WO2024067009A1 - 虚拟角色的显示方法和装置、存储介质及电子设备 - Google Patents
虚拟角色的显示方法和装置、存储介质及电子设备 Download PDFInfo
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- WO2024067009A1 WO2024067009A1 PCT/CN2023/117525 CN2023117525W WO2024067009A1 WO 2024067009 A1 WO2024067009 A1 WO 2024067009A1 CN 2023117525 W CN2023117525 W CN 2023117525W WO 2024067009 A1 WO2024067009 A1 WO 2024067009A1
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- virtual character
- virtual
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- character
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- 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
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
Definitions
- the present application relates to the field of computers, and in particular to a method and device for displaying a virtual character, a storage medium, and an electronic device.
- the embodiments of the present application provide a method and device for displaying a virtual character, a storage medium, and an electronic device, so as to at least solve the technical problem of low display efficiency of virtual characters in the related art.
- a method for displaying a virtual character comprising: displaying a first screen in a target application, wherein the first screen includes a first virtual character; in a case where an attack event occurs and a second virtual character is within the field of view of the first virtual character, displaying a target outline mark in the target application, wherein the target outline mark is a newly added outline mark for the second virtual character, wherein the target outline mark is used to mark the second virtual character in the first screen in the case where the attack event occurs, wherein the attack event includes any one of the first virtual character attacking the second virtual character, the first virtual character being attacked by the second virtual character, and the first virtual character both attacking the second virtual character and being attacked by the second virtual character; and in a case where the second virtual character moves, moving the target outline mark to a position corresponding to the second virtual character.
- a display device for a virtual character including:
- the first display module is used to display a first screen in a target application, wherein the first screen includes a first virtual character; the second display module is used to display a target outline mark in the target application when an attack event occurs and the second virtual character is within the field of view of the first virtual character, wherein the target outline mark is a newly added outline mark for the second virtual character, wherein the target outline mark is used to mark the second virtual character in the first screen when the attack event occurs, wherein the attack event includes the second virtual character.
- the first virtual character attacks the second virtual character
- the first virtual character is attacked by the second virtual character
- the first virtual character both attacks the second virtual character and is attacked by the second virtual character
- a third display module is used to move the target outline mark to a position corresponding to the second virtual character when the second virtual character moves.
- a computer-readable storage medium in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned virtual character display method when running.
- a computer program product or a computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium.
- a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above virtual character display method.
- an electronic device including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the above-mentioned method for displaying a virtual character through the computer program.
- a target outline mark is displayed in the target application, the target outline mark is a newly added outline mark for the second virtual character, wherein the target outline mark is used to mark the second virtual character in the first screen when an attack event occurs, and when the second virtual character moves, the target outline mark is moved to the position corresponding to the second virtual character.
- a target outline mark is displayed in the target application to indicate that an attack event has occurred between the first virtual character and the second virtual character, thereby achieving the goal of quickly marking the second virtual character of the attack event in the screen, improving the display efficiency of the virtual characters, thereby improving the user's perception ability and perception efficiency of the position of the second virtual character of the attack event, and improving the user experience.
- FIG1 is a schematic diagram of an application environment of an optional method for displaying a virtual character according to an embodiment of the present application
- FIG2 is a schematic flow chart of an optional method for displaying a virtual character according to an embodiment of the present application
- FIG3 is a schematic diagram of an optional method for displaying a virtual character according to an embodiment of the present application.
- FIG4 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG5 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG6 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG7 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG8 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG9 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG10 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG11 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG12 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG13 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG14 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG15 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG16 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG17 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG18 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG19 is a schematic diagram of another optional method for displaying a virtual character according to an embodiment of the present application.
- FIG20 is a schematic structural diagram of an optional display device for a virtual character according to an embodiment of the present application.
- FIG21 is a schematic structural diagram of an optional virtual character display product according to an embodiment of the present application.
- FIG. 22 is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application.
- Shooting games including first-person shooter games, third-person shooter games, and other games that use hot weapons for long-range attacks, including but not limited to these.
- First-person shooting game is a branch of action game (ACT). As the name suggests, the first-person shooting game is a shooting game played from the player's subjective perspective.
- Third-person shooting game is also a type of shooting game. The difference from the first-person shooting game is that the player is visible on the game screen.
- a method for displaying a virtual character is provided.
- the display method of the virtual character can be applied to a hardware environment composed of a server 101 and a terminal device 103 as shown in FIG1.
- the server 101 is connected to the terminal 103 via a network, and can be used to provide services for the terminal device or the application installed on the terminal device.
- the application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc.
- a database 105 can be set on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server, and the above network can include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication, and the terminal device 103 can be a terminal configured with an application, and can include but is not limited to at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop, a tablet computer, a handheld computer, a MID (Mobile Internet Devices, mobile Internet devices), a PAD, a desktop computer, a smart TV and other computer devices, and the above server can be a single server, or a server cluster composed of multiple servers, or a cloud server.
- a mobile phone such as an Android mobile phone, an iOS mobile phone, etc.
- a laptop such as
- the above-mentioned method for displaying a virtual character can be implemented in the terminal device 103 through the following steps:
- a target outline mark is displayed in the target application of the terminal device 103, where the target outline mark is a newly added outline mark for the second virtual character, wherein the target outline mark is used to mark the second virtual character in the first screen when an attack event occurs, and the attack event includes any one of the following: the first virtual character attacks the second virtual character, the first virtual character is attacked by the second virtual character, and the first virtual character both attacks the second virtual character and is attacked by the second virtual character;
- the above-mentioned method for displaying a virtual character may also be implemented by a server, for example, implemented in the server 101 shown in FIG. 1 ; or implemented by a user terminal and a server together.
- the method for displaying the virtual character includes:
- the display method of the above-mentioned virtual character can be applied to various applications but is not limited to it.
- the above-mentioned target game application can be a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, referred to as MOBA) or a single-player game (Single-Player Game, referred to as SPG).
- MOBA Multiplayer Online Battle Arena
- SPG Single-player game
- the above-mentioned target game application can include but is not limited to shooting applications, role-playing applications, real-time strategy applications, etc.
- the above-mentioned shooting applications can include but are not limited to first-person shooting applications, third-person shooting applications, and shooting applications that can switch between the first person and the third person.
- FIG3 is a schematic diagram of a display method of a virtual character according to an embodiment of the present invention.
- the application display interface can be divided into a first-person display interface 301 and a third-person display interface 303, as well as a display interface including but not limited to switching between the first person and the third person using a perspective switching interaction button, and performing interactive operations on the interactive object "marking props" to allow the use of the above-mentioned virtual character. Display method.
- the above target application may include but is not limited to at least one of the following: two-dimensional (2D) game application, three-dimensional (3D) game application, virtual reality (VR) game application, augmented reality (AR) game application, mixed reality (MR) game application.
- 2D two-dimensional
- 3D three-dimensional
- VR virtual reality
- AR augmented reality
- MR mixed reality
- a direction mark will be displayed to indicate the source direction of the attack, and the user can only know the direction of the enemy's attack.
- the user cannot tell which virtual character the attack specifically comes from.
- a target outline mark is displayed to indicate that the attack on the first virtual character comes from the second virtual character, thereby achieving the purpose of quickly marking the virtual character that attacks the user in the first screen, thereby realizing the technical effect of improving the display efficiency of virtual characters.
- the above-mentioned first screen may include but is not limited to the first screen obtained by the terminal device rendering the data according to the relevant data of the target application sent by the server, and may also be but is not limited to the first screen obtained by the terminal device rendering the data locally stored in the terminal device according to the target application.
- the first virtual character includes but is not limited to a virtual operation object controlled by a user who logs into the target application through a participant account in a game that has already started.
- the above-mentioned second virtual character includes but is not limited to a virtual operation object that is in a different camp from the first virtual character and is controlled by other users through a participating account in the above-mentioned target application, and may also include but is not limited to a system-preset virtual operation object that is in a different camp from the first virtual character and is generated by the server.
- the above-mentioned attack event may include but is not limited to the first virtual character attacking the second virtual character, or the first virtual character being attacked by the second virtual character, or the first virtual character both attacking the second virtual character and being attacked by the second virtual character.
- the first virtual character being attacked by the second virtual character it may include but is not limited to the attack operation launched by the second virtual character against the first virtual character using virtual attack props, virtual skills, virtual actions and other game operations.
- the attack operation may include but is not limited to reducing the virtual health value of the first virtual character or reducing the virtual armor value of the first virtual character.
- the second virtual character can be located within the field of vision of the first virtual character. It is understood that the position of the second virtual character in the game scene is located inside the current perspective of the first virtual character. Specifically, it may include but is not limited to the second virtual character being observable in the first picture of the first virtual character.
- Figure 4 is a schematic diagram of another method for displaying virtual characters according to an embodiment of the present invention. As shown in Figure 4, it includes virtual character 402, virtual character 404, and virtual character 406, wherein virtual character 402 corresponds to the above-mentioned first virtual character, virtual character 404 and virtual character 406 are both virtual characters that are in different camps from virtual character 402 and attack virtual character 402, wherein the field of view of virtual character 402 includes area 408, virtual character 404 is located inside area 408, and virtual character 406 is located outside area 408, at this time, the above-mentioned virtual character 404 is the above-mentioned second virtual character, and the above-mentioned virtual character 406 is not the above-mentioned second virtual character.
- the visual range of the virtual character 402 is adjustable. Specifically, it can be realized by touching the screen, moving the mouse, etc., but not limited to.
- the visual range of the virtual character 402 is adjusted to area 410, at this time, the virtual character 404 is located outside the area 410, and the virtual character 406 is located inside the area 410.
- the virtual character 406 is the second virtual character, and the virtual character 404 is not the second virtual character. In other words, whether the virtual character is the second virtual character, it must not only attack the first virtual character, but also be within the visual range of the first virtual character.
- the target outline mark can be displayed to mark the second virtual character.
- the second virtual character is a virtual character that is allowed to move.
- the target outline mark can follow the second virtual character.
- the target outline mark that has not moved can also be continuously displayed.
- the target outline mark may also be configured to cancel display of the target outline mark when the second virtual character moves, or cancel display of the target outline mark when the first virtual character moves, or cancel display of the target outline mark when the target outline mark has been displayed for a preset time.
- a target outline mark is displayed in the target application, and the target outline mark is a newly added outline mark for the second virtual character, wherein the target outline mark is used to mark the second virtual character in the first screen when an attack event occurs, and when the second virtual character moves, the target outline mark is moved to the position corresponding to the second virtual character.
- a target outline mark is displayed in the target application to indicate that an attack event has occurred between the first virtual character and the second virtual character, thereby achieving the goal of quickly marking the second virtual character of the attack event in the screen, improving the display efficiency of the virtual characters, thereby improving the user's perception ability and perception efficiency of the position of the second virtual character of the attack event, and improving the user experience.
- a target outline mark is displayed in the target application.
- the attack event may be the first virtual character.
- a target outline mark is displayed in the target application, wherein the target outline mark is used to indicate that the attack suffered by the first virtual character comes from the second virtual character.
- the target outline mark may include but is not limited to indicating that the attack suffered by the first virtual character comes from the second virtual character, that is, marking the second virtual character that attacks the first virtual character in the first screen, so that the user can quickly confirm the source of the attack through the perspective of the first virtual character.
- the target outline mark may include but is not limited to a position mark, an outline mark, a color mark, etc., so as to mark the second virtual character at the position where the second virtual character is located.
- Figure 5 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention. As shown in Figure 5, it includes a virtual character 502 and a virtual character 504, wherein the virtual character 502 corresponds to the first virtual character mentioned above, and the virtual character 504 corresponds to the second virtual character mentioned above. After the virtual character 504 attacks the virtual character 502, the virtual character 504 is marked with a target outline mark in the first screen of the virtual character 502, so that the user who controls the virtual character 502 can quickly distinguish that the virtual character 504 is the virtual character that attacks himself. It can be understood that the virtual character 502 and the virtual character 504 are in different camps, and the virtual character 504 is included in the field of vision of the virtual character 502.
- a target outline mark is displayed to indicate that the attack on the first virtual character comes from the second virtual character, thereby achieving the purpose of quickly marking the virtual character that attacks the user in the first screen, thereby improving the display efficiency of the virtual characters, allowing the user to quickly know the location of the enemy that attacks him or her, improving the display efficiency of the virtual characters, thereby improving the user's perception ability and perception efficiency of the location of the second virtual character of the attack event, and improving the user experience.
- the method further includes at least one of the following: displaying a first prop mark in the first screen, wherein the first prop mark is used to mark the virtual prop used by the second virtual character to attack the first virtual character in the first screen; displaying a first camp mark in the first screen, wherein the first camp mark is used to mark the camp of the second virtual character attacking the first virtual character in the first screen.
- the target outline mark may include but is not limited to an outline mark generated according to the role model of the second virtual character, and the outline mark may mark the target outline mark in the first screen in the form of a line.
- the first prop mark may include but is not limited to marking the virtual props used by the second virtual character to attack the first virtual character, or marking the virtual skills used by the second virtual character to attack the first virtual character, etc., so that the attacked user can quickly determine the props used by the enemy attacking him, and then quickly formulate a counterattack plan against the enemy, which increases the fun of the game and improves the user's operating efficiency.
- the first camp mark may include but is not limited to marking the camp in which the second virtual character is located when the second virtual character attacks the first virtual character.
- the game established by the target application can be participated by no less than three camps at the same time. At this time, when the virtual character controlled by the user is attacked, it is impossible to know which camp's enemy is attacking him. If the second virtual characters of different camps have similar appearances, it is difficult for the user to selectively counterattack the second virtual character of a certain camp. Camp marking allows attacked users to distinguish and counterattack in a targeted manner, which increases the fun of the game and improves the user's operating efficiency.
- Figure 6 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention. As shown in Figure 6, it includes a virtual character 602 and a virtual character 604, wherein the virtual character 602 corresponds to the first virtual character mentioned above, and the virtual character 604 corresponds to the second virtual character mentioned above.
