The present application claims priority from chinese patent application filed at 2021, 11, 30, with application number 202111439644.7, entitled "method, apparatus, terminal, storage medium, and product for displaying virtual stacks", the entire contents of which are incorporated herein by reference.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
References herein to "a plurality" means two or more. "and/or" describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate that there are three cases of a alone, a and B together, and B alone. The character "/" generally indicates that the context-dependent object is an "or" relationship.
First, the nouns involved in the embodiments of the present application will be described:
Virtual environment-is the virtual environment that an application displays (or provides) while running on a terminal. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in the present application. The following embodiments will be described taking the example in which the virtual environment is a three-dimensional virtual environment.
Virtual object-refers to a movable object in a virtual environment. The movable object may be a virtual character, a virtual animal, a cartoon character, etc., such as a character, an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional stereoscopic model created based on animated skeleton techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
Virtual props refer to props that a virtual object can use in a virtual environment, including virtual props that can change attribute values of other virtual objects, replenishment props, defense props, virtual props that are presented by hand when the virtual object releases skills, and part of the body torso of the virtual object, such as hands, legs. The virtual props capable of changing attribute values of other virtual objects include long-distance virtual props, short-distance virtual props, throwing virtual props and the like.
Referring to fig. 1, a schematic diagram of an implementation environment provided by an embodiment of the present application is shown. The implementation environment may include a first terminal 110, a server 120, and a second terminal 130.
The first terminal 110 is operated with an application program 111 supporting a virtual environment, and the application program 111 may be a multi-person online fight program. When the first terminal runs the application 111, a user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 may be any one of a multiplayer online tactical Game (Multiplayer Online Battle Arena, MOBA) Game, a fleeing shooting Game, a simulated strategy Game (SLG). In this embodiment, the application 111 is illustrated as a First-Person shooter (FPS) game. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment to perform activities, where the first virtual object may be referred to as a master virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, releasing skills. Illustratively, the first virtual object is a first virtual character, such as an emulated character or a cartoon character.
The second terminal 130 is operated with an application 131 supporting a virtual environment, and the application 131 may be a multi-person online fight program. When the second terminal 130 runs the application 131, a user interface of the application 131 is displayed on a screen of the second terminal 130. The client may be any of MOBA games, fleeing games, SLG games, in this embodiment illustrated by the application 131 being an FPS game. The second terminal 130 is a terminal used by the second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment to perform activities, and the second virtual object may be referred to as a master virtual character of the second user 132. Illustratively, the second virtual object is a second virtual character, such as an emulated character or a cartoon character.
Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have hostile relationships.
Alternatively, the applications running on the first terminal 110 and the second terminal 130 are the same, or the applications running on the two terminals are the same type of application on different operating system platforms (android or IOS). The first terminal 110 may refer broadly to one of the plurality of terminals and the second terminal 130 may refer broadly to another of the plurality of terminals, the present embodiment being illustrated with only the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an electronic book reader, a moving picture experts compression standard audio layer 3 (Moving Picture Experts Group Audio Layer III, MP 3) player, a moving picture experts compression standard audio layer 4 (Moving Picture Experts Group Audio Layer IV, MP 4) player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 1, but in different embodiments there are a number of other terminals that can access the server 120. Optionally, there is one or more terminals corresponding to the developer, on which a development and editing platform for supporting the application program of the virtual environment is installed, the developer may edit and update the application program on the terminal, and transmit the updated application program installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 may download the application program installation package from the server 120 to implement the update of the application program.
The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.
The server 120 includes at least one of a server, a server cluster formed by a plurality of servers, a cloud computing platform and a virtualization center. The server 120 is used to provide background services for applications supporting a virtual environment. Optionally, the server 120 performs primary computing, the terminal performs secondary computing, or the server 120 performs secondary computing, the terminal performs primary computing, or a distributed computing architecture is used between the server 120 and the terminal for collaborative computing.
In one illustrative example, server 120 includes memory 121, processor 122, user account database 123, combat service module 124, and user-oriented Input/Output Interface (I/O Interface) 125. The processor 122 is configured to load instructions stored in the server 120, process data in the user account database 123 and the combat service module 124, the user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as an avatar of the user account, a nickname of the user account, a combat power index of the user account, a service area where the user account is located, the combat service module 124 is configured to provide a plurality of combat rooms for the user to combat, such as 1V1 combat, 3V3 combat, 5V5 combat, and the like, and the user-oriented I/O interface 125 is configured to establish communication exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
Referring to fig. 2, a flowchart of a method for displaying a virtual stack according to an exemplary embodiment of the application is shown. This embodiment will be described by taking the example that the method is used for the first terminal 110 or the second terminal 130 in the implementation environment shown in fig. 1 or other terminals in the implementation environment, and the method includes the following steps:
In step 201, virtual material is displayed in the virtual environment, the virtual material being the material from which the virtual object falls.
The method of the embodiment of the application is applied to the virtual environment, and in a possible implementation manner, the terminal displays the virtual environment through a virtual environment picture. Alternatively, the virtual environment screen is a screen in which the virtual environment is observed at the perspective of the virtual object. The angle of view refers to an observation angle at which a first person or a third person of the virtual object observes in the virtual environment. Optionally, in an embodiment of the present application, the perspective is an angle at which the virtual object is observed by the camera model in the virtual environment.
Optionally, the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the camera model simultaneously changes along with the position of the virtual object in the virtual environment, and the camera model is always within a preset distance range of the virtual object in the virtual environment. Optionally, the relative positions of the camera model and the virtual object do not change during the automatic following process. The camera model refers to a three-dimensional model positioned around the virtual object in the virtual environment, and is positioned near the head of the virtual object or positioned at the head of the virtual object when a first person viewing angle is adopted, and can be positioned behind the virtual object and bound with the virtual object or positioned at any position with a preset distance from the virtual object when a third person viewing angle is adopted, so that the virtual object positioned in the virtual environment can be observed from different angles through the camera model. Optionally, the camera model is positioned behind a virtual object (e.g., the head and shoulder of a virtual character) when the third person is said to be at a view angle that is the first person's view angle over the shoulder. Optionally, the view may include other views, such as a look-down view, in addition to the first person view and the third person view, the camera model may be positioned above the head of the virtual object when the look-down view is employed, the look-down view being a view of the virtual environment from an overhead look-down view. Optionally, the camera model is not actually displayed in the virtual environment, i.e. the camera model is not displayed in the virtual environment of the user interface display.
