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.
First, several terms related to the present application will be described:
Virtual environment: is a virtual environment that an application displays (or provides) while running on a terminal. The virtual environment can be a simulation environment for the real world, a semi-simulation and semi-fictional three-dimensional environment, or a pure fictional three-dimensional 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. Optionally, the virtual environment is further used for virtual environment combat between at least two virtual roles, in which virtual environment there are virtual resources available for use by the at least two virtual roles. Optionally, the virtual environment includes a square map, where the square map includes a symmetric lower left corner region and upper right corner region, and two opponent virtual characters belonging to the two opponent camps occupy one of the regions respectively, and target buildings deep in the opposite region are destroyed to serve as victory targets.
Virtual roles (also known as hero): refers to movable objects in a virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and a cartoon character. Alternatively, when the virtual world is a three-dimensional virtual world, the virtual characters may be three-dimensional stereoscopic models, each having its own shape and volume in the three-dimensional virtual world, occupying a part of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, which implements different external figures by wearing different skins. In some implementations, the avatar may also be implemented using a 2.5-dimensional or 2-dimensional model, as embodiments of the application are not limited in this regard. In some embodiments of the application, a avatar refers to an avatar that is controllable by a user in a virtual environment, and may be an auxiliary avatar for an avatar that is not controllable by a user, such as a soldier, monster, non-player character (Non-PLAYER CHARACTER, NPC).
Multiple people online tactics athletic: the method is characterized in that on a map provided by a virtual environment, different virtual teams belonging to at least two hostile camps respectively occupy respective map areas, and a certain winning condition is targeted for competition. Such victory conditions include, but are not limited to: at least one of occupying a data point or destroying a hostile data point, killing a hostile virtual character, guaranteeing survival of the hostile virtual character in a specified scene and time, seizing a certain resource, and comparing and exceeding the other party in a specified time. Tactical competition may be performed in units of bureaus, and the maps of each tactical competition may be the same or different. Each virtual team includes one or more virtual characters, such as 1, 3, or 5.
MOBA game: the virtual world game is a game in which a plurality of points are provided in the virtual world, and users in different camps control virtual roles to fight in the virtual world, occupy the points or destroy hostile camping points. For example, MOBA games may split users into two hostile camps, with the user-controlled avatars dispersed in the virtual world competing for each other to destroy or preempt all points of the hostile as a winning condition. MOBA games are played in plays, with the duration of a game MOBA from the time the game begins to the time the winning conditions are reached.
Virtual environment picture: and adopting a third person to call a top view angle to observe the three-dimensional virtual environment. Alternatively, the top view angle is a 45 degree angle. It should be noted that, a virtual camera is generally disposed in the game scene, and the content of the game scene shot by the virtual camera is a virtual environment picture presented by the user interface. In the 3D game of the third person viewing angle, the virtual camera can capture the contents of the game scene including the virtual character, and display the virtual character on the virtual environment screen. For another example, in some games without virtual characters, the movement and rotation of the virtual camera can also be directly controlled, so as to update the game screen presented by the user interface.
Skill: the role capability of the virtual roles in the three-dimensional virtual environment can generate action effects on other virtual roles in the camping. The skills may be attack type skills, defensive skills, skills with specific targets, group attack skills, skills that produce a flying effect on other camping virtual characters, and skills that produce a decelerating effect on other camping virtual characters, and the present application is not limited to this.
Summoning skills of a teacher: each virtual character has available skills such as, for example, running, cursive, flash, etc. The higher the level of the game account number, the more summons are available to the avatar in the game.
Hero skills: unlike summons skills available for each virtual character, hero skills are skills unique to the different virtual characters.
Big recruitment: the large bid is one of hero skills corresponding to each virtual character. In general, a large skill is one of a plurality of hero skills corresponding to a virtual character, which has the greatest output injury value, and is also one of the skills having the longest cooling time.
View field: is information in the virtual environment picture acquired by the virtual character, including building information, virtual character information, and the like. Typically, the full team in MOBA games shares the field of view, that is, when one virtual character a sees an enemy virtual character B, then the virtual character a full team can see the enemy virtual character B. The terrain does not obstruct the view, but can obstruct the view when the avatar enters a particular area such as a grass or the like.
Highlight honor: the honor performance of the player from the excellent performance obtained in the game includes S score, a score, war rate, highest output, highest economy, output economy, highest bearing economy, highest treatment, highest shield, 5 defeat, 4 defeat, 3 defeat, overstrain, field of view control, highest push tower, shi field monster kill, single hit kill, para economy lead, first defeat, highest number of attacks, bearing per defeat, auxiliary economy, highest duration of control, most valuable player (Most Valuable Player, MVP), second valuable player (Second Valuable Player, SVP), and so forth.
S scoring: one type of player honor performance, a value score for a player's hero use performance in, for example, MOBA games.
A score: one type of player honor performance, a value score for a player's hero use performance in, for example, MOBA games.
The war rate: one type of player honor performance, the player with the highest score of participation in the battle in the game play, is calculated as (number of defeats + number of helpers)/(total number of defeats my).
The output is highest: one type of player honor performance is the player who is most harmed by hostile heros in game play.