- the virtual character 604 attacks the virtual character 602
- the virtual character 604 is marked with a target outline mark 606 in the first screen of the virtual character 602, and then marked with a first prop mark 608 or a first camp mark 610 according to the virtual props used by the virtual character 604 or the camp in which the virtual character is located, so that the user controlling the virtual character 602 can quickly obtain relevant camp information, relevant prop information, etc. of the enemy, thereby improving the user's gaming efficiency and enriching the user's choices.
- a target outline mark is displayed in the target application, including at least one of the following: displaying the target outline mark in the target application according to the virtual life value of the first virtual character, wherein the color of the target outline mark is determined according to the value of the virtual life value of the first virtual character; displaying the target outline mark in the target application according to the virtual life value of the first virtual character, wherein the clarity of the target outline mark is determined according to the value of the virtual life value of the first virtual character; displaying the target outline mark in the target application according to the number of attacks of the second virtual character on the first virtual character, wherein the clarity of the target outline mark is determined according to the value of the number of attacks.
- the above-mentioned virtual life value can be flexibly set according to different target applications.
- the virtual life value is used to indicate whether the above-mentioned first virtual character is hit and whether it is defeated.
- the first virtual character deducts part of the virtual life value it can be understood that the above-mentioned first virtual character is attacked; when the virtual life value of the first virtual character is completely deducted or reaches a preset threshold, it can be understood that the above-mentioned first virtual character is defeated.
- the target contour mark can be set as a contour mark with colored edge lines, such as a red mark, a green mark, etc.
- the color of the target contour mark can also be associated with the value of the current virtual life value of the first virtual character, and the depth of the color can be set to be negatively correlated with the value of the virtual life value, that is, the less virtual life value the first virtual character has, the darker the color of the target contour mark.
- the user observes the target contour mark with a darker color he can judge that his own virtual life value is less and he should defeat the second virtual character with the target contour mark as soon as possible to avoid being defeated by the second virtual character.
- the target contour mark can be set as a contour mark filled with a pattern, for example, a contour mark filled with a preset color, etc.
- the clarity of the target contour mark can be associated with the value of the current virtual life value of the first virtual character, and the clarity can be set to be negatively correlated with the value of the virtual life value. That is, when the first virtual character has less virtual life value, the clarity of the target contour mark is higher. At this time, when the user has less virtual life value, he can observe a clearer target contour mark to defeat the second virtual character with the target contour mark as soon as possible to avoid being defeated by the second virtual character.
- the target outline mark can be set as an outline mark filled with a pattern, for example, an outline mark filled with a preset color, etc., so that the clarity of the target outline mark can be combined with the second virtual
- the attack of the virtual character is associated with the number of attacks of the first virtual character, and the clarity and the value of the number of attacks can be set to be positively correlated, that is, when the number of attacks is higher, the clarity of the target contour mark is higher, so as to avoid the user being unable to observe the second virtual character when the target contour mark is displayed due to insufficient clarity.
- FIG7 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention.
- a virtual character 702 and a virtual character 704 are included, wherein the virtual character 702 corresponds to the first virtual character, and the virtual character 704 corresponds to the second virtual character.
- the virtual character 704 attacks the virtual character 702, the virtual character 704 is marked by a target outline mark 706 in the first screen of the virtual character 702.
- the virtual life value of the virtual character is 60.
- the virtual life value of the virtual character is deducted from 60 to 20.
- the virtual character 704 is marked by a target outline mark 708 in the first screen of the virtual character 702.
- the color of the target outline mark is darker and the clarity is higher, so that the user who controls the virtual character 702 can speed up the speed of obtaining the enemy outline information, thereby improving the user's game efficiency and enriching the user's choices.
- the outline of the virtual character that is the source of the attack is clearly displayed in the first screen, so that the user can quickly know the location of the enemy that attacks him or her, thereby improving the user experience and the display efficiency of the virtual character.
- the above method also includes: when the first virtual character is attacked by multiple second virtual characters and the multiple second virtual characters are all within the field of vision of the first virtual character, displaying multiple target contour marks corresponding to the multiple second virtual characters in the target application; when the other virtual characters among the multiple second virtual characters except the target virtual character move from within the field of vision of the first virtual character to outside the field of vision of the first virtual character, canceling the display of the target contour mark corresponding to the target virtual character.
- multiple target outline marks corresponding to the multiple second virtual characters can be displayed in the target application, that is, the above-mentioned target outline mark can be set to allow multiple to exist at the same time, and an upper limit on the number can be set.
- the above-mentioned upper limit is not reached, the above-mentioned multiple target outline marks can be displayed at the same time. It can also be set to an upper limit on the number allowed to be displayed simultaneously within a preset time period.
- the preset time period may include but is not limited to configuring the above-mentioned preset time period for each target outline mark, and the time period starts from the time when the first virtual character is attacked by the second virtual character until the above-mentioned preset time period is reached, and the display of the above-mentioned target outline mark is cancelled.
- all virtual characters except the target virtual character among the above-mentioned multiple second virtual characters move from within the field of view of the first virtual character to outside the field of view of the first virtual character. It can be understood that some or all of the above-mentioned multiple second virtual characters are in a moving state after attacking the first virtual character.
- the target contour mark corresponding to the above-mentioned target virtual character is cancelled. Since there is only one second virtual character within the field of view at this time, the first virtual character controlled by the user may no longer need to view the above-mentioned target virtual character through the above-mentioned target contour mark.
- FIG8 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention.
- the method includes a virtual character 802, a virtual character 804, a virtual character 806 and a virtual character 808, wherein the virtual character 802 corresponds to the first virtual character, the virtual character 804, the virtual character 806 and the virtual character 808 correspond to the second virtual character, and together constitute the plurality of second virtual characters.
- the virtual character 806 and the virtual character 808 attack the virtual character 802, the virtual character 804, the virtual character 806 and the virtual character 808 are marked with a target outline mark in the first screen of the virtual character 802.
- the virtual character 804 and the virtual character 808 move out of the field of view of the virtual character 802.
- the virtual character 804 and the virtual character 808 move out of the field of view and the virtual character 806 is within the field of view
- the virtual character 806 is the target virtual character.
- the display of the first virtual character identifier can be cancelled, thereby reducing the system rendering overhead and the computing overhead, and avoiding the waste of computing resources.
- the movement of the above-mentioned multiple second virtual characters outside the field of view of the first virtual character may also be achieved, including but not limited to, by the perspective switching behavior of the first virtual character.
- the field of view of the first virtual character will change.
- the second virtual characters located inside the field of view of the first virtual character may also change. All second virtual characters may change, some of the second virtual characters may change, or none of the second virtual characters may change.
- the first virtual character logo corresponding to the target virtual character will be cancelled only when the target virtual character is retained inside the field of view of the first virtual character.
- a target outline mark is displayed in the target application.
- the attack event is that the first virtual character attacks the second virtual character
- a target outline mark is displayed in the target application, wherein the target outline mark is used to indicate that the attack on the second virtual character comes from the first virtual character.
- the above-mentioned second virtual character includes but is not limited to a virtual operation object that is in a different camp from the first virtual character and is controlled by other users through a participating account in the above-mentioned target application, and may also include but is not limited to a system-preset virtual operation object that is in a different camp from the first virtual character and is generated by the server.
- the attack of the first virtual character by the second virtual character may include but is not limited to an attack operation launched by the first virtual character against the second virtual character using virtual attack props, virtual skills, virtual actions and other game operations.
- the attack operation may include but is not limited to reducing the virtual health value of the second virtual character or reducing the virtual armor value of the second virtual character.
- the second virtual character being within the field of view of the first virtual character can be understood as the second virtual character being findable in the first picture of the first virtual character, or the second virtual character being located in the game scene within the current field of view of the first virtual character.
- the target outline mark is used to indicate the second virtual character attacked by the first virtual character, that is, the second virtual character attacked by the first virtual character is marked in the first screen, so that the user can quickly confirm the attacked virtual character through the perspective of the first virtual character to prevent the loss of the attack target.
- the target outline mark may include but is not limited to a position mark, an outline mark, a color mark, etc., so as to mark the second virtual character at the position where the second virtual character is located.
- Figure 9 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention. As shown in Figure 9, it includes a virtual character 902 and a virtual character 904, wherein the virtual character 902 corresponds to the first virtual character, and the virtual character 904 corresponds to the second virtual character. After the virtual character 902 attacks the virtual character 904, the virtual character 904 is marked with a target outline mark in the first screen of the virtual character 902, so that the user controlling the virtual character 902 can quickly distinguish that the virtual character 904 is the virtual character that launches the attack. It can be understood that the virtual character 902 and the virtual character 904 are in different camps, and the virtual character 904 is included in the field of vision of the virtual character 902.
- the second virtual character is a virtual character that is allowed to move.
- the target outline mark can follow the second virtual character.
- the target outline mark that has not moved can also be continuously displayed.
- the target outline mark may also be configured to cancel display of the target outline mark when the second virtual character moves, or cancel display of the target outline mark when the second virtual character moves, or cancel display of the target outline mark when the target outline mark has been displayed for a preset time.
- a target outline mark is displayed to indicate that the first virtual character has attacked the second virtual character, thereby achieving the purpose of quickly marking the attacking virtual character in the first screen when the user attacks other virtual characters, thereby improving the display efficiency of the virtual characters, allowing users to quickly know the location of the enemy they are attacking, and improving the user experience.
- a target outline mark is displayed in the target application, including at least one of the following: displaying a second prop mark in the first screen, wherein the second prop mark is used to mark in the first screen the virtual prop used by the second virtual character when the first virtual character attacks the second virtual character; displaying a second camp mark in the first screen, wherein the second camp mark is used to mark in the first screen the camp of the second virtual character attacked by the first virtual character.
- the target contour mark may include but is not limited to a contour mark generated according to the role model of the second virtual role, and the contour mark may mark the target contour mark in the first picture in the form of a line.
- the second item mark may include but is not limited to marking the virtual item used by the second virtual character to attack the first virtual character, or marking the virtual skill used by the second virtual character to attack the first virtual character, etc., so that the attacked user can quickly determine the item used by the enemy attacking him, and then quickly formulate a counterattack plan against the enemy, thereby increasing the fun of the game and improving the user's operating efficiency.
- the second camp mark may include but is not limited to marking the camp in which the second virtual character is located when the second virtual character attacks the first virtual character.
- the game established by the target application can be participated by no less than three camps at the same time. At this time, when the virtual character controlled by the user is attacked, it is impossible to know which camp's enemy is attacking him. If the second virtual characters of different camps have similar appearances, it is difficult for the user to selectively counterattack the second virtual character of a certain camp. Camp marking allows attacked users to distinguish and counterattack in a targeted manner, which increases the fun of the game and improves the user's operating efficiency.
- Figure 10 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention. As shown in Figure 10, it includes a virtual character 1002 and a virtual character 1004, wherein the virtual character 1002 corresponds to the first virtual character mentioned above, and the virtual character 1004 corresponds to the second virtual character mentioned above. After the virtual character 1002 attacks the virtual character 1004, the virtual character 1004 is marked with a target outline mark 10010 in the first screen of the virtual character 1002, and then marked with a second prop mark 1008 or a second camp mark 1006 according to the virtual props used by the virtual character 1004 or the camp in which the virtual character 1004 is located, so that the user controlling the virtual character 1002 can quickly obtain relevant camp information, relevant prop information, etc. of the enemy, thereby improving the user's gaming efficiency and enriching the user's choices.
- a target outline mark is displayed in the target application, including at least one of the following: displaying the target outline mark in the target application according to the virtual life value of the second virtual character attacked by the first virtual character, wherein the color of the target outline mark is determined according to the value of the virtual life value of the second virtual character; displaying the target outline mark in the target application according to the virtual life value of the second virtual character attacked by the first virtual character, wherein the clarity of the target outline mark is determined according to the value of the virtual life value of the second virtual character; displaying the target outline mark in the target application according to the number of attacks by the first virtual character on the second virtual character, wherein the clarity of the target outline mark is determined according to the value of the number of attacks.
- the above-mentioned virtual life value can be flexibly set according to different target applications.
- the virtual life value is used to indicate whether the above-mentioned second virtual character is hit and whether it is defeated.
- the second virtual character deducts part of the virtual life value it can be understood that the above-mentioned second virtual character is attacked; when the virtual life value of the second virtual character is completely deducted or reaches a preset threshold, it can be understood that the above-mentioned second virtual character is defeated.
- the target contour mark can be set as a contour mark with colored edge lines, such as a red mark, a green mark, etc.
- the color of the target contour mark can also be associated with the value of the current virtual life value of the second virtual character, and the depth of the color can be set to be negatively correlated with the value of the virtual life value, that is, the less the virtual life value of the first virtual character, the darker the color of the target contour mark.
- the user observes the target contour mark with a darker color he can judge that the second virtual character is about to be defeated, and the second virtual character with the target contour mark should be defeated as soon as possible to improve the efficiency of defeating the virtual character.
- the target outline mark can be set as an outline mark filled with a pattern, for example, an outline mark filled with a preset color, etc.
- the clarity of the target outline mark can be associated with the value of the current virtual life value of the second virtual character, and the clarity can be set to be negatively correlated with the value of the virtual life value. That is, when the second virtual character has less virtual life value, the clarity of the target outline mark is higher.
- the user has less virtual life value of the second virtual character, he can observe a clearer target outline mark, so as to defeat the second virtual character with the target outline mark as soon as possible, so as to improve the efficiency of defeating the virtual character.
- the target contour mark can be set as a contour mark of a filling pattern, for example, a contour mark filled with a preset color, etc.
- the clarity of the above target contour mark can be associated with the number of attacks of the above first virtual character on the second virtual character, and the clarity and the value of the above attack number can be set to be positively correlated, that is, when the number of attacks increases, the clarity of the above target contour mark is higher, so as to avoid the user being unable to complete the continuous attack on the second virtual character when the target contour mark is displayed due to insufficient clarity.