In an embodiment of the present application, a virtual material is provided, where the virtual material may be used to construct a virtual stack. Alternatively, when a virtual object in the virtual environment is attacked, the virtual object may randomly drop the virtual material, i.e., randomly generate the virtual material. Or the continuous attack times of the virtual object can be counted, and when the continuous attack times reach the time threshold, the virtual object is controlled to drop the virtual material.
Or when a virtual object in the virtual environment is defeated, the virtual object may drop the virtual material and be displayed in the virtual environment. For example, the virtual material is a material formed by snow, and can be a snowball, a snow block, a snow pile or the like, the virtual stack can be a snowman model, and the virtual object can be controlled to construct the snowman model by using the snowball, the snow block, the snow pile or the like in the virtual environment. The virtual object may be a first virtual object controlled by the user, or may be a virtual object belonging to a different camping from the first virtual object.
Optionally, the virtual object being defeated refers to a state in which the life value of the virtual object is below a threshold, such as when the life value is below 0, or the virtual object being defeated refers to a state in which the life value of the virtual object is below a threshold and the life value is not recovered within a preset time, such as when the life value is below 0 and the life value is not recovered within 30s, or the virtual object being defeated refers to a state in which the virtual object is outside the combat area, such as when the virtual object is under attack within a preset combat area, i.e., within a certain range, in a combat process, if the virtual object is attacked outside the combat area or when the virtual object leaves the combat area, the virtual object is determined to be defeated.
Schematically, as shown in fig. 3, a virtual material 301 is displayed in a virtual environment.
Step 202, controlling the first virtual object to move the virtual material to a target location in the virtual environment, where the target location is a virtual material storage location of the camp where the first virtual object is located.
In the embodiment of the application, the virtual object is controlled to move the virtual material to the storage position corresponding to the matrix of the virtual object, so that the construction of the virtual stack can be realized. Alternatively, different camps correspond to different virtual material storage locations. The storage locations of the respective campaigns for the virtual material may be custom set by the user of the campaigns or may be randomly generated in the virtual environment.
In one possible embodiment, when virtual material is displayed in the virtual environment, the user may control the first virtual object to move toward the virtual material by a trigger operation of the movement control. When the terminal detects that the first virtual object is in the triggering range of the virtual material, the first virtual object can be controlled to automatically pick up the virtual material. Or when the terminal detects that the first virtual object is in the triggering range of the virtual material, the pickup control can be displayed in the virtual environment picture, and when the triggering operation of the pickup control is received, the first virtual object can be controlled to pick up the virtual material. The virtual material and the first virtual object are respectively provided with a collision detection box, and the size and shape of the collision detection box can be the same as those of the corresponding virtual object or the virtual object, for example, the size and shape of the collision detection box corresponding to the virtual material can be the same as those of the virtual material. Or the collision detection box can be larger than the corresponding virtual object or the virtual object, and can be in one form of square, sphere, cylinder and the like. For example, the collision detection cartridge of the virtual material may be spherical, and the volume of the sphere is greater than the volume of the virtual material. When the terminal detects that the collision detection box corresponding to the virtual material is in contact with the collision detection box corresponding to the first virtual object, the first virtual object is determined to be in the triggering range of the virtual material.
After the first virtual object is controlled to pick up the virtual material, if the terminal receives the moving operation to the target position, the first virtual object can be controlled to move to the target position. When it is determined that the first virtual object reaches the target location, the first virtual object may be controlled to automatically place the virtual material at the target location. Or when the first virtual object is determined to reach the target position, if the placement operation of the virtual material is received, controlling the first virtual object to place the virtual material at the target position.
Alternatively, the target location may be a point in the virtual environment, or a piece of area in the virtual environment. And a camping mark of the camping where the first virtual object is located can be displayed at the target position.
Schematically, as shown in fig. 3, the target location 302 in the virtual environment is a virtual material storage location of the camp where the first virtual object is located. The user may control the first virtual object movement by means of a movement control 303, thereby moving the virtual material 301 to the target location 302.
Step 203, displaying the updated first virtual stack, wherein the first virtual stack is a virtual stack owned by the camp where the first virtual object is located, and the virtual stack is constructed by virtual materials.
In one possible embodiment, a first virtual stack is displayed at or around the target location, the first virtual stack being a virtual stack constructed using virtual materials for virtual objects of the camp where the first virtual object is located.
When the first virtual object is controlled to move the virtual material to the target position, the first virtual stack is updated accordingly, wherein the storage quantity of the virtual material and the model integrity of the virtual stack are in positive correlation. I.e. the virtual stack display morphology is gradually complete as the stored virtual material at the target location increases.
The method comprises the steps that a terminal can control updating of a first virtual stacking object, when the terminal detects that a first virtual object moves virtual materials to a target position, the terminal can determine the display form of the updated first virtual stacking object according to the new quantity of the virtual materials, and therefore the first virtual stacking object is updated and displayed. Or in another possible implementation manner, the updating of the first virtual stack may be controlled by the server, and when the terminal detects that the first virtual object moves the virtual material to the target position, the newly increased amount of the virtual material may be reported to the server, so that the server updates the first virtual stack according to the newly increased amount, and the updated virtual stack is displayed by the terminal.
In one possible embodiment, when the first virtual stack is updated according to the new number of virtual materials, the updated shape may be determined according to a correspondence between the number of virtual materials and the update proportion of the display shape of the virtual stack, for example, a snowman model with 1% snowball unlocked shape.