The economy is highest: one type of player honor performance is the most economical player in the game play.
Output economic ratio: one of the honor manifestations of the player is the highest player of the game pair (harming the enemy hero)/(own economy).
Economic ratio of injury bearing: one of the honor manifestations is the highest player in the game play (inflicted with hostile hero injuries)/(own economy).
The treatment is highest: one of the player honor manifestations, the highest therapeutic amount of player is awarded in the game play.
The shield is highest: one type of player honor performance, the player with the highest effective shield value is output in the game play.
5 Killing: one of the honor manifestations of the player continuously defeats 5 hostile heros in a short period of time during the game play.
4 Killing: one of the honor manifestations of the player continuously defeats 4 hostile heros in a short period of time during the game play.
And 3, killing: one of the honor manifestations of the player continuously defeats 3 hostile heros in a short period of time during the game play.
Super god: one type of player honor performance achieves an eight-fold in a game play without being defeated.
And (3) field control: one type of player honor performance places and removes the most defended players in the game play.
Push tower highest: one type of player honor performance involves the most hostile defense tower players in a game play.
Shi monster defeats: one type of player honor performance, the most monster players participating in a defeating a poem in a game pair.
Single beat: one type of player honor performance, alone in game opponents, defeats the most hostile players.
Economic lead of counterpoint: one type of player honor performance, the most hostile and heroic economic player is led to the position in the game play.
First defeating: one type of player honor performance, a first drawing in game play, i.e., a player who first defeats a hostile hero, is obtained.
The highest number of attacks: one type of player honor performance aids the highest number of players in a game play.
Each time defeat the wound: one type of player honor performance is one in which the player with the highest average of injury is beaten out of each game play.
Auxiliary economic ratio: one of the honor manifestations of the player is the player with the highest (treatment shield ratio + control ratio)/(economy) ratio among the game plays.
The control duration is the highest: one type of player honor performance, the player with the highest total duration of hostile hero control in the game play (the non-occluded control effect is calculated as 1/3 of the duration).
MVP: one type of player honor performance, the winner scoring the highest player in the game play.
SVP: one type of player honor performance, the highest player scoring the loser in the game play.
Hero skin: an appearance model of hero in MOBA games.
Hero posture: actions specific to the hero's appearance model in MOBA games.
Hero skin voice: a voice specific to an appearance model of hero in MOBA games.
Praise flow: after the game is finished, the players can interact with each other through the hero display interface of the whole team, and the player can make a recognition to teammates which are considered to be excellent.
And (3) settlement flow: after the player finishes the game, the combat result is cleared and displayed.
In-office personalization: the game player can set the User Interface (UI) performance in the game by himself, and create new performance in the game by setting various parameters and performance modes in different playing modes, thereby meeting the personalized requirements of different players.
Fig. 1 is a schematic diagram showing a related art interoffice settlement interface after interoffice is completed. As shown, the game play settlement interface 10 centrally displays the MVP11 in the game play of this time; the left side of the game counter interface 10 displays counter statistics 12 (including, for example, number of defeats, number of helpers, and number of defeats) of the MVP11 in the game counter; on the right side of the balance settlement interface 10 is displayed a list 13 of all players belonging to the same team (i.e., the winner team) as the MVP11, and a praise control 14 is included in the list 13, so that the player can praise other players in the team using the praise control 14.
Fig. 2 is a schematic diagram showing a game settlement interface after the end of another game in the related art. As shown in the figure, the game play settlement interface 20 displays all players in the current game play (a winner team player 21 on the left side and a loser team player 22 on the right side) and settlement statistics 23 of each player in the current game play; also displayed on the balance settlement interface 20 is a praise control 24 for each player, who can praise other players on the team using the praise control 24.
As can be seen from fig. 1 and 2, the game ending interface displayed after the game ends in the related art is relatively single and crude, and the personal performance of the player and the honor obtained in the game of the player cannot be displayed, so that the player with outstanding performance cannot obtain the honor sense, and the enthusiasm and efficiency of the player in the game of the player cannot be improved.
Fig. 3 is an interface diagram illustrating a method for displaying a virtual character according to an exemplary embodiment of the present application. As shown in the figure, after game play is finished, displaying an MVP independent character display link starting interface 30, wherein a word of "MVP" is displayed on the MVP independent character display link starting interface 30 to show that the independent character of MVP is about to be displayed; next, a check-out interface 40 is displayed, and the check-out interface 40 is centrally displayed with a MVP41 in a three-dimensional form, special effects (such as a virtual display table 42, a background wall 43, etc.) surrounding the MVP41 in the three-dimensional form, and check-out statistics 44 of the MVP41 in the three-dimensional form, and in addition, the MVP41 in the three-dimensional form has a dynamic special effect such as a special effect of an action gesture, and a voice play accompanied with the dynamic special effect; after the independent role display link of the MVP which lasts for about 3 seconds is finished, a five-person praise link is entered, namely the MVP41 is fixed at the middle position, the virtual roles 45 in a three-dimensional form corresponding to other players of the team are hard cut into the field, the virtual roles 45 in the three-dimensional form corresponding to other players of the team are displayed at the left side and the right side of the MVP41, and the virtual roles 45 in the three-dimensional form corresponding to other players are blocked by using a flashing special effect; after all players enter, the praise control 46 for each virtual character is displayed, the players can praise each other, and the three-dimensional model of all virtual characters supports drag rotation. The MVP41 is always kept at the middle position of the exchange settlement interface in the whole process; if the player using the current client does not gain the reputation of the MVP, the player's corresponding virtual character 47 is displayed in the second cis position, i.e., adjacent to the left of the MVP 41. In addition, in the case where each virtual character is provided with a special effect, the special effect of the setting thereof is displayed on the pair settlement interface 40.
