的位置相对于所述目标区域的方向确定的边界点;
响应于对目标地图的第一触发操作,显示所述目标地图,其中,所述目标地图是与所述虚拟场景关联的地图,所述目标地图所表示的所述虚拟场景中的区域包括所述目标区域以及所述第二虚拟角色被击败时的位置所在的区域;
在所述目标地图上显示地图位置标识,其中,所述地图位置标识用于在所述目标地图上标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置;
若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述目标地图上显示地图道具标识,其中,所述地图道具标识用于在所述目标地图上标识所述虚拟道具集合在所述虚拟场景中所处的位置。
作为一种可选的方案,所述装置还用于:
若所述第二虚拟角色被击败,且所述第二虚拟角色被击败后掉落了所述虚拟道具集合,在所述待处理应用的社交界面显示文字信息,其中,所述文字信息记录有所述第二虚拟角色在所述虚拟场景中被击败时所处的位置以及所述虚拟道具集合中目标虚拟道具的道具信息,所述目标虚拟道具是所述虚拟道具集合中预设道具等级最高的虚拟道具;
响应于对所述文字信息执行的第二触发操作,显示目标地图,其中,所述目标地图是与所述虚拟场景关联的地图,所述目标地图所表示的所述虚拟场景中的区域包括所述小地图画面所表示的所述虚拟场景中的区域;
在所述目标地图上显示地图位置标识和/或地图道具标识,其中,所述地图位置标识用于在所述目标地图上标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述地图道具标识用于在所述目标地图上标识所述虚拟道具集合在所述虚拟场景中所处的位置。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
图22示意性地示出了用于实现本申请实施例的电子设备的计算机***结构框图。
需要说明的是,图22示出的电子设备的计算机***2200仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。
如图22所示,计算机***2200包括中央处理器2201(Central Processing Unit,CPU),其可以根据存储在只读存储器2202(Read-Only Memory,ROM)中的程序或者从存储部分2208加载到随机访问存储器2203(Random Access Memory,RAM)中的程序而执行各种适当的动作和处理。在随机访问存储器2203中,还存储有***操作所需的各种程序和数据。中央处理器2201、在只读存储器2202以及随机访问存储器2203通过总线2204彼此相连。输入/输出接口2205(Input/Output接口,即I/O接口)也连接至总线2204。
以下部件连接至输入/输出接口2205:包括键盘、鼠标等的输入部分2206;包括诸如阴极射线管(Cathode Ray Tube,CRT)、液晶显示器(Liquid Crystal Display,LCD)等以及扬声器等的输出部分2207;包括硬盘等的存储部分2208;以及包括诸如局域网卡、调制解调器等的网络接口卡的通信部分2209。通信部分2209经由诸如因特网的网络执行通信处理。驱动器1220也根据需要连接至输入/输出接口2205。可拆卸介质2211,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器1220上,以便于从其上读出的计算机程序根据需要被安装入存储部分2208。
特别地,根据本申请的实施例,各个方法流程图中所描述的过程可以被实现为计算机软件程序。例如,根据本申请的一个方面,提供了一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分2209从网络上被下载和安装,和/或
从可拆卸介质2211被安装。在该计算机程序被中央处理器2201执行时,执行本申请的***中限定的各种功能。
根据本申请实施例的又一个方面,还提供了一种用于实施上述虚拟标识的处理方法的电子设备,该电子设备可以是图1所示的终端设备或服务器。本实施例以该电子设备为终端设备为例来说明。如图23所示,该电子设备包括存储器2302和处理器2304,该存储器2302中存储有计算机程序,该处理器2304被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
在一种可能的实现方式中,在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
在一种可能的实现方式中,本领域普通技术人员可以理解,图23所示的结构仅为示意,电子装置电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图23其并不对上述电子装置电子设备的结构造成限定。例如,电子装置电子设备还可包括比图23中所示更多或者更少的组件(如网络接口等),或者具有与图23所示不同的配置。
其中,存储器2302可用于存储软件程序以及模块,如本申请实施例中的虚拟标识的处理方法和装置对应的程序指令/模块,处理器2304通过运行存储在存储器2302内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟标识的处理方法。存储器2302可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器2302可进一步包括相对于处理器2304远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器2302具体可以但不限于用于存储虚拟道具集合等信息。作为一种示例,如图23所示,上述存储器2302中可以但不限于包括上述虚拟标识的处理装置中的第一显示模块2102、第二显示模块2104以及第三显示模块2106。此外,还可以包括但不限于上述虚拟标识的处理装置中的其他模块单元,本示例中不再赘述。