- FIG. 11 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention.
- the method includes a virtual character 1102 and a virtual character 1104, wherein the virtual character 1102 corresponds to the first virtual character, and the virtual character 1104 corresponds to the second virtual character.
- the virtual character 1102 attacks the virtual character 1104, the virtual character 1104 is marked by a target outline mark 1106 in the first screen of the virtual character 1102.
- the virtual life value of the virtual character is 60.
- the virtual life value of the virtual character is deducted from 60 to 20.
- the virtual character 1104 is marked by a target outline mark 1108 in the first screen of the virtual character 1102.
- the lower the virtual life value of the virtual character 1102 the darker the color of the target outline mark and the higher the clarity, so that the user who controls the virtual character 1102 can speed up the speed of obtaining the enemy outline information, thereby improving the user's game efficiency and enriching the user's choices.
- the outline of the virtual character that is the source of the attack is clearly displayed in the first screen, so that the user can quickly know the location of the enemy that attacks him or her, thereby improving the user experience and the display efficiency of the virtual character.
- a target outline mark is displayed in the target application, which may be at least one of the following:
- target contour marks of different colors can be displayed for the multiple second virtual characters, and may also include but not be limited to displaying target contour marks of different flashing frequencies for the multiple second virtual characters, and may also include but not be limited to displaying target contour marks of different flow speeds for the multiple second virtual characters.
- the above-mentioned target contour mark can be set to flash at a preset flashing frequency to prompt the user to pay attention to the area corresponding to the contour mark.
- the target contour mark can also be set to a flowing displayed contour mark to prompt the user to pay attention to the area corresponding to the contour mark.
- the first virtual character is attacked by the second virtual character and also attacks
- target outline marks of different colors are displayed in the target application, wherein the color of the target outline mark corresponding to the second virtual character that attacks the first virtual character is different from that of the second virtual character attacked by the first virtual character.
- the first virtual character is allowed to attack the second virtual character while being attacked by the second virtual character
- the first virtual character is also allowed to attack the second virtual character after being attacked by the second virtual character
- the first character may also be allowed to be attacked by the second virtual character after attacking the second virtual character.
- FIG. 12 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention.
- the method includes a virtual character 1202, a virtual character 1204, and a virtual character 1206, wherein the virtual character 1202 corresponds to the first virtual character, the virtual character 1204 corresponds to the second virtual character attacked by the first virtual character, and the virtual character 1206 corresponds to the second virtual character attacked by the first virtual character.
- the virtual character 1202 attacks the virtual character 1206, the virtual character 1206 is marked in the first screen of the virtual character 1202 by a target outline mark 1208, so that the user controlling the virtual character 1202 can quickly distinguish that the virtual character 1206 is the virtual character that attacks himself.
- the virtual character 1202 and the virtual character 1206 are in different camps, and the virtual character 1206 is included in the field of vision of the virtual character 1202.
- virtual character 1204 After virtual character 1204 attacks virtual character 1202, virtual character 1204 is marked with target outline mark 1206 in the first screen of virtual character 1202, so that the user controlling virtual character 1202 can quickly distinguish that virtual character 1204 is the virtual character that attacks him/herself. It can be understood that virtual character 1202 and virtual character 1204 are in different camps, and virtual character 1204 is included in the field of vision of virtual character 1202.
- the virtual character is clearly displayed in the first screen, thereby improving the user experience and the display efficiency of the virtual character.
- the method further includes: when the first virtual character attacks the second virtual character and the second virtual character is defeated, displaying a target virtual object at the position where the second virtual character was defeated, wherein the target virtual object is used to display virtual characters in a different camp from the first virtual character within a preset range of the target virtual object; when there is a virtual character in a different camp from the first virtual character within the preset range of the target virtual object and a mini-map screen is displayed on the first screen, displaying a target position mark in the mini-map screen, wherein the target position mark is used to indicate a position in the mini-map screen corresponding to the virtual character in a different camp from the first virtual character within the preset range of the target virtual object; when the virtual character in a different camp from the first virtual character moves within the preset range of the target virtual object, moving the target position mark to a position corresponding to the virtual character in a different camp from the first virtual character within the preset range of the target virtual object.
- the target virtual object may include but is not limited to animation, virtual object, etc.
- the aperture animation may be displayed at the position where the second virtual character is defeated to indicate that the virtual character in a different camp from the first virtual character is within the preset range of the aperture animation. Needs to be displayed.
- the above-mentioned target position mark is used to indicate the corresponding position of the virtual character in a different camp from the first virtual character in the mini-map screen.
- the above-mentioned target position mark follows the movement in the mini-map screen.
- Figure 13 is a schematic diagram of another method for displaying virtual characters according to an embodiment of the present invention. As shown in Figure 13, it includes virtual character 1302, virtual character 1304 and virtual character 1306, wherein virtual character 1302 corresponds to the above-mentioned first virtual character, virtual character 1304 corresponds to the above-mentioned second virtual character, and virtual character 1306 corresponds to a virtual character in a different camp from the first virtual character within a preset range of the target virtual object.
- a target virtual object is generated at the location of virtual character 1304, and the position of virtual character 1306 within the preset range of the target virtual object is obtained, and an identifier 1308 corresponding to virtual character 1306 is displayed on a mini-map screen 1310, so that after defeating the second virtual character, the user can view virtual characters of other different camps around the second virtual character when it is defeated, so as to perform subsequent attack operations.
- the above method also includes: when the attack event is that the first virtual character is attacked by the second virtual character, the second virtual character is within the field of vision of the first virtual character, and there is a virtual obstacle between the first virtual character and the second virtual character, displaying the perspective outline mark corresponding to the second virtual character on the first screen, wherein the perspective outline mark is used to see through the model of the second virtual character in the first screen; when the attack event is that the first virtual character attacks the second virtual character, the second virtual character is within the field of vision of the first virtual character, and there is a virtual obstacle between the first virtual character and the second virtual character, displaying the perspective outline mark corresponding to the second virtual character on the first screen.
- the perspective outline mark may include but is not limited to a perspective state outline mark generated according to the perspective character model of the second virtual character, and the perspective outline mark may be marked in the first picture in the form of a line.
- Figure 14 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention. As shown in Figure 14, it includes a virtual character 1402 and a virtual character 1404, wherein the virtual character 1402 corresponds to the first virtual character mentioned above, and the virtual character 1404 corresponds to the second virtual character mentioned above.
- the virtual character 1404 is located behind an obstacle, it can be understood that the virtual character 1404 is outside the field of vision of the virtual character 1402.
- a first contour mark is displayed to display the virtual character 1404 through a perspective effect, so that the user can quickly find the virtual character 1404 hidden behind the virtual obstacle to perform subsequent attack operations.
- the outline of the virtual character can be displayed to see through the model of the virtual character in the game scene, so that the user can know the position of the marked virtual character when it does not appear in the first screen, avoiding the loss of the enemy's position due to blocked field of vision, thereby improving the user experience and the display efficiency of the virtual character.
- the above method also includes at least one of the following: when an attack event occurs and the second virtual character is within the field of view of the first virtual character, displaying a target outline mark visible to a third virtual character, wherein the third virtual character is a virtual character in the same camp as the first virtual character; when an attack event occurs and the second virtual character is within the field of view of the first virtual character, displaying a perspective outline mark corresponding to the second virtual character, wherein the perspective outline mark is used to see through the model of the second virtual character in the first screen.
- the third virtual character is a virtual character in the same camp as the first virtual character. That is, when the first virtual character is attacked by the second virtual character or attacks the second virtual character, the target outline mark will be displayed on the first screen of the first virtual character and the third virtual character in the same camp as the first virtual character.
- the perspective contour mark may include but is not limited to marking the character model of the second virtual character.
- the perspective contour mark may also mark the internal texture of the second virtual character.
- the internal texture may be divided according to different health points deducted when being attacked. For example, the chest and arms of the virtual character may be divided by contour marks to facilitate users to view the locations of different parts of the second virtual character.
- the above-mentioned perspective outline mark can be configured to be directly displayed when an attack event occurs between the first virtual character and the second virtual character.
- the perspective outline mark can continue to be displayed in the first screen. Even if the character model of the second virtual character is not displayed in the first screen of the first virtual character, the above-mentioned perspective outline mark is maintained to be displayed to avoid the problem that, for example, after the second virtual character moves to a virtual obstacle, the character model of the second virtual character is not displayed in the first screen of the first virtual character, making it difficult for the user to find the second virtual character.
- auxiliary attack type virtual props can include but is not limited to virtual positioning chip props that identify the outline of the virtual character of the hostile camp, that is, the above-mentioned virtual positioning chip props belong to the auxiliary attack type props, and the virtual positioning chip props can be set as a passive skill. After equipping the virtual positioning chip props and entering a game, it will take effect, and its corresponding function can be activated without any conditions.
- a function of marking the outline of the game character attacked by the user can also be added.
- a wall-penetrating effect is added to the marked enemy, so that when the enemy moves to an obstacle such as a virtual wall, it can also be easily found.
- the game character when the marked game character is defeated by the user, the game character can generate a halo at the location.
- the positions of other enemies within the preset range of the aperture will be exposed, and the exposure may be in the form of, but not limited to, displaying red dots on a small map.
- FIG. 15 is a schematic diagram of another method for displaying a virtual character according to an embodiment of the present invention. As shown in FIG. 15 , the method may include but is not limited to the following process:
- the virtual character controlled by the user is equipped with a virtual positioning chip prop
- step S3 determining whether the virtual character controlled by the user has been harmed (corresponding to the aforementioned being attacked by the second virtual character or attacking the second virtual character), and if the determination result is no, returning to step S2;
- step S5 determining whether the virtual wall has been passed through, and if the determination result is no, returning to step S4;
- step S7 judging whether the marked target has been defeated, if the judging result is no, returning to step S6;
- step S9 determining whether there is a target within the aperture, if the determination result is no, returning to step S8;
- a mapping relationship is established between the position of the player on the virtual map and the position of the small map.
- the implementation principle may include but is not limited to selecting three points ABC in the large map, and similarly selecting three points on the small map as mapping points A1B1C1.
- the distance and relative direction between each enemy and the aperture P in the large map are calculated respectively to determine AP, BP, CP, and then A1P1, A2P2, A3P3 can be calculated.
- the average value P0 of P1, P2, and P3 is taken, and this value is the position to be displayed in the small map.
- the above-mentioned virtual character display method can also obtain the position of the marked enemy and the current position of the user, and emit ray detection from the user's position.
- the distance of the ray detection is the distance from the marked enemy to the user's position. If the ray detects an obstacle in the middle, it means that there is an obstacle blocking the marked enemy and the user, and a perspective effect can be produced at this time.
- a model to be stroked is added to a specific layer, a camera is copied, and a black texture is rendered, as shown in FIG16 .
- the stroked object is deducted as a white texture, as shown in FIG17 , and the texture is blurred, as shown in FIG18 , the texture before blurring is subtracted from the blurred texture to obtain an edge texture, and as shown in FIG19 , the edge texture is superimposed with the texture smoked by the main camera.
- a virtual character display device for implementing the above virtual character display method is also provided. As shown in FIG. 20 , the device includes:
- a first display module 2002 configured to display a first screen in a target application, wherein the first screen includes a first virtual character
- the second display module 2004 is used to display a target outline mark in the target application when an attack event occurs and the second virtual character is within the field of view of the first virtual character.
- the target outline mark is a newly added outline mark for the second virtual character.
- the target outline mark is used to mark the second virtual character in the first screen when an attack event occurs.
- the attack event includes any one of the following: the first virtual character attacks the second virtual character, the first virtual character is attacked by the second virtual character, and the first virtual character both attacks the second virtual character and is attacked by the second virtual character.
- the third display module 2006 is used to move the target outline mark to a position corresponding to the second virtual character when the second virtual character moves.
- the device is used to display a target outline mark in a target application when an attack event occurs and the second virtual character is within the field of view of the first virtual character in the following manner: when the attack event is that the first virtual character is attacked by the second virtual character, the target outline mark is displayed in the target application, wherein the target outline mark is used to indicate that the attack on the first virtual character comes from the second virtual character.
- the device is also used to execute at least one of the following methods: displaying a first prop mark in the first screen, wherein the first prop mark is used to mark in the first screen a virtual prop used by the second virtual character to attack the first virtual character; displaying a first camp mark in the first screen, wherein the first camp mark is used to mark in the first screen the camp of the second virtual character attacking the first virtual character.
- the device is used to display a target outline mark in a target application when the attack event is that the first virtual character is attacked by the second virtual character in at least one of the following ways: displaying the target outline mark in the target application according to the virtual life value of the first virtual character, wherein the color of the target outline mark is determined according to the value of the virtual life value of the first virtual character; displaying the target outline mark in the target application according to the virtual life value of the first virtual character, wherein the clarity of the target outline mark is determined according to the value of the virtual life value of the first virtual character; displaying the target outline mark in the target application according to the number of attacks of the second virtual character on the first virtual character, wherein the clarity of the target outline mark is determined according to the value of the number of attacks.
- the device is also used to: when a first virtual character is attacked by multiple second virtual characters and the multiple second virtual characters are all within the field of view of the first virtual character, display multiple target contour marks corresponding to the multiple second virtual characters in the target application; when all virtual characters except the target virtual character among the multiple second virtual characters move from within the field of view of the first virtual character to outside the field of view of the first virtual character, cancel the display of the target contour mark corresponding to the target virtual character.
- the device is used to display a target outline mark in a target application when an attack event occurs and the second virtual character is within the field of view of the first virtual character in the following manner: when the attack event is that the first virtual character attacks the second virtual character, a target outline mark is displayed in the target application, wherein the target outline mark is used to indicate that the attack on the second virtual character comes from the first virtual character.
- the device is used to display the target wheel in the target application in at least one of the following ways: Outline mark: display a second prop mark in the first screen, wherein the second prop mark is used to mark the virtual props used by the second virtual character when the first virtual character attacks the second virtual character in the first screen; display a second camp mark in the first screen, wherein the second camp mark is used to mark the camp of the second virtual character attacked by the first virtual character in the first screen.