In one possible implementation, the winner team displays the game settlement interface in the manner described in FIG. 3, while the loser team has no MVP independent character presentation links. Fig. 4 shows a paymate settlement interface 50 for a team of losers. Wherein, the virtual character 51 corresponding to the player of the current client is displayed in the middle position of the game settlement interface 50 in a three-dimensional form, and the SVP52 of the loser team is displayed in the right adjacent position of the virtual character 51; a praise control 53 is also displayed on the balance settlement interface 50. In addition, when an effect is set for the virtual character in the loser team, the set effect is displayed on the counter balance interface 50.
FIG. 5 illustrates a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110, a server cluster 120, a second terminal 130.
The first terminal 110 is installed and operated with a client 111 supporting a virtual environment, and the client 111 may be a multi-person online fight program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the first terminal 110. The client may be any of a military Simulation program, MOBA Game, a fleeing Game, a strategy Game (SLG) Game. In this embodiment, the client is MOBA game. The first terminal 110 is a terminal used by the first user 101, and the first user 101 uses the first terminal 110 to control a first virtual character located in the virtual environment to perform an activity, and the first virtual character may be referred to as a master virtual character of the first user 101. The activity of the first avatar includes, but is not limited to: adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first avatar is a first avatar, such as an emulated persona or a cartoon persona.
The second terminal 130 is installed and operated with a client 131 supporting a virtual environment, and the client 131 may be a multi-person online fight program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on a screen of the second terminal 130. The client may be any of a military simulation program, MOBA game, a fleeing game, an SLG game, in this embodiment, the client is illustrated as a MOBA game. The second terminal 130 is a terminal used by the second user 102, and the second user 102 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform activities, and the second virtual character may be referred to as a master virtual character of the second user 102. Illustratively, the second avatar is a second avatar, such as an emulated persona or a cartoon persona.
Optionally, the first avatar and the second avatar are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first avatar and the second avatar may belong to different camps, different teams, different organizations, or have hostile relationships.
Alternatively, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client 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, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 5, but in different embodiments there are a plurality of other terminals 140 that can access the server cluster 120. Optionally, there is one or more terminals 140 corresponding to a developer, a development and editing platform of a client of the virtual environment is installed on the terminals 140, the developer can edit and update the client on the terminals 140, and transmit the updated client installation package to the server cluster 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server cluster 120 to implement updating of the client.
The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server cluster 120 through a wireless network or a wired network.
The server cluster 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server cluster 120 is used to provide background services for clients supporting a three-dimensional virtual environment. Optionally, the server cluster 120 takes on primary computing work and the terminal takes on secondary computing work; or the server cluster 120 takes on secondary computing work and the terminal takes on primary computing work; or the server cluster 120 and the terminals (the first terminal 110 and the second terminal 130) perform cooperative computing by using a distributed computing architecture.
In one illustrative example, server cluster 120 includes server 121 and server 126, and server 121 includes processor 122, user account database 123, combat service module 124, and user-oriented Input/Output Interface (I/O Interface) 125. Wherein the processor 122 is configured to load instructions stored in the server 121, process data in the user account database 123 and the combat service module 124; the user account database 123 is used for storing data of user accounts used by the first terminal 110, the second terminal 130 and the other terminals 140, such as an avatar of the user account, a nickname of the user account, and a combat index of the user account, where the user account is located; the combat service module 124 is configured to provide a plurality of combat rooms for users to combat, such as 1V1 combat, 3V3 combat, 5V5 combat, etc.; the user-oriented I/O interface 125 is used to establish communication exchanges of data with the first terminal 110 and/or the second terminal 130 via a wireless network or a wired network. Optionally, an intelligent message module 127 is disposed in the server 126, and the intelligent message module 127 participates in implementing the display method of the virtual character provided in the embodiment described below.
Fig. 6 is a flowchart illustrating a method of displaying a virtual character according to an exemplary embodiment of the present application. The method may be performed by any of the terminals in fig. 5, where the application client on the terminal logs in the first account, and the method includes:
step 220: displaying a first virtual character located in the virtual environment;
The virtual environment is a virtual environment that an application program displays (or provides) while running on a terminal. Taking MOBA class games as an example, the virtual environment is used for virtual environment combat between at least two virtual characters, and virtual resources available for at least two virtual characters are provided in the virtual environment. Optionally, the virtual environment includes a square map, where the square map includes a symmetric lower left corner region and upper right corner region, and two opponent virtual characters belonging to the two opponent camps occupy one of the regions respectively, and target buildings deep in the opposite region are destroyed to serve as victory targets.