Schematically, as shown in fig. 3, a first virtual stack 304 is displayed at the target position 302, and after the first virtual object is controlled to move the virtual material 301 to the target position 302, an updated first virtual stack 305 is displayed.
In summary, in the embodiment of the present application, when the virtual object is defeated, a virtual material is generated, and when the user controls the virtual object to move the virtual material to the corresponding virtual material storage location, the display form of the corresponding virtual stack is updated accordingly, so as to implement the virtual stack to be constructed by using the virtual material in the virtual environment.
In the embodiment of the application, the virtual material is generated when the virtual object is defeated, and the virtual object can be defeated under different character states or defeated by different props. The number of virtual materials generated is not the same in different defeat situations. The following will describe exemplary embodiments.
Referring to fig. 4, a flowchart of a method for displaying a virtual stack according to another exemplary embodiment of the present application is shown. This embodiment will be described by taking the example that the method is used for the first terminal 110 or the second terminal 130 in the implementation environment shown in fig. 1 or other terminals in the implementation environment, and the method includes the following steps:
In step 401, the first virtual object is controlled to attack the second virtual object by using the target prop, and the second virtual object and the first virtual object belong to different camps.
Alternatively, the virtual material may be generated only when the virtual object is attacked or defeated by the target prop, where the prop material of the target prop may correspond to the virtual material, e.g., the virtual material is a snow-made material, and the target prop may be a snowball.
In one possible implementation, the number of target props that can be carried by the virtual object is unlimited, in which case the target props may be the same shape as the virtual material, but act differently, e.g., the target props are snowballs with the virtual material, but the target props are only used to attack the virtual object and cannot be used to build the virtual stack, and the virtual material is only used to build the virtual stack and cannot be used to attack the virtual object. The user can control the first virtual object to attack the second virtual object by using the target prop through the attack control, and when the second virtual object is defeated, the generated virtual material can be obtained. And when the first virtual object is controlled to attack the second virtual object by using the target prop, if the second virtual object is hit, the corresponding life value of the second virtual object is reduced, and if the first virtual object or the virtual object belonging to the same camping as the first virtual object is hit in the process of controlling the first virtual object to attack the second virtual object by using the target prop, the life value is kept unchanged. Namely, the target prop can only reduce the life values of different camping virtual objects. And it should be noted that, the virtual material generated when the virtual object is defeated may be picked up by any virtual object in camping. For example, after the first virtual object is controlled to defeat the second virtual object, the virtual material generated by the second virtual object may be picked up by a virtual object that belongs to the same camp as the second virtual object, or may be picked up by a virtual object that belongs to a different camp than the second virtual object.
In another possible implementation, the virtual object may only carry a limited number of target props, and when the target props are used up, the virtual object needs to be controlled to reacquire the target props in the virtual environment. In this case, the target prop may act the same as the virtual material, i.e., both may be used to attack the virtual object as well as to build the virtual stack. When the first virtual object is controlled to defeat the second virtual object, after virtual material is generated, the virtual material can be used as a target prop for attack and also can be used for constructing a virtual stack. And when the virtual material is used as a target prop for attack, the virtual material is destroyed and cannot be reused as the virtual material.
In response to the second virtual object being defeated, virtual material is displayed in the virtual environment, step 402.
When the second virtual object is defeated, a corresponding virtual material will be generated. Wherein the number of virtual material generation may be determined by the terminal and the corresponding virtual material may be generated at the location where the virtual environment second virtual object is defeated and displayed in the virtual environment. Or the server can also determine the generation quantity of the virtual materials after receiving the message that the second virtual object is defeated, and generate the virtual materials in the virtual environment to be displayed by the terminal. This embodiment is not limited thereto. For convenience of description, the following will be schematically illustrated with the terminal determining the generated number.
In one possible implementation, a random number of virtual materials may be generated when the second virtual object is defeated, such as randomly selecting a generated number from a 5-10 snowball number when the second virtual object is defeated. Or when the second virtual object is defeated, a fixed amount of virtual material is generated, e.g., 5 snowballs each time the second virtual object is defeated.
Alternatively, when the second virtual object is defeated, a first volume of virtual material may be generated according to the determined number of generations, the first volume being a fixed volume size. While a first volume of virtual material is generated based on the number of generations, there is also a random probability of generating a second volume of virtual material, where the second volume is larger than the first volume. When a second volume of virtual material is stored to the virtual material storage location, it is determined that the storage amount of virtual material is greater than the corresponding storage amount when the same amount of virtual material, and being the first volume, is stored to the virtual material storage location, i.e., the second volume of virtual material corresponds to at least two of the first volumes of virtual material.
Illustratively, when the second virtual object is defeated, 5 snowballs may be generated, with a probability that snowballs are randomly generated, one snowball corresponding to three snowballs.
In another possible implementation, since the second virtual object may be defeated under different conditions, when the defeated conditions are different, the number of virtual materials correspondingly generated is not the same. The number of generations may be determined according to different defeat situations when the second virtual object is defeated, which may include the steps of:
In response to the second virtual object being defeated, determining a defeat parameter comprising at least one of a defeat prop parameter or a defeat object parameter, the defeat prop parameter being indicative of prop usage of the first virtual object when the second virtual object is defeated, the defeat object parameter being indicative of a character state of the second virtual object when the second virtual object is defeated, step 402 a.
When the second virtual object is defeated, the terminal will determine defeat parameters, thereby determining a corresponding number of generations according to different defeat parameters. Wherein the defeat parameter may include a defeat prop parameter, which refers to a prop used by a first virtual object to defeat a second virtual object, which may be defeated by the first virtual object using a different target prop. Or the defeat parameter may include a defeat object parameter that refers to a state of a character in which the second virtual object is defeated, the second virtual object being likely to be in a different state of the character.
Step 402b, determining the generated amount of the virtual material based on the defeat parameter.
When the defeat parameter is determined, the generated amount of virtual material may be determined accordingly. Wherein, different defeat parameters correspond to different generation numbers.