- the device is used to display a target outline mark in a target application in at least one of the following ways: displaying a target outline mark in a target application according to the virtual life value of a second virtual character attacked by a first virtual character, wherein the color of the target outline mark is determined according to the value of the virtual life value of the second virtual character; displaying a target outline mark in a target application according to the virtual life value of the second virtual character attacked by the first virtual character, wherein the clarity of the target outline mark is determined according to the value of the virtual life value of the second virtual character; displaying a target outline mark in a target application according to the number of attacks of the first virtual character on the second virtual character, wherein the clarity of the target outline mark is determined according to the value of the number of attacks.
- the device is also used for: when a first virtual character attacks a second virtual character and the second virtual character is defeated, displaying a target virtual object at the position where the second virtual character was defeated, wherein the target virtual object is used to display virtual characters in a different camp from the first virtual character within a preset range of the target virtual object; when there is a virtual character in a different camp from the first virtual character within the preset range of the target virtual object and a mini-map screen is displayed on the first screen, displaying a target position mark in the mini-map screen, wherein the target position mark is used to indicate a position in the mini-map screen corresponding to the virtual character in a different camp from the first virtual character that exists within the preset range of the target virtual object; when the virtual character in a different camp from the first virtual character moves within the preset range of the target virtual object, moving the target position mark to a position corresponding to the virtual character in a different camp from the first virtual character that exists within the preset range of the target virtual object.
- the device is also used to: when the attack event is that the first virtual character is attacked by the second virtual character, the second virtual character is within the field of view of the first virtual character, and there is a virtual obstacle between the first virtual character and the second virtual character, display the perspective outline mark corresponding to the second virtual character on the first screen, wherein the perspective outline mark is used to see through the model of the second virtual character in the first screen; when the attack event is that the first virtual character attacks the second virtual character, the second virtual character is within the field of view of the first virtual character, and there is a virtual obstacle between the first virtual character and the second virtual character, display the perspective outline mark corresponding to the second virtual character on the first screen.
- the device is used to display a target outline mark in a target application in at least one of the following ways when an attack event occurs and the second virtual character is within the field of view of the first virtual character: when an attack event occurs between the first virtual character and multiple second virtual characters, and the multiple second virtual characters are all within the field of view of the first virtual character, displaying target outline marks of different colors newly added for the multiple second virtual characters in the target application; when an attack event occurs between the first virtual character and multiple second virtual characters, and the multiple second virtual characters are all within the field of view of the first virtual character, displaying target outline marks of different flashing frequencies newly added for the multiple second virtual characters in the target application, wherein the target outline mark is displayed in a flashing manner in the target application; when an attack event occurs between the first virtual character and multiple second virtual characters, and the multiple second virtual characters are all within the field of view of the first virtual character, displaying target outline marks of different flow speeds newly added for the multiple second virtual characters in the target application, wherein the target outline mark
- the notes are displayed in a flowing
- the device is also used to perform at least one of the following methods:
- a perspective outline mark corresponding to the second virtual character is displayed, wherein the perspective outline mark is used to see through the model of the second virtual character in the first picture.
- a computer program product comprising a computer program/instruction, the computer program/instruction comprising a program code for executing the method shown in the flowchart.
- the computer program can be downloaded and installed from a network via a communication section 2109, and/or installed from a removable medium 2111.
- a central processor 2101 When the computer program is executed by a central processor 2101, various functions provided in the embodiments of the present application are executed.
- FIG. 21 schematically shows a block diagram of a computer system structure of an electronic device for implementing an embodiment of the present application.
- the computer system 2100 includes a central processing unit (CPU) 2101, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 2102 or the program loaded from the storage part 2108 to the random access memory (RAM) 2103. Various programs and data required for system operation are also stored in the random access memory 2103.
- the central processing unit 2101, the read-only memory 2102 and the random access memory 2103 are connected to each other through a bus 2104.
- An input/output interface 2105 input/output interface, i.e., I/O interface
- I/O interface input/output interface
- the process described in each method flow chart can be implemented as a computer software program.
- an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart.
- the computer program can be downloaded and installed from the network through the communication part 2109, and/or installed from the removable medium 2111.
- the central processor 2101 When the computer program is executed by the central processor 2101, various functions defined in the system of the present application are executed.
- an electronic device for implementing the above-mentioned display method of a virtual character is also provided, and the electronic device may be a terminal device or a server as shown in FIG1.
- the electronic device may be a terminal device or a server as shown in FIG1.
- This embodiment is illustrated by taking the electronic device as a terminal device as an example.
- the electronic device includes a memory 2202 and a processor 2204, and a computer program is stored in the memory 2202, and the processor 2204 is configured to execute the steps in any of the above-mentioned method embodiments through the computer program.
- the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
- the processor may be configured to perform the following steps through a computer program:
- FIG. 22 is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, and a mobile Internet device (Mobile Internet Devices, MID), a PAD, and other terminal devices.
- FIG. 22 does not limit the structure of the above-mentioned electronic device.
- the electronic device may also include more or fewer components (such as a network interface, etc.) than those shown in FIG. 22, or have a configuration different from that shown in FIG. 22.
- the memory 2202 can be used to store software programs and modules, such as program instructions/modules corresponding to the display method and device of the virtual character in the embodiment of the present application, and the processor 2204 executes various functional applications and data processing by running the software programs and modules stored in the memory 2202, that is, realizing the display method of the virtual character mentioned above.