The first virtual role is a virtual role controlled by a first account, namely a virtual role controlled by a user account logged in on a client running on a current terminal.
Illustratively, the user interface has displayed thereon a first virtual character located in the virtual environment.
Optionally, displaying the first virtual character located in the virtual environment in a centered position of the user interface and maintaining the first virtual character in the centered position of the user interface in the game play.
Optionally, a virtual environment picture generated when the virtual environment is observed by adopting the view angle corresponding to the first virtual role is also displayed on the user interface. The view angle corresponding to the first virtual character may be any one of a first person view angle, an obliquely upward view angle of 45 degrees, a third person view angle, and a shoulder-passing view angle of the first virtual character. When the first virtual character moves or rotates, the virtual environment picture changes at any time.
Step 240: controlling the first virtual character to complete at least one game play in the virtual environment in response to the control operation;
The control operation may be at least one of a click operation, a drag operation, a double click operation, a voice operation, a pressure touch operation, eye control, and a somatosensory control, which is not limited in the present application.
Illustratively, the user using the first account number controls the first virtual character to run and use skills in the virtual environment through control operation, and completes at least one game play.
Step 260: and after the game is played, displaying a game play settlement interface for independently displaying the second virtual character in the three-dimensional form.
The second avatar is the highest scoring avatar, i.e., MVP, of the winner team in the at least one game pair.
Independent character presentation refers to presentation of a single individual character to a virtual character in order to highlight the virtual character that is honored in a game play. The content presented by the individual character may be a model of the virtual character, skin, make-up, skin voice, gesture motion, prop, settlement statistics obtained by the virtual character in game play (e.g., number of defeats, number of helpers, number of defeats, etc.), background set around the virtual character, special effects assembled by the virtual character, etc.
The three-dimensional form means that the virtual character has the shape and the volume thereof and occupies a part of space in the three-dimensional virtual world; that is, the presentation of the virtual character is not displayed in the form of a planar figure, but in the form of a stereoscopic body. Alternatively, the three-dimensional form of the virtual character may be a three-dimensional character constructed based on a three-dimensional human skeleton technique, which implements different external figures by wearing different skins.
The game play settlement interface is an interface which is displayed on the user interface after game play is finished and used for displaying the second virtual character in an independent mode. The game play settlement interface may also include settlement statistics in game plays such as score, economic value, number of defeats of the opponent's virtual character, etc., as well as score, economic value, number of defeats of the opponent's virtual character, etc. for example, for the second virtual character.
Illustratively, after game play is completed, performing independent character display on the second virtual character in the three-dimensional form at a central position in the play settlement interface; wherein the independent character presentation of the second virtual character is a presentation effect determined according to the resource owned by the second virtual character. And determining the display effect of the second virtual character displayed in the independent character display link according to the resources owned by the second virtual character, and centrally displaying the second virtual character in the game settlement interface.
In the independent character display link, besides the three-dimensional model of the second virtual character, the independent display special effects, gesture actions, skin voices, settlement statistics data and the like of the second virtual character can be displayed based on resources owned by the second virtual character. That is, after the game play is completed, the three-dimensional stereoscopic model of the second virtual character is displayed at a central position in the play settlement interface, and at least one of the following steps is performed: displaying the independent display special effects of the second virtual character; displaying the gesture of the second virtual character; playing skin voice of the second virtual character; and displaying settlement statistics of the second virtual character.
The individual display effect refers to an effect set around the second virtual character, such as a virtual display effect, a background wall effect, a lighting effect, a background object effect, and the like. That is, the independently presented special effects of the second virtual character are displayed, including at least one of the following steps: displaying the virtual exhibition stand effect; displaying a model animation effect of the second virtual character; displaying a background wall effect; displaying a background effect of the head position of the second virtual character; and displaying the lighting effect aiming at the virtual exhibition stand.
The gesture of the second virtual character may be a gesture designed for the second virtual character in advance, for example, an entry action, a celebration action, etc. corresponding to the second virtual character, or may be a gesture determined according to the performance of the second virtual character in the game of this time. For example, the action reproduction of the second virtual character at the highlight moment in the game play is displayed. Wherein the highlight moment comprises at least one of the following moments:
a moment in time when at least three enemy virtual characters are successively defeated within the first time period;
A time of continuously assisting at least three my virtual roles within a second duration;
the moment when the opponent virtual character is first defeated within the game pair;
Time of using skills to hit at least three enemy virtual characters simultaneously;
Moment of destroying enemy defensive towers;
time to defeat the non-player character;
at the time of escaping from the pursuit of the enemy avatar in a low-vital-value state, the low-vital-value state being a state in which the vital value of the avatar is lower than a threshold value;
The first time length and the second time length are preset time thresholds.
Optionally, acquiring resources of each virtual character in the game pair, where the resources of each virtual character include resources of a second virtual character; and determining an independent character presentation of the second virtual character based on the resources owned by the second virtual character.
Optionally, after the independent character display link of the second virtual character is finished, a five-person praise link is entered (taking five virtual characters for each team as an example); that is, all the virtual characters in the team to which the second virtual character belongs are displayed, and the endorsement control is displayed so that users can endorse each other.