Optionally, when the defeat parameter is a defeat object parameter, determining the generated number of virtual materials may include the steps of:
And step one, responding to the first character state when the second virtual object is defeated, and determining the generation quantity of the virtual material as a first generation quantity, wherein the first character state refers to the initial character state of the second virtual object.
In this embodiment, when virtual objects are defeated in different character states, different amounts of virtual material will be generated. The second virtual object may be in a first character state, where the first character state refers to an initial character state of the second virtual object after entering a game, for example, after entering a game, the second virtual object simulates a character, and the first character state is a character simulation state.
When the second virtual object is in the first character state, the generation amount of the virtual material can be determined to be the first generation amount. The first generation number may be a preset number, and the generation number corresponding to different character states is stored in the terminal, for example, the first generation number corresponding to the first character state is 5.
And step two, responding to a second role state when the second virtual object is defeated, determining that the generation quantity of the virtual material is a second generation quantity, wherein the second generation quantity is larger than the first generation quantity, the second role state is that the second virtual object simulates the role state of the virtual stack, and when the second virtual object acquires the resource prop and the resource prop is the role switching prop, the second virtual object is switched from the first role state to the second role state.
In another possible case, the second virtual object may be in a second character state. In this embodiment, the second role state refers to a role state of the second virtual object simulating the virtual stack, for example, the virtual stack is a snowman model, and the second role state is that the second virtual object is in the snowman state. When the second virtual object is in the second role state, the display form of the second virtual object may be different from the display form of the virtual stack, but the second virtual object and the virtual stack are in the same roles, that is, are snowman models.
Or in another possible case, the second character state may be a character state related to a scene in which the virtual stack is located, for example, the virtual stack is a snowman, and the corresponding scene is a snowy day, and the second character state may be a Santa Claus, an elk, a polar bear, or the like.
Optionally, the second virtual object may be switched from the first character state to the second character state when the resource prop is acquired. In one possible implementation, the server may generate resource props in the virtual environment, and display the resource props in a virtual environment screen of the client corresponding to each virtual object in the virtual environment. The generation positions and the generation types of the resource props are randomly generated. When the server generates the resource props, the server randomly selects the configuration parameters so as to generate different types of resource props, and can randomly select the configuration positions, and the resource props are generated at the corresponding positions of the configuration positions in the virtual environment. In addition, the server may generate resource props in the virtual environment at the same time intervals, or at different time intervals.
When resource props are displayed in the virtual environment, a user can control the virtual object to acquire. When the control virtual object is positioned in the prop range of the resource prop, the virtual object can be triggered to acquire the resource prop. Or when the virtual object is positioned in the prop range of the resource prop, the opening control can be displayed in the virtual environment picture of the client corresponding to the virtual object, and when the triggering operation of the opening control is received, the virtual object is triggered to acquire the resource prop. It should be noted that, when different types of resource props are not acquired, the display forms are the same in the virtual environment. For example, when a resource prop is not acquired, the display is in the form of a square box, and when the resource prop is acquired, the square box stops displaying.
The resource prop may include a role switching prop, where the role switching prop is configured to switch a role state of the virtual object to a second role state. And when the virtual object is in the second character state, the virtual object only has the walking capability, and other capabilities cannot be triggered, such as attack, jump, squat, throwing and the like. And when the virtual object is in the second character state, the moving speed is lower than that in the first character state.
When the second virtual object is acquiring the resource prop and the resource prop is the role switching prop, the first role state is switched to the second role state. Schematically, as shown in fig. 5, when the resource prop 501 is a character switching prop, the second virtual object 502 is switched from the first character state to the second character state, that is, from the character state to the snowman or the Santa Claus state after moving to the triggering range of the resource prop 501.
When the second virtual object is defeated in the second character state, the virtual stack is simulated, and accordingly, the number of virtual materials generated may be greater than the number of virtual materials generated after being defeated in the first character state, i.e., when the second virtual object is defeated in the second character state, the number of virtual materials generated is a second number of virtual materials generated, the second number of virtual materials generated being greater than the first number of virtual materials generated. In combination with the above example, when the second virtual object is in the first character state and is defeated, the number of generated virtual materials is 5, and when the second virtual object is in the second character state and is defeated, the number of generated virtual materials is 10.
And it should be noted that, in the case that the first virtual object defeats the second virtual object using the same target prop, the second generation number is greater than the first generation number.
Step 402c, displaying the virtual material in the virtual environment based on the generated quantity.
After determining the generated number, the terminal may display the virtual material in the virtual environment according to the generated number.
In step 403, the first virtual object is controlled to move the virtual material to a target location in the virtual environment.
Step 404, displaying the updated first virtual stack.
Optionally, the implementation of step 403 and step 404 may refer to step 202 and step 203, which are not described in detail in this embodiment.
Step 405, in response to completion of construction of the virtual stack for any of the camps, displays the end of game information.
In this embodiment, whether to end the game is determined according to the completion of the virtual stack construction. In one possible implementation, after the virtual stack of any campaigns is constructed, the server may end the game, and display the game end information in the virtual environment screen of the client corresponding to each virtual object. Optionally, when the game end information is displayed, virtual stacks which are currently constructed by each campaigns are simultaneously displayed. And displaying winning information in a virtual environment picture of the client corresponding to the virtual object of which the virtual stack is constructed to be in a matrix.
The display form of the virtual stack gradually changes with the storage quantity of the virtual materials at the corresponding virtual material storage position. And when the number of the virtual materials stored at the virtual material storage position of the camping where the virtual object is positioned reaches the target number, determining that the virtual stack of the camping is constructed.
Schematically, as shown in fig. 6, when the number of virtual materials stored is 25, the display form of the virtual stack is a first display form 601, when the number of virtual materials stored is 50, the display form of the virtual stack is a second display form 602, when the number of virtual materials stored is 75, the display form of the virtual stack is a third display form 603, and when the number of virtual materials stored is 100, the display form of the virtual stack is a fourth display form 604.