- the memory 2202 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 2202 may further include a memory remotely arranged relative to the processor 2204, and these remote memories may be connected to the terminal via a network.
- the above-mentioned network examples include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof.
- the memory 2202 may be specifically used for, but not limited to, storing information such as models of virtual characters.
- the above-mentioned memory 2202 may include, but is not limited to, the first display module 2002, the second display module 2004, and the third display module 2006 in the display device of the above-mentioned virtual character.
- other module units in the display device of the virtual character may also be included but not limited to the above, which will not be described in detail in this example.
- the electronic device further includes: a display 2208 for displaying the first screen; and a connection bus 2210 for connecting various module components in the electronic device.
- the 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 a distributed system formed by connecting the multiple nodes through network communication.
- the nodes may form a peer-to-peer (P2P) network, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
- P2P peer-to-peer
- a computer-readable storage medium is provided, and a processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the display method of the virtual character provided in various optional implementation methods of the display method of the virtual character. Law.
- the computer-readable storage medium may be configured to store a computer program for performing the following steps:
- a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
- ROM read-only memory
- RAM random access memory
- magnetic disk or an 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, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application.
- the disclosed client can be implemented in other ways.
- the device embodiments described above are only schematic.
- the division of the units is only a logical function division.
- multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
- Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be 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 distributed on multiple network units. Some or all of the units may 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 may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
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Abstract
本申请公开了一种虚拟角色的显示方法和装置、存储介质及电子设备。其中,该方法包括:在目标应用中显示第一画面,第一画面中包含第一虚拟角色,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,攻击事件包括第一虚拟角色攻击了第二虚拟角色、第一虚拟角色受到第二虚拟角色的攻击和第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击中的任一项,在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置。本申请解决了相关技术中虚拟角色的显示效率较低的技术问题。
Description
优先权信息
本申请要求于2022年09月30日提交中国专利局、申请号为202211215692.2、申请名称为“虚拟角色的显示方法和装置、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,涉及一种虚拟角色的显示方法和装置、存储介质及电子设备。
目前,用户在控制虚拟角色与不同阵营的虚拟角色进行游戏时,一般不同阵营的虚拟角色数量众多,而且游戏节奏较快,导致用户受到攻击时,很大概率无法确认所受到攻击的出处,用户受到攻击想要反击时,其它阵营的虚拟角色众多,真正发动攻击的虚拟角色难以被快速认出,进而导致虚拟角色的显示效率较低。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种虚拟角色的显示方法和装置、存储介质及电子设备,以至少解决相关技术中虚拟角色的显示效率较低的技术问题。
根据本申请实施例的一个方面,提供了一种虚拟角色的显示方法,包括:在目标应用中显示第一画面,所述第一画面中包含第一虚拟角色;在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,所述目标轮廓标记是为所述第二虚拟角色新增的轮廓标记,其中,所述目标轮廓标记用于在产生了所述攻击事件的情况下,在所述第一画面中标记出所述第二虚拟角色,所述攻击事件包括所述第一虚拟角色攻击了所述第二虚拟角色、所述第一虚拟角色受到所述第二虚拟角色的攻击和所述第一虚拟角色既攻击了所述第二虚拟角色也受到所述第二虚拟角色的攻击中的任一项;在所述第二虚拟角色发生移动的情况下,将所述目标轮廓标记移动至所述第二虚拟角色对应的位置。
根据本申请实施例的另一方面,还提供了一种虚拟角色的显示装置,包括:
第一显示模块,用于在目标应用中显示第一画面,所述第一画面中包含第一虚拟角色;第二显示模块,用于在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,所述目标轮廓标记是为所述第二虚拟角色新增的轮廓标记,其中,所述目标轮廓标记用于在产生了所述攻击事件的情况下,在所述第一画面中标记出所述第二虚拟角色,所述攻击事件包括所
述第一虚拟角色攻击了所述第二虚拟角色、所述第一虚拟角色受到所述第二虚拟角色的攻击和所述第一虚拟角色既攻击了所述第二虚拟角色也受到所述第二虚拟角色的攻击中的任一项;第三显示模块,用于在所述第二虚拟角色发生移动的情况下,将所述目标轮廓标记移动至所述第二虚拟角色对应的位置。
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角色的显示方法。
根据本申请实施例的又一方面,提供一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令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指令,处理器执行该计算机指令,使得该计算机设备执行如以上虚拟角色的显示方法。
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角色的显示方法。
在本申请实施例中,采用在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置的方式,通过在产生攻击事件时,例如,第一虚拟角色攻击了第二虚拟角色,或者第一虚拟角色受到第二虚拟角色的攻击,或者第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击,在目标应用中显示用于表示第一虚拟角色与第二虚拟角色产生了攻击事件的目标轮廓标记,达到了在画面中快速标记攻击事件的第二虚拟角色,提高了虚拟角色的显示效率,从而提升了攻击事件的第二虚拟角色所处位置的用户感知能力及感知效率,提升了使用体验。
图1是根据本申请实施例的一种可选的虚拟角色的显示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角色的显示方法的流程示意图;
图3是根据本申请实施例的一种可选的虚拟角色的显示方法的示意图;
图4是根据本申请实施例的另一种可选的虚拟角色的显示方法的示意图;
图5是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图6是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图7是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图8是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图9是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图10是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图11是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图12是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图13是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图14是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图15是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图16是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图17是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图18是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图19是根据本申请实施例的又一种可选的虚拟角色的显示方法的示意图;
图20是根据本申请实施例的一种可选的虚拟角色的显示装置的结构示意图;
图21是根据本申请实施例的一种可选的虚拟角色的显示产品的结构示意图;
图22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,提供了一种虚拟角色的显示方法,可选地,在本
实施例中,上述虚拟角色的显示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。
结合图1所示,上述虚拟角色的显示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的目标应用中显示第一画面,第一画面中包含第一虚拟角色;
S2,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在终端设备103的目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,攻击事件包括第一虚拟角色攻击了第二虚拟角色、第一虚拟角色受到第二虚拟角色的攻击和第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击中的任一项;
S3,在第二虚拟角色发生移动的情况下,在终端设备103上将目标轮廓标记移动至第二虚拟角色对应的位置。
可选地,在本实施例中,上述虚拟角色的显示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;或由用户终端和服务器共同实现。
上述仅是一种示例,本实施例不做具体的限定。
可选地,作为一种可选的实施方式,如图2所示,上述虚拟角色的显示方法包括:
S202,在目标应用中显示第一画面,第一画面中包含第一虚拟角色;
可选的,在本申请实施例中,上述虚拟角色的显示方法可以但不限于应用于各种应用中,其中,以目标应用是目标游戏应用为例,上述目标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,上述的目标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是根据本发明实施例的一种虚拟角色的显示方法的示意图,如图3所示,应用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交互按钮进行第一人称和第三人称之间切换的显示界面,通过对交互对象“标记道具”执行交互操作,以允许使用上述虚拟角色
的显示方法。
需要说明的是,上述目标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,当第一虚拟角色受到其它虚拟角色攻击时,一般只会显示方向标识,以指示所受攻击的来源方向,用户也只能获知敌人攻击的方向,但当该方向具有很多掩体或其它虚拟角色时,用户无法分辨出该次攻击具体来自哪个虚拟角色,在本实施例中,通过在用户控制的第一虚拟角色受到第二虚拟角色攻击时,显示用于表示第一虚拟角色受到的攻击来自第二虚拟角色的目标轮廓标记,达到了在第一画面中快速标记向用户发动攻击的虚拟角色的目的,从而实现了提高虚拟角色的显示效率的技术效果。
可选地,在本实施例中,上述第一画面可以包括但不限于由终端设备根据服务器下发的目标应用的相关数据后,对该数据渲染得到的第一画面,还可以包括但不限于由终端设备根据目标应用在终端设备本地存储的数据渲染得到的第一画面。
可选地,在本实施例中,上述第一虚拟角色包括但不限于由用户通过参与帐号登录上述目标应用,在已经开始的一局游戏中所控制的虚拟操作对象。
可选地,在本实施例中,上述第二虚拟角色包括但不限于由其它用户在上述目标应用中通过参与帐号进行控制的与第一虚拟角色处于不同阵营的虚拟操作对象,还可以包括但不限于由服务器生成的***预设的与第一虚拟角色处于不同阵营的虚拟操作对象。
S204,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,攻击事件包括第一虚拟角色攻击了第二虚拟角色、第一虚拟角色受到第二虚拟角色的攻击和第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击中的任一项;
可选地,在本实施例中,上述攻击事件可以包括但不限于第一虚拟角色攻击了第二虚拟角色或者第一虚拟角色受到了第二虚拟角色的攻击或者第一虚拟角色既攻击了第二虚拟角色,也受到了第二虚拟角色的攻击,以第一虚拟角色受到了第二虚拟角色的攻击为例,可以包括但不限于第二虚拟角色使用虚拟攻击道具、虚拟技能、虚拟动作等游戏操作对第一虚拟角色发动的攻击操作,该攻击操作可以包括但不限于使得第一虚拟角色的虚拟生命值降低或者使得第一虚拟角色的虚拟护甲值降低,换句话说,当第一虚拟角色的角色参数由于第二虚拟角色所执行的游戏操作发生变化时,则可以理解为上述第一虚拟角色受到了第二虚拟角色的攻击,反之亦然。
可选地,在本实施例中,上述第二虚拟角色位于第一虚拟角色的视野范围内可以
理解为上述第二虚拟角色在游戏场景中所处的位置位于第一虚拟角色当前视角内部,具体而言,可以包括但不限于第二虚拟角色在第一虚拟角色的第一画面中可以被观察到。
在一个示例性的实施例中,图4是根据本发明实施例的另一种虚拟角色的显示方法的示意图,如图4所示,包括虚拟角色402、虚拟角色404、虚拟角色406,其中,虚拟角色402对应于上述第一虚拟角色,虚拟角色404、虚拟角色406均是与虚拟角色402处于不同阵营,且向虚拟角色402攻击的虚拟角色,其中,虚拟角色402的视野范围包括区域408,虚拟角色404位于区域408内部,虚拟角色406位于区域408外部,此时,上述虚拟角色404即为上述第二虚拟角色,上述虚拟角色406则不是上述第二虚拟角色。