At least two third virtual characters in a three-dimensional form are displayed in a hard cutting mode at two sides of the second virtual character on the opposite-office settlement interface, wherein the at least two third virtual characters are virtual characters with teammate relation with the second virtual character. Wherein, the hard cut refers to the instant cut of the third virtual character. Optionally, at least two third virtual roles are occluded using a flash special effect.
Optionally, at least two third virtual characters are hard-cut into the field one by one according to the group floor sequence. The team floor sequence refers to the sequence of different virtual roles in the same team; team floors may be randomly assigned or ordered by score (e.g., rank score, etc.), as the application is not limited in this regard.
In summary, the method provided in this embodiment completes game play by displaying and controlling the first virtual character, and performs independent character display on the second virtual character that obtains MVP in the play settlement interface after the game play is completed, so that the player who wins honor in the game play can obtain a personal display opportunity, so that the MVP player improves honor feeling, and other players can obtain MVP more actively, thereby improving the enthusiasm and play efficiency of the player in the game play.
Fig. 7 is a flowchart illustrating a method of displaying a virtual character according to an exemplary embodiment of the present application. The method may be performed by any of the terminals in fig. 5, where the application client on the terminal logs in the first account, and the method includes:
Step 320: displaying a first virtual character located in the virtual environment;
The virtual environment is a virtual environment that an application program displays (or provides) while running on a terminal. Taking MOBA class games as an example, the virtual environment is used for virtual environment combat between at least two virtual characters, and virtual resources available for at least two virtual characters are provided in the virtual environment. Optionally, the virtual environment includes a square map, where the square map includes a symmetric lower left corner region and upper right corner region, and two opponent virtual characters belonging to the two opponent camps occupy one of the regions respectively, and target buildings deep in the opposite region are destroyed to serve as victory targets.
The first virtual role is a virtual role controlled by a first account, namely a virtual role controlled by a user account logged in on a client running on a current terminal.
Illustratively, the user interface has displayed thereon a first virtual character located in the virtual environment.
Optionally, displaying the first virtual character located in the virtual environment in a centered position of the user interface and maintaining the first virtual character in the centered position of the user interface in the game play.
Optionally, a virtual environment picture generated when the virtual environment is observed by adopting the view angle corresponding to the first virtual role is also displayed on the user interface. The view angle corresponding to the first virtual character may be any one of a first person view angle, an obliquely upward view angle of 45 degrees, a third person view angle, and a shoulder-passing view angle of the first virtual character. When the first virtual character moves or rotates, the virtual environment picture changes at any time.
It should be noted that the following execution sequence of steps 342 to 344 and 346 is not limited, and steps 342 to 344 may be executed first and then step 346 may be executed, steps 346 may be executed first and then steps 342 to 344 may be executed, or steps 342 to 344 may be executed simultaneously with step 346.
Step 342: acquiring resources of each virtual character in a game pair;
the resources of each virtual character include resources of a second virtual character.
The resources include at least one of props, skin, grooming, background mounting owned by the virtual character. Optionally, the resources can be divided into independent character display link special effect resources and five-person praise links (taking the same team as an example with five virtual characters); the special effect resource of the independent role display link is the special effect resource of the personal display link after the virtual role obtains MVP, and the special effect resource of the five-person praise link is the special effect resource which is simultaneously displayed by all members applied to the same team and mutually praise links.
Step 344: determining an independent character presentation of the second virtual character based on resources owned by the second virtual character;
The independent character presentation includes presentation of the second virtual character, and at least one of: the special effects are independently displayed; gesture motion; skin voice; settlement statistics. Wherein the independently displayed special effects include at least one of the following: virtual display effects; model animation effects of the second virtual character; a background wall effect; a background effect of the head position of the second virtual character; aiming at the lighting effect of the virtual exhibition stand. The virtual exhibition stand is used for exhibiting the virtual character, and the virtual character can stand on the virtual exhibition stand; the model animation effect of the second virtual character refers to the character animation corresponding to the second virtual character; the background wall refers to a background special effect behind the virtual character; the background effect of the head position of the second virtual character refers to a background special effect displayed on the head of the second virtual character; the lighting effect for the virtual exhibition stand refers to the special effect of the lamplight set for the virtual exhibition stand on which the virtual character stands.
After the game is played, determining a winner team and a virtual character with highest score of the winner, namely a second virtual character by pulling game play data; and determining an independent character presentation of the second virtual character based on the resources owned by the second virtual character.
Table one shows a state table that determines the independent presentation effect of the second virtual character based on the resources owned by the second virtual character. Referring to table one, in the case that the team local field to which the virtual character belongs is a failure field, there is no independent character display link; under the condition that the team field to which the virtual character belongs is a winning field and the virtual character field is a non-MVP, the virtual character only views the independent character display of the MVP in the independent character display link, and has no special effect; under the condition that the team field to which the virtual character belongs is a winning field and the virtual character field is an MVP, the virtual character can display the independent character in the independent character display link.