In one possible implementation, the first virtual stack build is determined to be complete when the stored quantity of virtual material at the target location reaches the target quantity. And in order to make the user clear the specific quantity information stored in the current virtual material, after the first virtual object moves the virtual material to the target position, the updated first virtual stack is displayed, and the storage quantity or the corresponding integral of the storage quantity displayed in the virtual environment picture is updated.
Schematically, as shown in fig. 7, the first virtual stack 701 of the camp where the first virtual object is located is first constructed, so after the game is completed, the winning information and the first virtual stack 701 are displayed in the virtual environment screen, and the second virtual stack 702 of the camp corresponding to the second virtual object is displayed at the same time.
In response to reaching the check duration, the check end information is displayed, step 406.
In another possible implementation, the virtual stack may not be built up for a long time, but in order to avoid continuous progress of the game, when the game duration is reached, game ending information is displayed in the virtual environment picture of the client corresponding to each virtual object. Illustratively, the time period of the office may be 20 minutes, and when the office is opened and reaches 20 minutes, no virtual stack is constructed, the office ending information is displayed.
In this case, since none of the virtual stacks of each camp is constructed, a winner of the game may be determined based on the model integrity of each virtual stack. Alternatively, the virtual stack corresponding to the camp with the highest model integrity may be determined as the winner of the game.
Optionally, in response to reaching the check time period and the model integrity of the first virtual stack being higher than the model integrity of each of the second virtual stacks, displaying winning information, the second virtual stack being different from the first virtual stack in the camp, wherein the model integrity is determined based on the stored number of virtual materials.
In one possible embodiment, the model integrity may be determined based on the number of virtual materials stored, with the model integrity corresponding to the virtual stack being higher as the number of virtual materials stored is greater. When the virtual material storage quantity of the first virtual object corresponding to the camping is more than that of other camping, the model integrity of the first virtual stacking object is determined to be higher than that of the second virtual stacking object, namely, the virtual stacking object higher than that of other camping. At this time, the corresponding winning information may be displayed.
In one possible case, there may be a virtual camp storing the same amount of virtual material, in which case the model integrity of the virtual stack may be further determined according to the number of decorations of the virtual decorations on the virtual stack, and in the case where the same amount of virtual material is stored, the greater the number of virtual decorations, the higher the model integrity.
The virtual ornaments may be randomly generated in the virtual environment, or may be randomly generated after the virtual object is defeated, that is, the virtual object is defeated with a certain probability to generate the virtual ornaments. When a virtual object moves a virtual ornament to a virtual material storage location of a camp, the virtual ornament may be displayed on a virtual stack owned by the camp. For example, after the user controls the first virtual object to move the virtual ornament to the target position, the terminal may display the virtual ornament on the first virtual stack.
Schematically, as shown in fig. 7, a virtual ornament 703 is displayed on the first virtual stack 701.
In this embodiment, when the first virtual object is controlled to defeat the second virtual object, the number of generated virtual materials may be determined according to the character state of the second virtual object when defeated, and when the second virtual object is defeated in the character state of the simulated virtual stack, the number of generated virtual materials is large, so as to enrich the fight mode, and improve the game simulation reality.
In the above embodiments, the description is given of the difference in the amount of virtual material generated when the virtual object is defeated in different character states. When the props of the defeated virtual objects are different, the corresponding generated virtual materials are different in quantity. The following will describe exemplary embodiments.
Referring to fig. 8, a flowchart of a method for displaying virtual materials according to another exemplary embodiment of the present application is shown. This embodiment will be described by taking the example that the method is used for the first terminal 110 or the second terminal 130 in the implementation environment shown in fig. 1 or other terminals in the implementation environment, and the method includes the following steps:
In step 801, a first virtual object is controlled to attack a second virtual object using a first target prop.
In one possible implementation, the first virtual object controlled by the user initially uses the first target prop after entering the game. The first target prop is a throwing prop.
Optionally, the user may trigger the first virtual object to throw the first target prop to the second virtual object by a triggering operation of the throwing control. And after the terminal receives the triggering operation of the throwing control, the aiming range can be adjusted according to the triggering time length of the throwing control, and when the triggering time length of the throwing control is longer, the corresponding aiming range is smaller, namely the aiming precision is higher. And the throwing distance can be adjusted according to the triggering time length of the throwing control, and when the triggering time length of the throwing control is longer, the corresponding throwing distance is longer.
When the terminal determines that the triggering operation of the throwing control by the user is finished, the first target prop can be controlled to move according to the throwing target and the throwing distance. And if the first target prop collides with the virtual object or the virtual object in the moving process of the first target prop, destroying the first target prop, namely displaying the destroying animation. And when the first target prop collides with the second virtual object, the life value of the second virtual object can be reduced.
Step 802, in response to an acquisition operation of the resource prop and the resource prop being a second target prop, controlling the first virtual object to switch the first target prop to the second target prop.
The virtual environment randomly generates resource props, which may be of different prop types. Optionally, the resource prop may be a second target prop, where the second target prop is the same as the first target prop and is a throwing prop, the prop volume of the second target prop is larger than that of the first target prop, and the prop effect of the second target prop is stronger than that of the first target prop, for example, the life value of the virtual object is reduced by the second target prop more or the prop range of the second target prop is larger. Optionally, because the prop volume of the second target prop is greater than the prop volume of the first target prop, the maximum throw distance of the second target prop is less than the maximum throw distance of the first target prop.
Illustratively, the first target prop is a snowball, the second target prop is a snowball, and when the user controls the first virtual object to hit the second virtual object by using the snowball and the snowball respectively, the life value of the second virtual object which is reduced when being hit by the snowball is higher than the life value of the second virtual object which is reduced when being hit by the snowball.
In one possible implementation, after the user controls the first virtual object to move to the triggering range of the resource prop and triggers the operation of acquiring the resource prop, if the resource prop is the second target prop, the terminal will control the first virtual object to switch the first target prop to the second target prop.