需要说明的是,上述虚拟角色402的视野范围是可调整的,具体而言,可以包括但不限于通过触摸屏幕、移动鼠标等方式实现,当虚拟角色402的视野范围调整为区域410时,此时,上述虚拟角色404位于区域410外部,虚拟角色406位于区域410内部,虚拟角色406即为上述第二虚拟角色,上述虚拟角色404则不是上述第二虚拟角色。换句话说,虚拟角色是否为第二虚拟角色,既要对第一虚拟角色发动攻击,还要位于第一虚拟角色的视野范围内,此时,可以显示上述目标轮廓标记,以标记出上述第二虚拟角色。
S206,在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置。
可选地,在本实施例中,上述第二虚拟角色是允许移动的虚拟角色,当第二虚拟角色移动时,目标轮廓标记可以跟随第二虚拟角色移动,当然,在第二虚拟角色未进行移动时,也可以持续显示未移动的上述目标轮廓标记。
需要说明的是,还可以将上述目标轮廓标记配置为在第二虚拟角色发生移动时,取消显示上述目标轮廓标记或者在第一虚拟角色发生移动时,取消显示上述目标轮廓标记或者在目标轮廓标记已显示的时长达到预设时长时,取消显示上述目标轮廓标记。
通过本实施例,采用在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置的方式,通过在产生攻击事件时,例如,第一虚拟角色攻击了第二虚拟角色,或者第一虚拟角色受到第二虚拟角色的攻击,或者第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击,在目标应用中显示用于表示第一虚拟角色与第二虚拟角色产生了攻击事件的目标轮廓标记,达到了在画面中快速标记攻击事件的第二虚拟角色,提高了虚拟角色的显示效率,从而提升了攻击事件的第二虚拟角色所处位置的用户感知能力及感知效率,提升了使用体验。
作为一种可选的方案,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,具体可以为:攻击事件为第一
虚拟角色受到第二虚拟角色的攻击时,在目标应用中显示目标轮廓标记,其中,目标轮廓标记用于表示第一虚拟角色受到的攻击来自第二虚拟角色。
可选地,在本实施例中,上述目标轮廓标记可以包括但不限于用于表示第一虚拟角色所受到的攻击来自于第二虚拟角色,也即,在第一画面中标记出向第一虚拟角色发动攻击的第二虚拟角色,以使得用户通过第一虚拟角色的视角,快速确认所受攻击的来源。
具体而言,上述目标轮廓标记可以包括但不限于位置标记、轮廓标记、颜色标记等,以在第二虚拟角色所在的位置标记出该第二虚拟角色。
在一个示例性的实施例中,图5是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图5所示,包括虚拟角色502、虚拟角色504,其中,虚拟角色502对应于上述第一虚拟角色,虚拟角色504对应于上述第二虚拟角色,在虚拟角色504向虚拟角色502发动攻击后,在虚拟角色502的第一画面中对虚拟角色504通过目标轮廓标记进行标记,以便于控制虚拟角色502的用户快速分辨出上述虚拟角色504即是向自己发动攻击的虚拟角色,可以理解的是,上述虚拟角色502与虚拟角色504处于不同阵营,且虚拟角色502的视野范围内包括了虚拟角色504。
通过本实施例,通过在用户控制的第一虚拟角色受到第二虚拟角色攻击时,显示用于表示第一虚拟角色受到的攻击来自第二虚拟角色的目标轮廓标记,达到了在第一画面中快速标记向用户发动攻击的虚拟角色的目的,从而实现了提高虚拟角色的显示效率、使得用户可以快速获知对自己发动攻击的敌人所处位置,提高了虚拟角色的显示效率,从而提升了攻击事件的第二虚拟角色所处位置的用户感知能力及感知效率,提升了使用体验。
作为一种可选的方案,上述方法还包括以下至少一种:在第一画面中显示第一道具标记,其中,第一道具标记用于在第一画面中标记第二虚拟角色攻击第一虚拟角色所使用的虚拟道具;在第一画面中显示第一阵营标记,其中,第一阵营标记用于在第一画面中标记攻击第一虚拟角色的第二虚拟角色所处的阵营。可选地,在本实施例中,上述目标轮廓标记可以包括但不限于根据上述第二虚拟角色的角色模型生成的轮廓标记,该轮廓标记可以以线条的形式在第一画面中标记出上述目标轮廓标记。
可选地,在本实施例中,上述第一道具标记可以包括但不限于标记出上述第二虚拟角色攻击第一虚拟角色所使用的虚拟道具,或者标记出上述第二虚拟角色攻击第一虚拟角色所使用的虚拟技能等,以使受攻击的用户可以快速判断攻击自己的敌人所使用的道具,进而,快速制定出对该敌人的反击方案,增加了游戏趣味性,提高了用户的操作效率。
可选地,在本实施例中,上述第一阵营标记可以包括但不限于标记出上述第二虚拟角色攻击第一虚拟角色时,上述第二虚拟角色所处的阵营,需要说明的是,上述目标应用所建立的游戏可以由不少于三个阵营同时参加,此时,用户所控制的虚拟角色在受到攻击时,无法获知是哪个阵营的敌人攻击自己,如果不同阵营的第二虚拟角色的外观相似时,用户难以有选择地针对某个阵营的第二虚拟角色进行反击,通过上述
阵营标记,受攻击的用户可以进行区别,以针对性地进行反击,增加了游戏趣味性,提高了用户的操作效率。
在一个示例性的实施例中,图6是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图6所示,包括虚拟角色602、虚拟角色604,其中,虚拟角色602对应于上述第一虚拟角色,虚拟角色604对应于上述第二虚拟角色,在虚拟角色604向虚拟角色602发动攻击后,在虚拟角色602的第一画面中对虚拟角色604通过目标轮廓标记606进行标记,再根据虚拟角色604所使用的虚拟道具或者虚拟角色所处的阵营,通过第一道具标记608或者第一阵营标记610进行标记,以使控制虚拟角色602的用户快速获知敌人的相关阵营信息、相关道具信息等,提高了用户的游戏效率,丰富了用户的选择。
作为一种可选的方案,攻击事件为第一虚拟角色受到第二虚拟角色的攻击时,在目标应用中显示目标轮廓标记,包括以下至少一种:根据第一虚拟角色的虚拟生命值在目标应用中显示目标轮廓标记,其中,目标轮廓标记的颜色根据第一虚拟角色的虚拟生命值的取值确定;根据第一虚拟角色的虚拟生命值在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据第一虚拟角色的虚拟生命值的取值确定;根据第二虚拟角色的攻击第一虚拟角色的攻击次数,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据攻击次数的取值确定。
可选地,在本实施例中,上述虚拟生命值可以根据不同目标应用进行灵活设置,该虚拟生命值用于表示上述第一虚拟角色是否被击中以及是否被击败,当第一虚拟角色扣除部分虚拟生命值时,则可理解为上述第一虚拟角色受到攻击,当第一虚拟角色的虚拟生命值被全部扣除或者达到预设阈值时,则可理解为上述第一虚拟角色被击败。
可选地,在本实施例中,上述目标轮廓标记可以设置为边缘线条为彩色的轮廓标记,例如,红色标记、绿色标记等,还可以将上述目标轮廓标记的颜色与上述第一虚拟角色当前的虚拟生命值的取值进行关联,可以将上述颜色的深浅程度与上述虚拟生命值的取值设置为负相关,也即,当第一虚拟角色具有的虚拟生命值越少时,则上述目标轮廓标记颜色越深,此时,用户在观察到较深颜色的目标轮廓标记时,可以判断自身虚拟生命值较少,应当尽快击败具有目标轮廓标记的第二虚拟角色,以避免被该第二虚拟角色击败。
可选地,在本实施例中,上述目标轮廓标记可以设置为填充图案的轮廓标记,例如,填充了预设颜色的轮廓标记等,可以将上述目标轮廓标记的清晰度与上述第一虚拟角色当前的虚拟生命值的取值进行关联,可以将上述清晰度的高低与上述虚拟生命值的取值设置为负相关,也即,当第一虚拟角色具有的虚拟生命值越少时,则上述目标轮廓标记的清晰度越高,此时,用户在自身虚拟生命值较少时,可以观察到较清晰的目标轮廓标记,以尽快击败具有目标轮廓标记的第二虚拟角色,避免被该第二虚拟角色击败。
可选地,在本实施例中,上述目标轮廓标记可以设置为填充图案的轮廓标记,例如,填充了预设颜色的轮廓标记等,可以将上述目标轮廓标记的清晰度与上述第二虚
拟角色的攻击第一虚拟角色的攻击次数进行关联,可以将上述清晰度的高低与上述攻击次数的取值设置为正相关,也即,当攻击次数越多时,则上述目标轮廓标记的清晰度越高,避免由于清晰度不够,导致用户在显示目标轮廓标记的情况下,依旧无法观察到第二虚拟角色。
在一个示例性的实施例中,图7是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图7所示,包括虚拟角色702、虚拟角色704,其中,虚拟角色702对应于上述第一虚拟角色,虚拟角色704对应于上述第二虚拟角色,在虚拟角色704向虚拟角色702发动攻击后,在虚拟角色702的第一画面中对虚拟角色704通过目标轮廓标记706进行标记,此时,虚拟角色的虚拟生命值为60,当虚拟角色704继续攻击虚拟角色702,此时,虚拟角色的虚拟生命值由60扣除至20,在虚拟角色702的第一画面中对虚拟角色704通过目标轮廓标记708进行标记,由图7中线条粗细可知,当虚拟角色702的虚拟生命值越低,则目标轮廓标记的颜色越深、清晰度越高,以便控制虚拟角色702的用户加快获知敌人轮廓信息的速度,提高了用户的游戏效率,丰富了用户的选择。
通过本实施例,通过显示受到攻击的来源虚拟角色的轮廓,以清楚地将攻击来源的虚拟角色的轮廓展示在第一画面中,使得用户可以快速获知对自己发动攻击的敌人所处位置,提升了使用体验,提高了虚拟角色的显示效率。
作为一种可选的方案,上述方法还包括:在第一虚拟角色受到多个第二虚拟角色的攻击、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示与多个第二虚拟角色一一对应的多个目标轮廓标记;在多个第二虚拟角色中除目标虚拟角色之外的其它虚拟角色均由第一虚拟角色的视野范围内移动至第一虚拟角色的视野范围外的情况下,取消显示目标虚拟角色对应的目标轮廓标记。
可选地,在本实施例中,在第一虚拟角色受到多个第二虚拟角色在预设时间周期内的攻击时,可以在目标应用中显示与多个第二虚拟角色一一对应的多个目标轮廓标记,也即,上述目标轮廓标记可以设置为允许同时存在多个,还可以设置数量上限,在未达到上述数量上限时,可以同时显示上述多个目标轮廓标记,还可以设置为在预设时间周期内允许同时显示的数量上限,该预设时间周期可以包括但不限于为每个目标轮廓标记配置上述预设时间周期,该时间周期从第一虚拟角色受到第二虚拟角色攻击开始计时,直到达到上述预设时间周期时,取消显示上述目标轮廓标记。
可选地,在本实施例中,上述多个第二虚拟角色中除目标虚拟角色之外的其它虚拟角色均由第一虚拟角色的视野范围内移动至第一虚拟角色的视野范围外,可以理解为上述多个第二虚拟角色中部分或全部第二虚拟角色在攻击第一虚拟角色之后处于移动状态,当第一虚拟角色的视野范围内只剩下目标虚拟角色时,取消显示上述目标虚拟角色对应的目标轮廓标记,由于此时视野范围内仅存在一个第二虚拟角色,因此,用户控制的第一虚拟角色可能无需再通过上述目标轮廓标记查看上述目标虚拟角色,通过取消显示与目标虚拟角色相关联的目标轮廓标记,可以降低***渲染开销和计算开销,避免了计算资源的浪费。
在一个示例性的实施例中,图8是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图8所示,包括虚拟角色802、虚拟角色804、虚拟角色806以及虚拟角色808,其中,虚拟角色802对应于上述第一虚拟角色,虚拟角色804、虚拟角色806以及虚拟角色808对应于上述第二虚拟角色,共同组成上述多个第二虚拟角色,在虚拟角色804、虚拟角色806以及虚拟角色808向虚拟角色802发动攻击后,在虚拟角色802的第一画面中对虚拟角色804、虚拟角色806以及虚拟角色808通过目标轮廓标记进行标记,此时,虚拟角色804以及虚拟角色808朝上述虚拟角色802的视野范围之外移动,当虚拟角色804以及虚拟角色808移动至视野范围之外,且虚拟角色806处于视野范围之内时,虚拟角色806即为上述目标虚拟角色,此时,可以取消显示上述第一虚拟角色标识,降低***渲染开销和计算开销,避免了计算资源的浪费。
需要说明的是,上述多个第二虚拟角色移动至第一虚拟角色的视野范围外还可以包括但不限于由第一虚拟角色的视角切换行为实现,当用户执行视角切换行为时,第一虚拟角色的视野范围会发生变更,此时,位于第一虚拟角色的视野范围内部的第二虚拟角色也可能发生变更,可以是全部第二虚拟角色均发生变更,也可以是部分第二虚拟角色发生变更,还可以是全部第二虚拟角色均未发生变更,本实施例中,当部分第二虚拟角色发生变更,仅在第一虚拟角色的视野范围内部保留了目标虚拟角色时,才会取消显示与目标虚拟角色对应的第一虚拟角色标识。
作为一种可选的方案,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,具体可以为:攻击事件为第一虚拟角色攻击了第二虚拟角色时,在目标应用中显示目标轮廓标记,其中,目标轮廓标记用于表示第二虚拟角色受到的攻击来自第一虚拟角色。
可选地,在本实施例中,上述第二虚拟角色包括但不限于由其它用户在上述目标应用中通过参与帐号进行控制的与第一虚拟角色处于不同阵营的虚拟操作对象,还可以包括但不限于由服务器生成的***预设的与第一虚拟角色处于不同阵营的虚拟操作对象。
可选地,在本实施例中,上述第一虚拟角色攻击了第二虚拟角色可以包括但不限于第一虚拟角色使用虚拟攻击道具、虚拟技能、虚拟动作等游戏操作对第二虚拟角色发动的攻击操作,该攻击操作可以包括但不限于使得第二虚拟角色的虚拟生命值降低或者使得第二虚拟角色的虚拟护甲值降低,换句话说,当第二虚拟角色的角色参数由于第一虚拟角色所执行的游戏操作发生变化时,则可以理解为上述第一虚拟角色攻击了第二虚拟角色。
可选地,在本实施例中,上述第二虚拟角色位于第一虚拟角色的视野范围内可以理解为第二虚拟角色在第一虚拟角色的第一画面中可以被查找到,或者,上述第二虚拟角色在游戏场景中所处的位置位于第一虚拟角色当前视角内部。
可选地,在本实施例中,上述目标轮廓标记用于表示第一虚拟角色攻击的第二虚拟角色,也即,在第一画面中标记出第一虚拟角色发动攻击的第二虚拟角色,以使得用户通过第一虚拟角色的视角,快速确认攻击到的虚拟角色,防止攻击目标的丢失。
具体而言,上述目标轮廓标记可以包括但不限于位置标记、轮廓标记、颜色标记等,以在第二虚拟角色所在的位置标记出该第二虚拟角色。
在一个示例性的实施例中,图9是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图9所示,包括虚拟角色902、虚拟角色904,其中,虚拟角色902对应于上述第一虚拟角色,虚拟角色904对应于上述第二虚拟角色,在虚拟角色902向虚拟角色904发动攻击后,在虚拟角色902的第一画面中对虚拟角色904通过目标轮廓标记进行标记,以便于控制虚拟角色902的用户快速分辨出上述虚拟角色904即是自己发动攻击的虚拟角色,可以理解的是,上述虚拟角色902与虚拟角色904处于不同阵营,且虚拟角色902的视野范围内包括了虚拟角色904。
可选地,在本实施例中,上述第二虚拟角色是允许移动的虚拟角色,当第二虚拟角色移动时,目标轮廓标记可以跟随第二虚拟角色移动,当然,在第二虚拟角色未进行移动时,也可以持续显示未移动的上述目标轮廓标记。
需要说明的是,还可以将上述目标轮廓标记配置为在第二虚拟角色发生移动时,取消显示上述目标轮廓标记或者在第二虚拟角色发生移动时,取消显示上述目标轮廓标记或者在目标轮廓标记已显示的时长达到预设时长时,取消显示上述目标轮廓标记。
通过本实施例,在用户控制的第一虚拟角色攻击第二虚拟角色攻击时,显示用于表示第一虚拟角色攻击了第二虚拟角色的目标轮廓标记,达到了在用户对其它虚拟角色攻击时,在第一画面中快速标记攻击的虚拟角色的目的,从而提高了虚拟角色的显示效率、使得用户可以快速获知自己发动攻击的敌人所处位置,提升了使用体验。
作为一种可选的方案,攻击事件为第一虚拟角色攻击了第二虚拟角色时,在目标应用中显示目标轮廓标记,包括以下至少一种:在第一画面中显示第二道具标记,其中,第二道具标记用于在第一画面中标记第一虚拟角色攻击第二虚拟角色时,第二虚拟角色所使用的虚拟道具;在第一画面中显示第二阵营标记,其中,第二阵营标记用于在第一画面中标记第一虚拟角色攻击的第二虚拟角色所处的阵营。
可选地,在本实施例中,上述目标轮廓标记可以包括但不限于根据上述第二虚拟角色的角色模型生成的轮廓标记,该轮廓标记可以以线条的形式在第一画面中标记出上述目标轮廓标记。
可选地,在本实施例中,上述第二道具标记可以包括但不限于标记出上述第二虚拟角色攻击第一虚拟角色所使用的虚拟道具,或者标记出上述第二虚拟角色攻击第一虚拟角色所使用的虚拟技能等,以使受攻击的用户可以快速判断攻击自己的敌人所使用的道具,进而,快速制定出对该敌人的反击方案,增加了游戏趣味性,提高了用户的操作效率。
可选地,在本实施例中,上述第二阵营标记可以包括但不限于标记出上述第二虚拟角色攻击第一虚拟角色时,上述第二虚拟角色所处的阵营,需要说明的是,上述目标应用所建立的游戏可以由不少于三个阵营同时参加,此时,用户所控制的虚拟角色在受到攻击时,无法获知是哪个阵营的敌人攻击自己,如果不同阵营的第二虚拟角色的外观相似时,用户难以有选择地针对某个阵营的第二虚拟角色进行反击,通过上述
阵营标记,受攻击的用户可以进行区别,以针对性地进行反击,增加了游戏趣味性,提高了用户的操作效率。
在一个示例性的实施例中,图10是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图10所示,包括虚拟角色1002、虚拟角色1004,其中,虚拟角色1002对应于上述第一虚拟角色,虚拟角色1004对应于上述第二虚拟角色,在虚拟角色1002向虚拟角色1004发动攻击后,在虚拟角色1002的第一画面中对虚拟角色1004通过目标轮廓标记10010进行标记,再根据虚拟角色1004所使用的虚拟道具或者虚拟角色1004所处的阵营,通过第二道具标记1008或者第二阵营标记1006进行标记,以使控制虚拟角色1002的用户快速获知敌人的相关阵营信息、相关道具信息等,提高了用户的游戏效率,丰富了用户的选择。
作为一种可选的方案,攻击事件为第一虚拟角色攻击了第二虚拟角色时,在目标应用中显示目标轮廓标记,,包括以下至少一种:根据受到第一虚拟角色攻击的第二虚拟角色的虚拟生命值,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的颜色根据第二虚拟角色的虚拟生命值的取值确定;根据受到第一虚拟角色攻击的第二虚拟角色的虚拟生命值,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据第二虚拟角色的虚拟生命值的取值确定;根据第一虚拟角色攻击第二虚拟角色的攻击次数,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据攻击次数的取值确定。
可选地,在本实施例中,上述虚拟生命值可以根据不同目标应用进行灵活设置,该虚拟生命值用于表示上述第二虚拟角色是否被击中以及是否被击败,当第二虚拟角色扣除部分虚拟生命值时,则可理解为上述第二虚拟角色受到攻击,当第二虚拟角色的虚拟生命值被全部扣除或者达到预设阈值时,则可理解为上述第二虚拟角色被击败。