Alternatively, the virtual character is classified into a high-level gear, a normal gear, and an unassembled resource according to its own resources. According to the first table, under the condition that the second virtual character belongs to the high-level file, the second virtual character has virtual exhibition stand effect, model animation effect, background wall effect, head position background object effect and style lighting effect; under the condition that the second virtual character belongs to a common file, the second virtual character has virtual exhibition stand effect, model animation effect and style lighting effect; in the case where the second avatar has no assembly resources, it has only the effect of basic lighting (original lighting weakening).
List one
Alternatively, the gesture of the second virtual character may be a gesture designed for the second virtual character in advance, for example, an entry action, a celebration action, etc. corresponding to the second virtual character, or may be a gesture determined according to the performance of the second virtual character in the game of this time. For example, the action reproduction of the second virtual character at the highlight moment in the game play is displayed. Optionally, the motion reproduction/position reproduction of the second virtual character is presented in a three-dimensional stereoscopic form. Wherein the highlight moment comprises at least one of the following:
a moment in time when at least three enemy virtual characters are successively defeated within the first time period;
A time of continuously assisting at least three my virtual roles within a second duration;
the moment when the opponent virtual character is first defeated within the game pair;
Time of using skills to hit at least three enemy virtual characters simultaneously;
Moment of destroying enemy defensive towers;
time to defeat the non-player character;
at the time of escaping from the pursuit of the enemy avatar in a low-vital-value state, the low-vital-value state being a state in which the vital value of the avatar is lower than a threshold value;
The first time length and the second time length are preset time thresholds.
Optionally, after the game is played, acquiring game data at a wonderful moment; determining a gesture of the second virtual character at the highlight moment based on the game data; and controlling the second virtual character to execute the gesture action at the wonderful moment so as to display the action reproduction of the second virtual character at the wonderful moment in the balance settlement interface. That is, the action/position of the second virtual character at the highlight moment is determined by pulling the game play data, and the action/position is reproduced by controlling the second virtual character in a three-dimensional form at the play settlement interface.
Optionally, a gesture camera is arranged in the virtual world, and the gesture camera is used for collecting gesture actions of each virtual character in a game, then obtaining a picture of a wonderful moment in an intercepting mode and taking the picture as a background picture of a game settlement interface. Namely, acquiring a recording result of the gesture camera on the second virtual character in the game play process; intercepting an attitude action picture of the second virtual character at the wonderful moment in the recording result; the gesture operation screen is displayed as a background screen of the second virtual character. Optionally, the pose camera is configured to place the virtual character in a centered position and always facing the perspective of the virtual character.
In order to intercept the gesture action of the second virtual character at the wonderful moment in the recording result of the second virtual character by using the gesture camera, the interception start time and the interception end time are determined according to the type of the wonderful moment. For example, in the case where the highlight moment is a moment of successively defeating at least three enemy virtual characters in the first time period, the moment of defeating the first enemy virtual character in the first time period is determined as a first reference point, and the moment of defeating the last enemy virtual character in the first time period is determined as a second reference point; the moment of the last skill released by the second virtual character before the first reference point is determined as the interception start time, and 1 second after the second reference point is determined as the interception end time. For another example, when the highlight time is the time when the enemy tower is destroyed, the interception start time is the time when the enemy tower is destroyed to 80%, and the interception end time is 2 seconds after the enemy tower is destroyed. The application is not limited in the way the highlight moment is intercepted.
Optionally, a reproduction camera is provided in the virtual world, the reproduction camera being configured to acquire an action reproduction screen of the second virtual character using a playback angle corresponding to the highlight moment and to serve as a background screen of the balance settlement interface. Namely, after game play is completed, game data at a highlight moment is acquired; acquiring a gesture action picture of the second virtual character at the highlight moment by using a reproduction camera based on the game data; the gesture operation screen is displayed as a background screen of the second virtual character. That is, the virtual character is not recorded in the game play, but the game data is pulled after the game play is completed, and the gesture of the second virtual character at the highlight time is reproduced based on the game data. Optionally, the re-camera is arranged to place the virtual character in a centered position and always facing the perspective of the virtual character.
The above two ways of arranging the camera in the virtual world can be taken in different situations. For example, in the case that the terminal is insufficient to support the whole course of the recorded game, a mode of reproducing the video camera is adopted; for another example, in the case where the terminal does not satisfy the response speed using the reproduction camera, a mode of an attitude camera is adopted. The application is not limited in this regard.
Alternatively, the independent character presentation of the second virtual character may be user-defined. In the case that the second virtual character and the first virtual character are the same virtual character, that is, the first virtual character controlled by the first account number obtains the MVP of the game of chance, at least one of the following steps is executed: responding to the first user-defined operation, and setting an independent display special effect of the second virtual role in a game settlement interface; responding to the second user-defined operation, and setting the gesture action of the second virtual character in the exchange settlement interface; responding to a third user-defined operation, and setting skin voice of the second virtual character in a game settlement interface; setting background music of the second virtual character in the game settlement interface in response to fourth user-defined operation; responding to the fifth custom operation, and setting prop special effects of the second virtual role in the exchange settlement interface; and setting the second virtual role to be decorated in the game settlement interface in response to the sixth custom operation.