Step 803, the first virtual object is controlled to attack the second virtual object using the second target prop.
After the prop switching is completed, when the triggering operation of the throwing control is received, the terminal can control the first virtual object to attack by using the second target prop.
In one possible implementation, since the second target prop is larger, when the first virtual object is controlled to throw the second target prop, in order to improve the game simulation reality, the first virtual object is controlled to throw the second target prop by using both hands, and during the throwing period of the second target prop, the first virtual object is unable to trigger the down-lying function, that is, during the throwing period of the second target prop, the terminal sets the down-lying control to an unactivatable state.
It should be noted that, during the period of controlling the first virtual object to throw the first target prop or the second target prop, the moving speed of the first virtual object will decrease, which is smaller than the moving speed when the first virtual object does not throw the first target prop or the second target prop. Further, the moving speed of the first virtual object during the first virtual object throwing the second target prop is controlled to be smaller than the moving speed of the first virtual object during the first virtual object throwing the first target prop.
In step 804, in response to the second virtual object being defeated, a defeat parameter is determined.
Optionally, the defeat parameter includes a defeat prop parameter. When the second virtual object is defeated, the terminal will determine the target prop used by the first virtual object. When the used target props are different, the corresponding virtual materials are different in generation quantity.
In response to the second virtual object being defeated by the first target prop, the generated quantity of virtual material is determined to be a third generated quantity, step 805.
When the second virtual object is defeated by the first target prop, the generated quantity of virtual material may be determined to be a third generated quantity. The terminal may store a correspondence between the target prop and the number of generations, and when it is determined that the second virtual object is defeated by the first target prop, a third number of generations corresponding to the virtual material may be determined, for example, when the first virtual object is controlled to defeat the second virtual object by using the first target prop, the number of generated virtual materials is 5.
Step 806, responsive to the second virtual object being defeated by the second target prop, determining a generated quantity of virtual material as a fourth generated quantity, wherein the prop volume of the second target prop is greater than the prop volume of the first target prop, and the fourth generated quantity is greater than the third generated quantity.
And when the second virtual object is defeated by the second target prop, determining that the generated number of virtual materials is a fourth generated number, wherein the generated number of virtual materials is greater when the second virtual object is defeated by the second target prop than when the second virtual object is defeated by the first target prop because the prop volume of the second target prop is greater than the prop volume of the first target prop. In combination with the above example, after controlling the first virtual object to defeat the second virtual object with the second target prop, the number of generated virtual materials is 10, which is greater than the number of virtual materials generated by defeating the second virtual object with the first target prop.
And it should be noted that, when the second virtual object is defeated in the same character state, the fourth generation number is greater than the third generation number.
In another possible embodiment, when determining the generated amount of the virtual material, the determination may be made based on the defeat prop parameter and the defeat object parameter. The terminal stores the generated quantity of the virtual materials corresponding to different defeated props and different role states. Illustratively, the correspondence may be as shown in table 1:
TABLE 1
In connection with table 1,5 virtual materials will be generated when a first virtual object is controlled to defeat a second virtual object in a first character state using a first target prop, and 15 virtual materials will be generated when a first virtual object is controlled to defeat a second virtual object in a second character state using a second target prop.
After the terminal determines that the second virtual object is defeated, the defeated prop parameter, namely the target prop used by the first virtual object, and the defeated object parameter, namely the role state of the second virtual object, can be determined, so that the generation quantity of the virtual material is determined according to the pre-stored corresponding relation.
Step 807 determines the number of carryover of the second virtual object carrying virtual material.
In one possible case, when the first virtual object is controlled to defeat the second virtual object, the second virtual object may carry virtual material, and after the second virtual object is defeated, the displayed virtual material includes the virtual material carried by the second virtual object. Therefore, after determining the generated number of the virtual materials according to the defeat parameter, the terminal also needs to determine the carrying number of the virtual materials carried by the second virtual object, where the terminal may obtain the number of the virtual materials carried by the second virtual object from the server. In one possible implementation, after the second virtual object is defeated, the server may obtain, at the second virtual object corresponding client, the amount of virtual material carried by the second virtual object, thereby forwarding the amount of virtual material carried to the first virtual object corresponding client.
Step 808, displaying the virtual material in the virtual environment based on the generated number and the carried number.
After the generation number and the carrying number are determined, the virtual material may be displayed in the virtual environment. Wherein the display quantity of the virtual material is the sum of the generated quantity and the carrying quantity.
In this embodiment, when the first virtual object is controlled to defeat the second virtual object, the number of virtual materials generated may be determined according to the virtual prop used when the first virtual object defeats the second virtual object, and when the second target prop with a larger volume is used to defeat the second virtual object, the number of virtual materials generated is larger, so that the fight mode is enriched, and the game simulation reality may be improved.
In the above embodiment, when the user controls the first virtual object to obtain the resource prop and the resource prop is the second target prop, the first virtual object is controlled to switch the first target prop to the second target prop, where the second target prop is correspondingly provided with a use time limit or a use number limit.
Optionally, after the first virtual object is controlled to switch the first target prop to the second target prop, the first virtual object is controlled to switch the second target prop to the first target prop in response to the equipment duration of the second target prop reaching the duration threshold.
After the first virtual object is controlled to switch the first target prop into the second target prop, if the equipment duration of the first virtual object equipment for the second target prop reaches the duration threshold value, the first virtual object is controlled to switch the second target prop into the first target prop again.
For example, the duration threshold may be 3 minutes, and when the first virtual object is equipped with the second target prop for 3 minutes, the target prop used by the first virtual object is switched to the first target prop again.
In yet another possible implementation, after the first virtual object is controlled to attack the second virtual object with the second target prop, the first virtual object is controlled to switch the second target prop to the first target prop in response to the number of throws of the second target prop reaching the number threshold.
When the first virtual object is controlled to acquire the resource prop and the resource prop is the second target prop, the number of props of the second target prop acquired by the first virtual object is limited, the throwing number of the second target prop is updated after the first virtual object is controlled to throw the second target prop, and when the throwing number of the second target prop reaches a number threshold value, the terminal controls the first virtual object to switch the second target prop into the first target prop when the acquired second target prop is about to throw.