在一种可能的实现方式中,上述的传输装置2306用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置2306包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置2306为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器2308,用于显示上述小地图画面和虚拟场景;和连接总线2310,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式***中的一个节点,其中,该分布式***可以为区块链***,该区块链***可以是由该多个节点通过网络通信的形式连接形成的分布式***。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链***中的一个节点。
根据本申请的一个方面,提供了一种计算机可读存储介质,计算机设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该计算机设备执行上述各种可选实现方式中提供的虚拟标识的处理方法。
在一种可能的实现方式中,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。
Claims (15)
- 一种虚拟标识的处理方法,所述方法由电子设备执行,所述方法包括:在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,所述小地图画面是与所述虚拟场景对应的小地图画面;若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识,其中,所述第二虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色,所述第一位置标识用于标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述第二虚拟角色在所述虚拟场景中允许被处于不同阵营的虚拟角色击败;若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,其中,所述虚拟道具标识用于标识所述虚拟道具集合在所述虚拟场景中所处的位置。
- 根据权利要求1所述的方法,所述若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识,包括:在所述小地图画面中显示第二位置标识,其中,所述第二位置标识用于标识第三虚拟角色在所述虚拟场景中所处的位置,所述第三虚拟角色是与所述第一虚拟角色处于相同阵营的虚拟角色;若所述第二虚拟角色被所述第三虚拟角色击败,在所述小地图画面中显示所述第一位置标识和方向标识,其中,所述方向标识用于标识攻击方向,所述攻击方向为从所述第二位置标识所指示的位置指向所述第一位置标识所指示的位置。
- 根据权利要求1所述的方法,所述若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,包括:若所述第二虚拟角色被击败后掉落了虚拟道具集合,且所述小地图画面上显示有所述第一位置标识,在所述第一位置标识的预设范围内显示所述虚拟道具标识;或,若所述第一位置标识的显示过程满足预设条件,且所述第二虚拟角色被击败后掉落了虚拟道具集合,取消显示所述第一位置标识,并显示所述虚拟道具标识。
- 根据权利要求3所述的方法,所述若所述第一位置标识的显示过程满足预设条件,且所述第二虚拟角色被击败后掉落了虚拟道具集合,取消显示所述第一位置标识,并显示所述虚拟道具标识,包括:若所述第一位置标识在所述小地图画面上的显示时长达到第一预设时长,在所述小地图画面上取消显示所述第一位置标识;若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示所述虚拟道具标识,其中,所述虚拟道具标识在所述小地图画面上的显示位置与所述第一位置标识在取消显示之前所显示的显示位置相同。
- 根据权利要求4所述的方法,所述若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示所述虚拟道具标识之后,所述方法还包括:若所述虚拟道具标识在所述小地图画面上的显示时长达到第二预设时长,在所述小地图画面上取消显示所述虚拟道具标识。
- 根据权利要求1所述的方法,所述若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,包括:若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有目标提示信息的所述虚拟道具标识,其中,所述目标提示信息用于指示所述虚拟道具集合包括目标虚拟道具,所述目标虚拟道具是所述虚拟道具集合中满足预设条件的虚拟道具。
- 根据权利要求6所述的方法,所述若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有目标提示信息的所述虚拟道具标识,包括:若所述第二虚拟角色被击败后掉落了虚拟道具集合,获取所述虚拟道具集合中每个虚拟道具的预设道具等级;将所述虚拟道具集合中预设道具等级最高的虚拟道具确定为所述目标虚拟道具,显示具有所述目标提示信息的所述虚拟道具标识,其中,所述目标提示信息用于指示所述虚拟道具集合包括所述预设道具等级最高的所述目标虚拟道具。