Step 346: controlling the first virtual character to complete at least one game play in the virtual environment in response to the control operation;
The control operation may be at least one of a click operation, a drag operation, a double click operation, a voice operation, a pressure touch operation, eye control, and a somatosensory control, which is not limited in the present application.
Illustratively, the user using the first account number controls the first virtual character to run and use skills in the virtual environment through control operation, and completes at least one game play.
Step 360: after game play is finished, performing independent role display on the second virtual role in the three-dimensional form at the central position in the play settlement interface;
illustratively, after the game play is completed, displaying the three-dimensional stereoscopic model of the second virtual character at a centered position in the play settlement interface, and performing at least one of the following steps: displaying the independent display special effects of the second virtual character; displaying the gesture of the second virtual character; playing skin voice of the second virtual character; and displaying settlement statistics of the second virtual character.
Wherein the displaying of the independently presented special effects of the second virtual character comprises at least one of the following steps: displaying the virtual exhibition stand effect; displaying a model animation effect of the second virtual character; displaying a background wall effect; displaying a background effect of the head position of the second virtual character; and displaying the lighting effect aiming at the virtual exhibition stand.
Step 370: and displaying at least two third virtual roles in a three-dimensional form in a hard cutting mode at the positions of two sides of the second virtual role on the game settlement interface.
After the independent character display link of the second virtual character is finished, a five-person praise link (taking the same team with five virtual characters as an example) is entered; that is, all the virtual characters in the team to which the second virtual character belongs are displayed. Optionally, the endorsement controls for each virtual character are displayed simultaneously so that users may endorse each other.
At least two third virtual characters in a three-dimensional form are displayed in a hard cutting mode at two sides of the second virtual character on the opposite-office settlement interface, wherein the at least two third virtual characters are virtual characters with teammate relation with the second virtual character. Wherein, the hard cut refers to the instant cut of the third virtual character. Optionally, at least two third virtual roles are occluded using a flash special effect.
Optionally, at least two third virtual characters are hard-cut into the field one by one according to the group floor sequence. The team floor sequence refers to the sequence of different virtual roles in the same team; team floors may be randomly assigned or ordered by score (e.g., rank score, etc.), as the application is not limited in this regard.
Optionally, in the five-person praise link, the model in three-dimensional form of each virtual character (including the second virtual character and the third virtual character) supports drag rotation, so as to better display the decoration and special effects of each virtual character.
Alternatively, in the five-person praise link, each virtual character exhibits its assembled resident special effect (boarding special effect).
And a second table shows a state diagram of the virtual roles with different resources in the five-person praise link. The virtual character may be classified into a high-level gear, a normal gear, and an unassembled resource according to the resources it owns. Referring to table two, in the case that the team to which the virtual character belongs is the winner and the virtual character is the MVP (i.e., the virtual character is the second virtual character), the virtual character stands in the middle position; when the team to which the first virtual character belongs is the winning court and the first virtual character is the non-MVP, the first virtual character stands in the second position (second position from left); when the team to which the first virtual character belongs is a failure, the first virtual character is fixedly standing in the intermediate position. Under the condition that the virtual character belongs to a high-grade file, the special effects assembled by the virtual character comprise a virtual exhibition stand effect, a head position background scene effect and a style lighting effect; under the condition that the virtual character belongs to a high-level file, the special effects assembled by the virtual character comprise style lighting effects; in the case where the avatar does not have the assembly resources, only MVP (second avatar) has the basic lighting effect.
Watch II
Optionally, the game system includes an atmosphere switch for controlling presentation of the game settlement process. The atmosphere switch defaults to a closed state, and players can normally assemble the balance settlement performance (comprising the performance of an independent role showing link and a five-person praying link) and display the balance settlement performance in the corresponding link of the balance settlement flow in the closed state; under the condition that the atmosphere switch is turned on, the entry of the assembly page settlement performance is shielded, namely, players cannot assemble the settlement performance of the game by confidence, no additional independent role display links exist in the winner in the process of the settlement of the game, and no special effect is displayed in the five-person praise links.
In summary, the method provided in this embodiment completes game play by displaying and controlling the first virtual character, and performs independent character display on the second virtual character that obtains MVP in the play settlement interface after the game play is completed, so that the player who wins honor in the game play can obtain a personal display opportunity, so that the MVP player improves honor feeling, and other players can obtain MVP more actively, thereby improving the enthusiasm and play efficiency of the player in the game play.
In addition, the method provided by the embodiment enables the independent character display of the second virtual character to be closely related to the in-office expression of the second virtual character, so that game data is more fully utilized, and the honor sense of the MVP player can be improved.
In addition, the method provided by the embodiment enables the user to customize the assembly of the independent role display link, so that the link has higher social properties, and the enthusiasm of the user is improved.
Fig. 8 is a flowchart illustrating a method of displaying a virtual character according to an exemplary embodiment of the present application. The method may be performed by any of the terminals described above in fig. 5, the method comprising:
Step 401: judging whether the preamble settlement flow is completed or not;
The preamble settlement process includes settlement of game play data. For example, the number of defeats, the number of times of attack, the basis of defeats, the output injury value, the economic value, and the like for each virtual character and each team are calculated.