Illustratively, when the first virtual object acquires the second target prop through the resource prop, only 3 second target props may be acquired. After the first virtual object is controlled to attack by using the second target prop, when the terminal determines that the throwing quantity of the second target prop reaches the quantity threshold value 3, the terminal switches the second target prop into the first target prop.
In this embodiment, the limitation on the number of second target props or the equipment time is used, so that the virtual object in the virtual environment is prevented from using the second target props for a long time, and the influence on the office fairness is reduced.
In the above embodiment, after the second virtual object acquires the resource prop and the resource prop is the role switching prop, the second virtual object is switched from the first role state to the second role state, and in the second role state, the second virtual object is limited in movement and is in a state that cannot be attacked, so in order to avoid that the second virtual object is continuously in the second role state, in this embodiment, a corresponding recovery mechanism is provided.
Optionally, when the duration of the second virtual object in the second role state reaches the duration of the role, the second virtual object is restored from the second role state to the first role state.
In one possible implementation manner, in order to avoid that the virtual object cannot be recovered after being switched from the first character state to the second character state and the combat is affected, a corresponding character duration is set for the second character state, that is, the virtual object is recovered to the first character state when the second character state is kept for the character duration. For example, the character duration may be 3 minutes. And after the duration of the second virtual object in the second role state reaches 3 minutes, the second role state is restored to the first role state.
In another possible implementation manner, the resource prop may be an attack prop, such as a second target prop or a state-reducing prop, in addition to the role switching prop, and when the virtual object acquires the resource prop in the second role state and the resource prop is a prop other than the role switching prop, the role state of the second virtual object may be restored to the first role state.
Optionally, when the second virtual object is in the second role state, after the second virtual object acquires the resource prop and the resource prop is the attack prop, the second virtual object is restored to the first role state from the second role state, and the attack prop is effective after the second virtual object is used.
Optionally, the resource props include attack props. The attack prop is used for attacking the virtual object, such as a second target prop. Or the attack prop can also be a shooting prop, which can reduce the life value of other virtual objects in a preset range.
Because the second virtual object needs to be controlled to be used by the attack prop, after the resource prop is acquired and the resource prop is the attack prop under the condition that the second virtual object is in the second role state, the second role state is restored to the first role state, and the second virtual object equips the acquired attack prop.
And correspondingly, if the virtual object is currently in the first character state and the second target prop is used, and if the resource prop is opened and the resource prop is an attack prop different from the second target prop, the virtual object switching can be controlled to switch the second target prop into the attack prop corresponding to the resource prop.
Schematically, as shown in fig. 9, when the second virtual object 901 is in the snowman state and after the resource prop 902 is opened, the resource prop 902 is the second target prop, namely, the snowball 903, at this time, the second virtual object 901 is restored to the first character state, and the second virtual object is equipped with the snowball 903.
Optionally, when the second virtual object is in the second role state, after the second virtual object acquires the resource prop and the resource prop is the state-reducing prop, the second virtual object maintains the second role state, and the state-reducing prop automatically takes effect at the acquiring position of the resource prop.
The resource prop may also be a state-reducing prop, and after the virtual object acquires the resource prop and is the state-reducing prop, the state-reducing prop may be automatically generated at the position where the resource prop is acquired, where the state-reducing prop is used for reducing the virtual object within the range of action of the prop, for example, reducing the moving speed or the life value of the virtual object, that is, the state-reducing prop may be automatically effective without the need of controlling the virtual object.
Because the state-reducing and benefit-benefiting prop can automatically take effect, when the second virtual object is in the second role state, after the resource prop is acquired and the state-reducing and benefit-benefiting prop in the resource prop is, the second role state is maintained, and the second role state is not restored.
Illustratively, as shown in fig. 10, when the second virtual object 1001 is in a snowman state to acquire the resource prop 1002, the resource prop 1002 is the state-reducing prop 1003, at this time, the second virtual object 1001 is maintained in the second character state, and the state-reducing prop 1003 is displayed.
In this embodiment, when the virtual object is in the second role state for a certain period of time or the attack prop in the resource prop is obtained, the second role state is restored to the first role state, so that the virtual object is prevented from being in the second role state for too long to affect the fight fairness.
In connection with the various embodiments described above, in one illustrative example, a virtual stack display process is shown in FIG. 11.
Step 1101, controlling the first virtual object to throw the first target prop.
Step 1102, determining whether the first target prop hits the second virtual object, if so, executing step 1103.
Step 1103, determining whether the second virtual object is defeated, if so, executing step 1104, and if not, executing step 1102.
Step 1104, displaying the virtual material.
Step 1105, determining whether the first virtual object moves the virtual material to the target location, if so, executing step 1106, and if not, executing step 1104.
Step 1106, the updated first virtual stack is displayed.
Step 1107 determines whether the first virtual stack is first built, if so, step 1108 is performed.
At step 1108, winning information is displayed.
Fig. 12 is a block diagram of a virtual prop equipment device according to an exemplary embodiment of the present application, the device including:
A material display module 1201 for displaying virtual material in a virtual environment, the virtual material being a material from which a virtual object falls;
A first control module 1202, configured to control a first virtual object to move the virtual material to a target location in the virtual environment, where the target location is a virtual material storage location of a camp where the first virtual object is located;
The stack display module 1203 is configured to display an updated first virtual stack, where the first virtual stack is a virtual stack owned by a camp where the first virtual object is located, and the virtual stack is constructed by the virtual material.
Optionally, the material display module 1201 includes:
The control unit is used for controlling the first virtual object to attack a second virtual object by using a target prop, and the second virtual object and the first virtual object belong to different camps;
And a material display unit configured to display the virtual material in the virtual environment in response to the second virtual object being defeated.