- 根据权利要求7所述的方法,所述将所述虚拟道具集合中预设道具等级最高的虚拟道具确定为所述目标虚拟道具,显示具有所述目标提示信息的所述虚拟道具标识,包括:获取所述目标虚拟道具的道具颜色信息,其中,所述道具颜色信息与所述目标虚拟道具的所述预设道具等级相关联;根据所述道具颜色信息显示具有所述目标提示信息的所述虚拟道具标识,其中,所述虚拟道具标识的颜色信息与所述目标虚拟道具的道具颜色信息相关联。
- 根据权利要求1所述的方法,所述若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,包括以下至少之一:若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第一提示信息的所述虚拟道具标识,其中,所述第一提示信息用于指示所述虚拟道具集合中是否包括预设类型的虚拟道具;若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第二提示信息的所述虚拟道具标识,其中,所述第二提示信息用于指示所述虚拟道具集合中所述预设类型的虚拟道具的数量;若所述第二虚拟角色被击败后掉落了虚拟道具集合,显示具有第三提示信息的所述虚拟道具标识,其中,所述第三提示信息用于指示所述虚拟道具集合中所述预设类型的虚拟道具允许被获取的剩余时长。
- 根据权利要求1至9中任一项所述的方法,所述方法还包括:若所述第二虚拟角色被击败时的位置位于目标区域之外,在所述小地图画面的目标边界点上显示所述第一位置标识,其中,所述目标区域是所述小地图画面所表示的所述虚拟场景中的区域,所述目标边界点是根据所述第二虚拟角色被击败时的位置相对于所述目标区域的方向确定的边界点;响应于对目标地图的第一触发操作,显示所述目标地图,其中,所述目标地图是与所述虚拟场景关联的地图,所述目标地图所表示的所述虚拟场景中的区域包括所述目标区域以及所述第二虚拟角色被击败时的位置所在的区域;在所述目标地图上显示地图位置标识,其中,所述地图位置标识用于在所述目标地图上标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置;若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述目标地图上显示地图道具标识,其中,所述地图道具标识用于在所述目标地图上标识所述虚拟道具集合在所述虚拟场景中所处的位置。
- 根据权利要求1至9中任一项所述的方法,所述方法还包括:若所述第二虚拟角色被击败,且所述第二虚拟角色被击败后掉落了所述虚拟道具集合,在所述待处理应用的社交界面显示文字信息,其中,所述文字信息记录有所述第二虚拟角色在所述虚拟场景中被击败时所处的位置以及所述虚拟道具集合中目标虚拟道具的道具信息,所述目标虚拟道具是所述虚拟道具集合中预设道具等级最高的虚拟道具;响应于对所述文字信息执行的第二触发操作,显示目标地图,其中,所述目标地图是与所述虚拟场景关联的地图,所述目标地图所表示的所述虚拟场景中的区域包括所述小地图画面所表示的所述虚拟场景中的区域;在所述目标地图上显示地图位置标识和/或地图道具标识,其中,所述地图位置标识用于在所述目标地图上标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述地图道具标识用于在所述目标地图上标识所述虚拟道具集合在所述虚拟场景中所处的位置。
- 一种虚拟标识的处理装置,所述装置部署在电子设备上,所述装置包括:第一显示模块,用于在待处理应用中显示第一虚拟角色所处的虚拟场景和小地图画面,其中,所述小地图画面是与所述虚拟场景对应的小地图画面;第二显示模块,用于若所述虚拟场景中的第二虚拟角色被击败,在所述小地图画面上显示第一位置标识,其中,所述第二虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色,所述第一位置标识用于标识所述第二虚拟角色在所述虚拟场景中被击败时所处的位置,所述第二虚拟角色在所述虚拟场景中允许被处于不同阵营的虚拟角色击败;第三显示模块,用于若所述第二虚拟角色被击败后掉落了虚拟道具集合,在所述小地图画面上显示虚拟道具标识,其中,所述虚拟道具标识用于标识所述虚拟道具集合在所述虚拟场景中所处的位置。
- 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的计算机程序,其中,所述程序可被电子设备运行时执行所述权利要求1至11任一项中所述的方法。
- 一种计算机程序产品,包括计算机程序,该计算机程序被处理器执行时实现权利要求1至11任一项中所述的方法。
- 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至11任一项中所述的方法。
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JP2013078507A (ja) * | 2011-10-05 | 2013-05-02 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
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JP2013078507A (ja) * | 2011-10-05 | 2013-05-02 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
CN112354180A (zh) * | 2020-11-30 | 2021-02-12 | 腾讯科技(深圳)有限公司 | 虚拟场景中积分更新方法、装置、设备及存储介质 |
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