可选地,在本实施例中,上述目标轮廓标记可以设置为边缘线条为彩色的轮廓标记,例如,红色标记、绿色标记等,还可以将上述目标轮廓标记的颜色与上述第二虚拟角色当前的虚拟生命值的取值进行关联,可以将上述颜色的深浅程度与上述虚拟生命值的取值设置为负相关,也即,当第一虚拟角色具有的虚拟生命值越少时,则上述目标轮廓标记颜色越深,此时,用户在观察到较深颜色的目标轮廓标记时,可以判断该第二虚拟角色快要被击败,应当尽快击败具有目标轮廓标记的第二虚拟角色,以提高击败虚拟角色的效率。
可选地,在本实施例中,上述目标轮廓标记可以设置为填充图案的轮廓标记,例如,填充了预设颜色的轮廓标记等,可以将上述目标轮廓标记的清晰度与上述第二虚拟角色当前的虚拟生命值的取值进行关联,可以将上述清晰度的高低与上述虚拟生命值的取值设置为负相关,也即,当第二虚拟角色具有的虚拟生命值越少时,则上述目标轮廓标记的清晰度越高,此时,用户在第二虚拟角色的虚拟生命值较少时,可以观察到较清晰的目标轮廓标记,以尽快击败具有目标轮廓标记的第二虚拟角色,以提高击败虚拟角色的效率。
可选地,在本实施例中,上述目标轮廓标记可以设置为填充图案的轮廓标记,例
如,填充了预设颜色的轮廓标记等,可以将上述目标轮廓标记的清晰度与上述第一虚拟角色攻击第二虚拟角色的攻击次数进行关联,可以将上述清晰度的高低与上述攻击次数的取值设置为正相关,也即,当攻击次数越多时,则上述目标轮廓标记的清晰度越高,避免由于清晰度不够,导致用户在显示目标轮廓标记的情况下,无法完成对第二虚拟角色持续攻击。
在一个示例性的实施例中,图11是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图11所示,包括虚拟角色1102、虚拟角色1104,其中,虚拟角色1102对应于上述第一虚拟角色,虚拟角色1104对应于上述第二虚拟角色,在虚拟角色1102向虚拟角色1104发动攻击后,在虚拟角色1102的第一画面中对虚拟角色1104通过目标轮廓标记1106进行标记,此时,虚拟角色的虚拟生命值为60,当虚拟角色1104继续攻击虚拟角色1102,此时,虚拟角色的虚拟生命值由60扣除至20,在虚拟角色1102的第一画面中对虚拟角色1104通过目标轮廓标记1108进行标记,由图11中线条粗细可知,当虚拟角色1102的虚拟生命值越低,则目标轮廓标记的颜色越深、清晰度越高,以便控制虚拟角色1102的用户加快获知敌人轮廓信息的速度,提高了用户的游戏效率,丰富了用户的选择。
通过本实施例,通过显示受到攻击的来源虚拟角色的轮廓,以清楚地将攻击来源的虚拟角色的轮廓展示在第一画面中,使得用户可以快速获知对自己发动攻击的敌人所处位置,提升了使用体验,提高了虚拟角色的显示效率。
作为一种可选的方案,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,具体可以为以下至少一种:
在第一虚拟角色与多个第二虚拟角色之间产生攻击事件、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示针对多个第二虚拟角色新增的不同颜色的目标轮廓标记;在第一虚拟角色与多个第二虚拟角色之间产生攻击事件、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示针对多个第二虚拟角色新增的不同闪烁频率的目标轮廓标记,其中,目标轮廓标记在目标应用中以闪烁的方式显示;在第一虚拟角色与多个第二虚拟角色之间产生攻击事件、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示针对多个第二虚拟角色新增的不同流动速度的目标轮廓标记,其中,目标轮廓标记在目标应用中以流动的方式显示。
可选地,在本实施例中,当存在多个第二虚拟角色时,可以为多个第二虚拟角色显示不同颜色的目标轮廓标记,还可以包括但不限于为多个第二虚拟角色显示不同闪烁频率的目标轮廓标记,还可以包括但不限于为多个第二虚拟角色显示不同流动速度的目标轮廓标记。
需要说明的是,上述目标轮廓标记可以设置为按照预设闪烁频率闪烁显示,以提示用户关注该轮廓标记所对应的区域,目标轮廓标记还可以设置为流动显示的轮廓标记,以提示用户关注该轮廓标记所对应的区域。
在一个示例性的实施例中,在第一虚拟角色既受到第二虚拟角色的攻击、也攻击
了第二虚拟角色、且第二虚拟角色和第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示不同颜色的目标轮廓标记,其中,对第一虚拟角色发动攻击的第二虚拟角色与第一虚拟角色攻击的第二虚拟角色所对应的目标轮廓标记的颜色不同。
可选地,在本实施例中,上述第一虚拟角色允许在受到第二虚拟角色攻击的过程中,同时攻击第二虚拟角色,上述第一虚拟角色也允许受到第二虚拟角色攻击之后,再攻击第二虚拟角色,上述第一角色还可以允许在攻击第二虚拟角色之后,再受到上述第二虚拟角色的攻击。
在一个示例性的实施例中,图12是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图12所示,包括虚拟角色1202、虚拟角色1204以及虚拟角色1206,其中,虚拟角色1202对应于上述第一虚拟角色,虚拟角色1204对应于上述受到第一虚拟角色攻击的第二虚拟角色,虚拟角色1206对应于上述第一虚拟角色攻击的第二虚拟角色,在虚拟角色1202向虚拟角色1206发动攻击后,在虚拟角色1202的第一画面中对虚拟角色1206通过目标轮廓标记1208进行标记,以便于控制虚拟角色1202的用户快速分辨出上述虚拟角色1206即是自己发动攻击的虚拟角色,可以理解的是,上述虚拟角色1202与虚拟角色1206处于不同阵营,且虚拟角色1202的视野范围内包括了虚拟角色1206;
在虚拟角色1204向虚拟角色1202发动攻击后,在虚拟角色1202的第一画面中对虚拟角色1204通过目标轮廓标记1206进行标记,以便于控制虚拟角色1202的用户快速分辨出上述虚拟角色1204即是向自己发动攻击的虚拟角色,可以理解的是,上述虚拟角色1202与虚拟角色1204处于不同阵营,且虚拟角色1202的视野范围内包括了虚拟角色1204。
通过本实施例,通过同时显示受到攻击的来源虚拟角色的轮廓或攻击的虚拟角色的轮廓,以清楚地将虚拟角色展示在第一画面中,提升了使用体验,提高了虚拟角色的显示效率。
作为一种可选的方案,上述方法还包括:在第一虚拟角色攻击了第二虚拟角色、且第二虚拟角色被击败的情况下,在第二虚拟角色被击败时所处的位置显示目标虚拟对象,其中,目标虚拟对象用于显示目标虚拟对象预设范围内与第一虚拟角色处于不同阵营的虚拟角色;在目标虚拟对象的预设范围内存在与第一虚拟角色处于不同阵营的虚拟角色,且第一画面显示有小地图画面的情况下,在小地图画面中显示目标位置标记,其中,目标位置标记用于表示目标虚拟对象的预设范围内存在的与第一虚拟角色处于不同阵营的虚拟角色在小地图画面中对应的位置;在目标虚拟对象的预设范围内与第一虚拟角色处于不同阵营的虚拟角色发生移动的情况下,将目标位置标记移动至目标虚拟对象预设范围内与第一虚拟角色处于不同阵营的虚拟角色对应的位置。
可选地,在本实施例中,上述目标虚拟对象可以包括但不限于为动画、虚拟物体等,以目标虚拟对象是光圈动画为例,可以在第二虚拟角色被击败时所处的位置显示光圈动画,以指示该光圈动画的预设范围内与第一虚拟角色处于不同阵营的虚拟角色
需要被显示。
需要说明的是,在显示上述处于目标虚拟对象预设范围内的虚拟角色时,可以通过在小地图画面中进行显示,以便于用户快速获知该类虚拟角色的位置,进而执行后续操作。
可选地,在本实施例中,上述目标位置标记用于在小地图画面中表示与第一虚拟角色处于不同阵营的虚拟角色在小地图画面中对应的位置,当与第一虚拟角色处于不同阵营的虚拟角色移动时,上述目标位置标记在在小地图画面中跟随移动。
在一个示例性的实施例中,图13是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图13所示,包括虚拟角色1302、虚拟角色1304以及虚拟角色1306,其中,虚拟角色1302对应于上述第一虚拟角色,虚拟角色1304对应于上述第二虚拟角色,虚拟角色1306对应于上目标虚拟对象的预设范围内与第一虚拟角色处于不同阵营的虚拟角色,在虚拟角色1302击败了虚拟角色1304后,在虚拟角色1304所处位置生成目标虚拟对象,并获取目标虚拟对象预设范围内的虚拟角色1306的位置,将虚拟角色1306对应的标识1308显示在小地图画面1310上,以便于用户在击败第二虚拟角色之后,可以查看到第二虚拟角色被击败时周围的其他不同阵营的虚拟角色,以进行后续攻击操作。
作为一种可选的方案,上述方法还包括:在攻击事件为第一虚拟角色受到第二虚拟角色的攻击、第二虚拟角色位于第一虚拟角色的视野范围内,且在第一虚拟角色与第二虚拟角色之间存在虚拟障碍物的情况下,在第一画面显示第二虚拟角色对应的透视轮廓标记,其中,透视轮廓标记用于透视出第二虚拟角色在第一画面中的模型;在攻击事件为第一虚拟角色攻击了第二虚拟角色、第二虚拟角色位于第一虚拟角色的视野范围内,且第一虚拟角色与第二虚拟角色之间存在虚拟障碍物的情况下,在第一画面显示第二虚拟角色对应的透视轮廓标记。
可选地,在本实施例中,上述透视轮廓标记可以包括但不限于根据上述第二虚拟角色的透视角色模型生成的透视状态的轮廓标记,该轮廓标记可以以线条的形式在第一画面中标记出上述透视轮廓标记。
在一个示例性的实施例中,图14是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图14所示,包括虚拟角色1402、虚拟角色1404,其中,虚拟角色1402对应于上述第一虚拟角色,虚拟角色1404对应于上述第二虚拟角色,当虚拟角色1404位于障碍物之后,此时,可以理解为虚拟角色1404位于虚拟角色1402的视野范围之外,此时显示第一轮廓标记,以通过透视效果显示上述虚拟角色1404,便于用户快速找到隐藏在虚拟障碍物之后的虚拟角色1404,以进行后续攻击操作。
通过本实施例,当该虚拟角色在视野范围内,但该虚拟角色与用户控制的虚拟角色之间存在虚拟障碍物时,可以通过显示虚拟角色的轮廓,以透视出虚拟角色在游戏场景中的模型,便于用户获知已标记的虚拟角色在未出现在第一画面内时所处的位置,避免由于视野被遮挡导致丢失敌人的位置,提升了使用体验,提高了虚拟角色的显示效率。
作为一种可选的方案,上述方法还包括以下至少之一:在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,显示第三虚拟角色可见的目标轮廓标记,其中,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;在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,显示第二虚拟角色对应的透视轮廓标记,其中,透视轮廓标记用于透视出第二虚拟角色在第一画面中的模型。
可选的,在本实施例中,第三虚拟角色即为与上述第一虚拟角色处于相同阵营的虚拟角色,也即,当第一虚拟角色被第二虚拟角色攻击或攻击了第二虚拟角色时,在第一虚拟角色以及与第一虚拟角色处于相同阵营的第三虚拟角色的第一画面上,均会显示上述目标轮廓标记。
可选的,在本实施例中,上述透视轮廓标记可以包括但不限于标记出该第二虚拟角色的角色模型,上述透视轮廓标记除了标记出该第二虚拟角色的角色模型的边缘外,还可以标记出上述第二虚拟角色的内部纹理,上述内部纹理可以按照受到攻击时,扣除生命值的不同进行划分,例如,将虚拟角色的胸部与手臂部通过轮廓标记进行划分,以便于用户查看该第二虚拟角色的不同部位所在的位置。
需要说明的是,上述透视轮廓标记可以配置为当第一虚拟角色和第二虚拟角色产生了攻击事件后,直接进行显示,该透视轮廓标记可以持续显示在第一画面中,即使第二虚拟角色的角色模型未显示在第一虚拟角色的第一画面时,维持显示上述透视轮廓标记,以避免例如第二虚拟角色移动至虚拟障碍物之后,造成第二虚拟角色的角色模型未显示在第一虚拟角色的第一画面,用户难以查找到该第二虚拟角色的问题。
下面结合具体的示例,对本申请进行进一步的解释说明:
用户可以携带多种类型的虚拟道具,例如,可以包括但不限于防护类型虚拟道具,免疫类型虚拟道具,辅助进攻类型虚拟道具,其中,辅助进攻类型可以包括但不限于标识敌对阵营的虚拟角色的轮廓的虚拟定位芯片道具,也即,上述虚拟定位芯片道具属于辅助进攻类型道具,虚拟定位芯片道具可以设置为被动技能,在装备虚拟定位芯片道具后进入一局游戏内即可生效,可以不需要任何条件就可以激活其对应的功能。
现有游戏应用中,当用户被攻击时,可以通过显示受攻击时的方向指标,该指标所指向的即为敌人攻击的方向,但是,该方向不能完全表达敌人当前的位置,也无法表达是被哪个敌人攻击,为后续操作带来困难,因为敌人可以不断在移动来变更位置,此时,如果玩家装备了本申请所记载的虚拟定位芯片道具,则可将攻击用户的游戏角色在第一画面中标记出。
此外,为了便于用户查看被用户攻击到的游戏角色,对被用户攻击的游戏角色也可增加标记轮廓的功能。
在一个示例性的实施例中,在用户参与游戏时,由于大多数情况下需要多次攻击同一游戏角色,才可击败该游戏角色,因此,为被标记的敌人增加穿墙透视的效果,这样当敌人移动至虚拟墙壁等障碍物之后,亦可轻易将其寻找出来。
此外,当标记的游戏角色被用户击败后,该游戏角色可以在原地产生一个光圈,
在该光圈的预设范围内的其他敌人的位置将会被暴露出来,其暴露的形式可以包括但不限于通过小地图显示红点的方式。
在一个示例性的实施例中,图15是根据本发明实施例的又一种虚拟角色的显示方法的示意图,如图15所示,可以包括但不限于如下流程:
S1,开始;
S2,用户控制的虚拟角色装备虚拟定位芯片道具;
S3,判断用户控制的虚拟角色是否产生伤害(对应于前述的受到第二虚拟角色攻击或攻击了第二虚拟角色),在判断结果为否的情况下,返回步骤S2;
S4,在判断结果为是的情况下,标记目标的轮廓;
S5,判断是否穿过了虚拟墙壁,在判断结果为否的情况下,返回步骤S4;
S6,在判断结果为是的情况下,产生透视效果;
S7,判断是否击败了标记目标,在判断结果为否的情况下,返回步骤S6;
S8,在判断结果为是的情况下,产生一个光圈;
S9,判断是否有目标在光圈内,在判断结果为否的情况下,返回步骤S8;
S10,在判断结果为是的情况下,暴露目标位置在地图上面;
S11,结束。
需要说明的是,首先将存在于虚拟地图上的玩家的位置与小地图的位置之间映射关系进行建立,其实现的原理可以包括但不限于是在大地图中选取三个点ABC,同样的小地图上面也选取三个点作为映射点A1B1C1,然后分别计算每个敌人与大地图中与光圈P之间的距离与相对的方向,即可确定AP,BP,CP,然后可以计算出A1P1,A2P2,A3P3,再将P1,P2,P3取平均值P0,那么该值即为小地图中要显示的位置。
此外,上述虚拟角色的显示方法还可以通过获取被标记的敌人的位置,以及用户当前的位置,从用户位置发射出射线检测,射线检测的距离为标记的敌人到用户位置的距离,若射线在中间检测到障碍物,则表示标记的敌人与用户之间有障碍物阻隔,此时可以产生透视效果。
在一个示例性的实施例中,将要描边的模型添加到特定层中,复制一个摄像机,渲染一张黑色纹理,如图16所示,将描边对象扣除为白色的纹理,如图17所示,对该纹理进行模糊操作,如图18所示,将模糊后的纹理减去模糊前的纹理,获得边缘纹理,如图19所示,将边缘纹理和主摄像机熏染的纹理叠加。
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角色的显示方法的虚拟角色的显示装置。如图20所示,该装置包括:
第一显示模块2002,用于在目标应用中显示第一画面,第一画面中包含第一虚拟角色;
第二显示模块2004,用于在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,攻击事件包括第一虚拟角色攻击了第二虚拟角色、第一虚拟角色受到第二虚拟角色的攻击和第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击中的任一项;
第三显示模块2006,用于在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置。
作为一种可选的方案,装置用于通过如下方式在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,:攻击事件为第一虚拟角色受到第二虚拟角色的攻击时,在目标应用中显示目标轮廓标记,其中,目标轮廓标记用于表示第一虚拟角色受到的攻击来自第二虚拟角色。
作为一种可选的方案,装置还用于执行以下至少一种方法:在第一画面中显示第一道具标记,其中,第一道具标记用于在第一画面中标记第二虚拟角色攻击第一虚拟角色所使用的虚拟道具;在第一画面中显示第一阵营标记,其中,第一阵营标记用于在第一画面中标记攻击第一虚拟角色的第二虚拟角色所处的阵营。
作为一种可选的方案,装置用于通过如下至少一种方式在攻击事件为第一虚拟角色受到第二虚拟角色的攻击时,在目标应用中显示目标轮廓标记:根据第一虚拟角色的虚拟生命值在目标应用中显示目标轮廓标记,其中,目标轮廓标记的颜色根据第一虚拟角色的虚拟生命值的取值确定;根据第一虚拟角色的虚拟生命值在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据第一虚拟角色的虚拟生命值的取值确定;根据第二虚拟角色的攻击第一虚拟角色的攻击次数,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据攻击次数的取值确定。
作为一种可选的方案,装置还用于:在第一虚拟角色受到多个第二虚拟角色的攻击、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示与多个第二虚拟角色一一对应的多个目标轮廓标记;在多个第二虚拟角色中除目标虚拟角色之外的其它虚拟角色均由第一虚拟角色的视野范围内移动至第一虚拟角色的视野范围外的情况下,取消显示目标虚拟角色对应的目标轮廓标记。
作为一种可选的方案,装置用于通过如下方式在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记:攻击事件为第一虚拟角色攻击了第二虚拟角色时,在目标应用中显示目标轮廓标记,其中,目标轮廓标记用于表示第二虚拟角色受到的攻击来自第一虚拟角色。
作为一种可选的方案,装置用于通过如下至少一种方式在目标应用中显示目标轮
廓标记:在第一画面中显示第二道具标记,其中,第二道具标记用于在第一画面中标记第一虚拟角色攻击第二虚拟角色时,第二虚拟角色所使用的虚拟道具;在第一画面中显示第二阵营标记,其中,第二阵营标记用于在第一画面中标记第一虚拟角色攻击的第二虚拟角色所处的阵营。