Optionally, the material display unit is further configured to:
Determining a defeat parameter in response to the second virtual object being defeated, the defeat parameter comprising at least one of a defeat prop parameter or a defeat object parameter, the defeat prop parameter being for indicating prop use of the first virtual object when the second virtual object is defeated, the defeat object parameter being for indicating a character state of the second virtual object when the second virtual object is defeated;
determining the generation quantity of the virtual material based on the defeat parameter;
Based on the generated quantity, the virtual material is displayed in the virtual environment.
Optionally, the defeat parameter includes the defeat object parameter;
The material display unit is further configured to:
Determining the generation quantity of the virtual material as a first generation quantity in response to the second virtual object being in a first character state when being defeated, wherein the first character state refers to an initial character state of the second virtual object;
And in response to the second virtual object being in a second role state when being defeated, determining that the generated number of virtual materials is a second generated number, wherein the second role state is that the second virtual object simulates the role state of the virtual stack, and when the second virtual object acquires a resource prop and the resource prop is a role switching prop, the second virtual object is switched from the first role state to the second role state, and the second generated number is larger than the first generated number.
Optionally, when the duration of the second virtual object in the second role state reaches the role duration, the second virtual object is restored from the second role state to the first role state;
Or alternatively, the first and second heat exchangers may be,
When the second virtual object is in the second role state, after the second virtual object acquires the resource prop and the resource prop is an attack prop, the second virtual object is restored to the first role state from the second role state, and the attack prop takes effect after the second virtual object is used;
Or alternatively, the first and second heat exchangers may be,
When the second virtual object is in the second role state, after the second virtual object acquires the resource prop and the resource prop is a state-reducing prop, the second virtual object maintains the second role state, and the state-reducing prop automatically takes effect at the acquisition position of the resource prop.
Optionally, the defeat parameter includes the defeat prop parameter;
The material display unit is further configured to:
determining that the generated number of the virtual material is a third generated number in response to the second virtual object being defeated by the first target prop;
and determining that the generated number of the virtual materials is a fourth generated number in response to the second virtual object being defeated by a second target prop, wherein a prop volume of the second target prop is greater than a prop volume of the first target prop, and the fourth generated number is greater than the third generated number.
Optionally, the control unit is further configured to:
Controlling the first virtual object to attack the second virtual object by using the first target prop;
Or alternatively, the first and second heat exchangers may be,
Responding to the acquisition operation of the resource prop, wherein the resource prop is the second target prop, and controlling the first virtual object to switch the first target prop into the second target prop;
and controlling the first virtual object to attack the second virtual object by using the second target prop.
Optionally, the apparatus further includes:
The second control module is used for controlling the first virtual object to switch the second target prop to the first target prop in response to the equipment duration of the second target prop reaching a duration threshold;
Or alternatively, the first and second heat exchangers may be,
The apparatus further comprises:
And the third control module is used for controlling the first virtual object to switch the second target prop into the first target prop in response to the throwing quantity of the second target prop reaching a quantity threshold.
Optionally, the material display unit is further configured to:
determining the carrying quantity of the virtual material carried by the second virtual object;
and displaying the virtual material in the virtual environment based on the generated quantity and the carried quantity.
Optionally, the apparatus further includes:
The first display module is used for responding to the completion of the construction of the virtual stacking object of any camp and displaying the ending information of the office;
Or alternatively, the first and second heat exchangers may be,
And the second display module is used for displaying the game ending information in response to the arrival of the game duration.
Optionally, the second display module is further configured to:
And displaying winning information in response to the game duration being reached and the model integrity of the first virtual stack being higher than the model integrity of a second virtual stack, the second virtual stack being a virtual stack owned by a camp in which a second virtual object belongs, the second virtual object belonging to a different camp than the first virtual object, wherein the model integrity is determined according to the stored number of virtual materials.
In the embodiment of the application, when the virtual object is defeated, the virtual material is generated, and when the virtual object is controlled to move the virtual material to the corresponding virtual material storage position, the display form of the corresponding virtual stack is updated accordingly, so that the virtual stack is constructed through the virtual material in the virtual environment.
Referring to fig. 13, a block diagram of a terminal 1300 according to an exemplary embodiment of the present application is shown. The terminal 1300 may be a portable mobile terminal such as a smart phone, tablet, dynamic video expert compression standard audio layer 3 (Moving Picture Experts Group Audio Layer III, MP 3) player, dynamic video expert compression standard audio layer 4 (Moving Picture Experts Group Audio Layer IV, MP 4) player. Terminal 1300 may also be referred to as a user device, portable terminal, or the like.
In general, terminal 1300 includes a processor 1301 and a memory 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. Processor 1301 may be implemented in hardware in at least one of digital signal Processing (DIGITAL SIGNAL Processing, DSP), field-Programmable gate array (Field-Programmable GATE ARRAY, FPGA), programmable logic array (Programmable Logic Array, PLA). Processor 1301 may also include a main processor, which is a processor for processing data in an awake state, also referred to as a central processor (Central Processing Unit, CPU), and a coprocessor, which is a low-power processor for processing data in a standby state. In some embodiments, processor 1301 may integrate with an image processor (Graphics Processing Unit, GPU) that is responsible for rendering and rendering of the content that the display screen is required to display. In some embodiments, processor 1301 may also include an artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) processor for processing computing operations related to machine learning.
Memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1302 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1302 is used to store at least one instruction for execution by processor 1301 to implement the methods provided by embodiments of the present application.
Those skilled in the art will appreciate that the structure shown in fig. 13 is not limiting of terminal 1300 and may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
Embodiments of the present application also provide a computer readable storage medium storing at least one instruction that is loaded and executed by the processor to implement the method for displaying a virtual stack according to the above embodiments.
According to one aspect of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal performs the display method of the virtual stack provided in various optional implementations of the above aspect.
Those skilled in the art will appreciate that in one or more of the examples described above, the functions described in the embodiments of the present application may be implemented in hardware, software, firmware, or any combination thereof. When implemented in software, these functions may be stored on or transmitted over as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.