作为一种可选的方案,装置用于通过如下至少一种方式在目标应用中显示目标轮廓标记,:根据受到第一虚拟角色攻击的第二虚拟角色的虚拟生命值,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的颜色根据第二虚拟角色的虚拟生命值的取值确定;根据受到第一虚拟角色攻击的第二虚拟角色的虚拟生命值,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据第二虚拟角色的虚拟生命值的取值确定;根据第一虚拟角色攻击第二虚拟角色的攻击次数,在目标应用中显示目标轮廓标记,其中,目标轮廓标记的清晰度根据攻击次数的取值确定。
作为一种可选的方案,装置还用于:在第一虚拟角色攻击了第二虚拟角色、且第二虚拟角色被击败的情况下,在第二虚拟角色被击败时所处的位置显示目标虚拟对象,其中,目标虚拟对象用于显示目标虚拟对象预设范围内与第一虚拟角色处于不同阵营的虚拟角色;在目标虚拟对象的预设范围内存在与第一虚拟角色处于不同阵营的虚拟角色,且第一画面显示有小地图画面的情况下,在小地图画面中显示目标位置标记,其中,目标位置标记用于表示目标虚拟对象的预设范围内存在的与第一虚拟角色处于不同阵营的虚拟角色在小地图画面中对应的位置;在目标虚拟对象的预设范围内与第一虚拟角色处于不同阵营的虚拟角色发生移动的情况下,将目标位置标记移动至目标虚拟对象预设范围内与第一虚拟角色处于不同阵营的虚拟角色对应的位置。
作为一种可选的方案,装置还用于:在攻击事件为第一虚拟角色受到第二虚拟角色的攻击、第二虚拟角色位于第一虚拟角色的视野范围内,且在第一虚拟角色与第二虚拟角色之间存在虚拟障碍物的情况下,在第一画面显示第二虚拟角色对应的透视轮廓标记,其中,透视轮廓标记用于透视出第二虚拟角色在第一画面中的模型;在攻击事件为第一虚拟角色攻击了第二虚拟角色、第二虚拟角色位于第一虚拟角色的视野范围内,且第一虚拟角色与第二虚拟角色之间存在虚拟障碍物的情况下,在第一画面显示第二虚拟角色对应的透视轮廓标记。
作为一种可选的方案,装置用于通过如下至少一种方式在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记:在第一虚拟角色与多个第二虚拟角色之间产生攻击事件、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示针对多个第二虚拟角色新增的不同颜色的目标轮廓标记;在第一虚拟角色与多个第二虚拟角色之间产生攻击事件、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示针对多个第二虚拟角色新增的不同闪烁频率的目标轮廓标记,其中,目标轮廓标记在目标应用中以闪烁的方式显示;在第一虚拟角色与多个第二虚拟角色之间产生攻击事件、且多个第二虚拟角色均位于第一虚拟角色的视野范围内的情况下,在目标应用中显示针对多个第二虚拟角色新增的不同流动速度的目标轮廓标记,其中,目标轮廓标
记在目标应用中以流动的方式显示。
作为一种可选的方案,装置还用于执行如下至少之一方法:
在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,显示第三虚拟角色可见的目标轮廓标记,其中,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;
在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,显示第二虚拟角色对应的透视轮廓标记,其中,透视轮廓标记用于透视出第二虚拟角色在第一画面中的模型。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序/指令,该计算机程序/指令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2109从网络上被下载和安装,和/或从可拆卸介质2111被安装。在该计算机程序被中央处理器2101执行时,执行本申请实施例提供的各种功能。
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21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21示出的电子设备的计算机***2100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21所示,计算机***2100包括中央处理器2101(Central Processing Unit,CPU),其可以根据存储在只读存储器2102(Read-Only Memory,ROM)中的程序或者从存储部分2108加载到随机访问存储器2103(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2103中,还存储有***操作所需的各种程序和数据。中央处理器2101、在只读存储器2102以及随机访问存储器2103通过总线2104彼此相连。输入/输出接口2105(Input/Output接口,即I/O接口)也连接至总线2104。
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,本申请的实施例包括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2109从网络上被下载和安装,和/或从可拆卸介质2111被安装。在该计算机程序被中央处理器2101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角色的显示方法的电子设备,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22所示,该电子设备包括存储器2202和处理器2204,该存储器2202中存储有计算机程序,该处理器2204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。
可选地,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。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在目标应用中显示第一画面,第一画面中包含第一虚拟角色;
S2,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,攻击事件包括第一虚拟角色攻击了第二虚拟角色、第一虚拟角色受到第二虚拟角色的攻击和第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击中的任一项;
S3,在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置。
可选地,本领域普通技术人员可以理解,图22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22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22中所示更多或者更少的组件(如网络接口等),或者具有与图22所示不同的配置。
其中,存储器2202可用于存储软件程序以及模块,如本申请实施例中的虚拟角色的显示方法和装置对应的程序指令/模块,处理器2204通过运行存储在存储器2202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,即实现上述的虚拟角色的显示方法。存储器2202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2202可进一步包括相对于处理器2204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2202具体可以但不限于用于存储虚拟角色的模型等信息。作为一种示例,如图22所示,上述存储器2202中可以但不限于包括上述虚拟角色的显示装置中的第一显示模块2002、第二显示模块2004以及第三显示模块2006。此外,还可以包括但不限于上述虚拟角色的显示装置中的其他模块单元,本示例中不再赘述。
此外,上述电子设备还包括:显示器2208,用于显示上述第一画面;和连接总线2210,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指令,处理器执行该计算机指令,使得该计算机设备执行上述虚拟角色的显示方面的各种可选实现方式中提供的虚拟角色的显示方
法。
可选地,在本实施例中,上述计算机可读存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在目标应用中显示第一画面,第一画面中包含第一虚拟角色;
S2,在产生攻击事件、且第二虚拟角色位于第一虚拟角色的视野范围内的情况下,在目标应用中显示目标轮廓标记,目标轮廓标记是为第二虚拟角色新增的轮廓标记,其中,目标轮廓标记用于在产生了攻击事件的情况下,在第一画面中标记出第二虚拟角色,攻击事件包括第一虚拟角色攻击了第二虚拟角色、第一虚拟角色受到第二虚拟角色的攻击和第一虚拟角色既攻击了第二虚拟角色也受到第二虚拟角色的攻击中的任一项;
S3,在第二虚拟角色发生移动的情况下,将目标轮廓标记移动至第二虚拟角色对应的位置。
可选地,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 (16)
- 一种虚拟角色的显示方法,其特征在于,所述方法应用于终端设备,所述方法包括:在目标应用中显示第一画面,所述第一画面中包含第一虚拟角色;在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,所述目标轮廓标记是为所述第二虚拟角色新增的轮廓标记,其中,所述目标轮廓标记用于在产生了所述攻击事件的情况下,在所述第一画面中标记出所述第二虚拟角色,所述攻击事件包括所述第一虚拟角色攻击了所述第二虚拟角色、所述第一虚拟角色受到所述第二虚拟角色的攻击和所述第一虚拟角色既攻击了所述第二虚拟角色也受到所述第二虚拟角色的攻击中的任一项;在所述第二虚拟角色发生移动的情况下,将所述目标轮廓标记移动至所述第二虚拟角色对应的位置。
- 根据权利要求1所述的方法,其特征在于,所述在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,包括:所述攻击事件为所述第一虚拟角色受到所述第二虚拟角色的攻击时,在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记用于表示所述第一虚拟角色受到的攻击来自所述第二虚拟角色。
- 根据权利要求2所述的方法,其特征在于,所述方法还包括以下至少一种:在所述第一画面中显示第一道具标记,其中,所述第一道具标记用于在所述第一画面中标记所述第二虚拟角色攻击所述第一虚拟角色所使用的虚拟道具;在所述第一画面中显示第一阵营标记,其中,所述第一阵营标记用于在所述第一画面中标记攻击所述第一虚拟角色的所述第二虚拟角色所处的阵营。
- 根据权利要求2所述的方法,其特征在于,所述在所述目标应用中显示目标轮廓标记,包括以下至少一种:根据所述第一虚拟角色的虚拟生命值在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记的颜色根据所述第一虚拟角色的虚拟生命值的取值确定;根据所述第一虚拟角色的虚拟生命值在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记的清晰度根据所述第一虚拟角色的虚拟生命值的取值确定;根据所述第二虚拟角色的攻击所述第一虚拟角色的攻击次数,在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记的清晰度根据所述攻击次数的取值确定。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:在所述第一虚拟角色受到多个所述第二虚拟角色的攻击、且所述多个第二虚拟角色均位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示与所述多个第二虚拟角色一一对应的多个所述目标轮廓标记;在所述多个第二虚拟角色中除目标虚拟角色之外的其它虚拟角色均由所述第一虚拟角色的视野范围内移动至所述第一虚拟角色的视野范围外的情况下,取消显示所述目标虚拟角色对应的所述目标轮廓标记。
- 根据权利要求1所述的方法,其特征在于,所述在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,包括:所述攻击事件为所述第一虚拟角色攻击了所述第二虚拟角色时,在所述目标应用中显示目标轮廓标记,其中,所述目标轮廓标记用于表示所述第二虚拟角色受到的攻击来自所述第一虚拟角色。
- 根据权利要求6所述的方法,其特征在于,所述在所述目标应用中显示目标轮廓标记,包括以下至少一种:在所述第一画面中显示第二道具标记,其中,所述第二道具标记用于在所述第一画面中标记所述第一虚拟角色攻击所述第二虚拟角色时,所述第二虚拟角色所使用的虚拟道具;在所述第一画面中显示第二阵营标记,其中,所述第二阵营标记用于在所述第一画面中标记所述第一虚拟角色攻击的所述第二虚拟角色所处的阵营。
- 根据权利要求6所述的方法,其特征在于,所述在所述目标应用中显示目标轮廓标记,包括以下至少一种:根据受到所述第一虚拟角色攻击的所述第二虚拟角色的虚拟生命值,在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记的颜色根据所述第二虚拟角色的虚拟生命值的取值确定;根据受到所述第一虚拟角色攻击的所述第二虚拟角色的虚拟生命值,在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记的清晰度根据所述第二虚拟角色的虚拟生命值的取值确定;根据所述第一虚拟角色攻击所述第二虚拟角色的攻击次数,在所述目标应用中显示所述目标轮廓标记,其中,所述目标轮廓标记的清晰度根据所述攻击次数的取值确定。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:在所述第一虚拟角色攻击了第二虚拟角色、且所述第二虚拟角色被击败的情况下,在所述第二虚拟角色被击败时所处的位置显示目标虚拟对象,其中,所述目标虚拟对象用于显示所述目标虚拟对象预设范围内与所述第一虚拟角色处于不同阵营的虚拟角色;在所述目标虚拟对象的预设范围内存在与所述第一虚拟角色处于不同阵营的虚拟角色,且所述第一画面显示有小地图画面的情况下,在所述小地图画面中显示目标位置标记,其中,所述目标位置标记用于表示所述目标虚拟对象的预设范围内存在的与所述第一虚拟角色处于不同阵营的虚拟角色在所述小地图画面中对应的位置;在所述目标虚拟对象的预设范围内与所述第一虚拟角色处于不同阵营的虚拟角色发生移动的情况下,将所述目标位置标记移动至所述目标虚拟对象预设范围内与所述 第一虚拟角色处于不同阵营的虚拟角色对应的位置。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:在所述攻击事件为所述第一虚拟角色受到所述第二虚拟角色的攻击、所述第二虚拟角色位于所述第一虚拟角色的视野范围内,且在所述第一虚拟角色与所述第二虚拟角色之间存在虚拟障碍物的情况下,在所述第一画面显示所述第二虚拟角色对应的透视轮廓标记,其中,所述透视轮廓标记用于透视出所述第二虚拟角色在所述第一画面中的模型;在所述攻击事件为所述第一虚拟角色攻击了所述第二虚拟角色、所述第二虚拟角色位于所述第一虚拟角色的视野范围内,且所述第一虚拟角色与所述第二虚拟角色之间存在所述虚拟障碍物的情况下,在所述第一画面显示所述第二虚拟角色对应的透视轮廓标记。
- 根据权利要求1所述的方法,其特征在于,所述在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,包括以下至少一种:在所述第一虚拟角色与多个所述第二虚拟角色之间产生攻击事件、且所述多个第二虚拟角色均位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示针对所述多个第二虚拟角色新增的不同颜色的所述目标轮廓标记;在所述第一虚拟角色与多个所述第二虚拟角色之间产生攻击事件、且所述多个第二虚拟角色均位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示针对所述多个第二虚拟角色新增的不同闪烁频率的所述目标轮廓标记,其中,所述目标轮廓标记在所述目标应用中以闪烁的方式显示;在所述第一虚拟角色与多个所述第二虚拟角色之间产生攻击事件、且所述多个第二虚拟角色均位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示针对所述多个第二虚拟角色新增的不同流动速度的所述目标轮廓标记,其中,所述目标轮廓标记在所述目标应用中以流动的方式显示。
- 根据权利要求1至11中任一项所述的方法,其特征在于,所述方法还包括以下至少之一:在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,显示第三虚拟角色可见的所述目标轮廓标记,其中,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;在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,显示所述第二虚拟角色对应的透视轮廓标记,其中,所述透视轮廓标记用于透视出所述第二虚拟角色在所述第一画面中的模型。
- 一种虚拟角色的显示装置,其特征在于,包括:第一显示模块,用于在目标应用中显示第一画面,所述第一画面中包含第一虚拟角色;第二显示模块,用于在产生攻击事件、且第二虚拟角色位于所述第一虚拟角色的视野范围内的情况下,在所述目标应用中显示目标轮廓标记,所述目标轮廓标记是为 所述第二虚拟角色新增的轮廓标记,其中,所述目标轮廓标记用于在产生了所述攻击事件的情况下,在所述第一画面中标记出所述第二虚拟角色,所述攻击事件包括所述第一虚拟角色攻击了所述第二虚拟角色、所述第一虚拟角色受到所述第二虚拟角色的攻击和所述第一虚拟角色既攻击了所述第二虚拟角色也受到所述第二虚拟角色的攻击中的任一项;第三显示模块,用于在所述第二虚拟角色发生移动的情况下,将所述目标轮廓标记移动至所述第二虚拟角色对应的位置。
- 一种计算机可读的存储介质,其特征在于,所述计算机可读的存储介质包括存储的程序,其中,所述程序可被终端设备或计算机运行时执行所述权利要求1至12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/指令,其特征在于,该计算机程序/指令被处理器执行时实现权利要求1至12任一项中所述方法的步骤。
- 一种电子设备,包括存储器和处理器,其特征在于,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12任一项中所述的方法。
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