Judging whether the preamble settlement process is completed or not, and if so, performing a subsequent step 402; if not, the settlement is continued.
Step 402: pulling the local office data, and determining an MVP result;
obtaining game play data in a game play, determining game play results (e.g., winner/loser team), determining player performance (e.g., MVP/SVP), and determining a reputation title (e.g., S-level/a-level) obtained by the player, among others.
Step 403: judging whether the local field is a winning field or not;
Judging whether the local field is a winning field or not, and executing the subsequent step 404 if the local field is a winning field; and under the condition of not being a winner, no subsequent MVP independent role display link exists.
Step 404: entering an MVP independent role display link;
and when the team to which the virtual character belongs is a winner, entering an MVP independent character display link.
Step 405: pulling the attribute of the player of the local office, and retrieving resource information;
and determining that the players participating in the game belong to high-grade, common or players without assembled resources, and acquiring the resources owned by each virtual character for subsequently calculating the performance result of the virtual character in the game settlement link.
It should be noted that the steps 401 to 404 and 405 are not sequential. That is, steps 401 to 404 may be performed first, and then step 405 may be performed; or step 405 may be performed first and then steps 401 to 404 may be performed; or steps 401 to 404 may be performed simultaneously with step 405. The application is not limited in this regard.
Step 406: calling independent role display according to MVP resources;
and acquiring the resources owned by the MVP, and determining independent role display of the MVP according to the resources owned by the MVP. For example, related information such as hero skin, gesture, voice and the like of the MVP is obtained for playing and displaying.
After independent role display of MVP is determined, corresponding coordinate is hung on the corresponding resource display node, and personalized special effect resources of the independent role display link are displayed according to the design flow sequence.
Step 407: configuring a timer tick;
a timer tick is configured for the independent character presentation link, and after the timer tick finishes, the five-person praise process in step 408 is entered.
Optionally, the duration of the independent character presentation links is configured in a parameterized manner, e.g., the timer tick is configured according to the skin skinID of the virtual character.
Step 408: and displaying five-person praise link performances according to all player resources.
The players except the MVP enter the game one by one in a hard cutting mode, and five-person praise links are displayed for each player according to the resources of the player.
Wherein, MVP is centrally displayed; the first virtual character is displayed in the second position (second from left) in the case of non-MVP.
It should be noted that steps 406 to 408 are controlled by delay logic. Namely, the special effect of the MVP starts to play in an independent role display link, and delays to a five-person praise link; but not in the five-person praise link.
Fig. 9 is a flowchart illustrating a method of displaying a virtual character according to an exemplary embodiment of the present application. The method may be performed by any of the terminals described above in fig. 5, the method comprising:
step 501: judging whether the field is a winning field or not;
and judging whether the team where the first account logged in on the current client is a winner or not. If the scene is the winning place, executing the following steps related to the MVP independent role display link; if not, go to step 509a and step 509b, i.e. go directly to the five-person praise link.
That is, in the case of winning a game, some and only MVP players will invoke resources for independent character presentation links, none of the remaining players will invoke; in the event of a failure of a game, all players of the team will not invoke the resources of the independent character presentation links.
Step 502: judging whether to assemble personalized props;
And judging whether the virtual character used by the current account is assembled with the personalized prop. If the personalized prop is assembled, executing the following steps related to determining independent role display; if no personalized prop is assembled, step 503 is performed, i.e., only the base special effect is displayed.
Personalized assembly or Global parameters are invoked differently according to player filler assembly (resource) parameters.
Step 503: invoking a basic bottom-protecting display link special effect resource;
And under the condition that the virtual character is not assembled with the personalized prop, calling the basic bottom-keeping display link special effect resource, namely displaying the basic special effect only on the office settlement interface.
Step 504: judging whether the MVP is the local MVP;
And judging whether the virtual character corresponding to the current account is the local MVP. If the MVP is the case, step 505 is performed; if not, step 506 is performed.
Step 505: invoking an independent role display link special effect resource of the assembled settlement performance resource;
and executing the step under the condition that the virtual role corresponding to the current account is the local MVP.
Determining the effect of independent character display of the virtual character based on the independent character display link special effect resource in the settlement performance resource owned by the virtual character corresponding to the current account; and calling the resource to display the independent roles.
Step 506: watching an independent display link of the local MVP;
And under the condition that the virtual role corresponding to the current account is not the local MVP, executing the step and watching an independent display link of the local MVP.
It should be noted that the independent character presentation links include step 507a and step 507b, but the execution sequence is not sequential. Step 507a may be performed first, followed by step 507b; or step 507b is performed first, and then step 507a is performed; or step 507a and step 507b are performed simultaneously.
Step 507a: randomly playing a voice of the MVP;
At least one voice corresponds to the virtual character of the MVP, or at least one voice corresponds to the skin used by the MVP; in which a piece of speech of the MVP is played randomly.
Step 507b: calling a skin model used by MVP and corresponding gesture resources;
And determining independent role display of the MVP based on the skin model used by the MVP and the corresponding gesture resources, and calling the skin model and the gesture resources to perform independent role display.
Step 508: judging whether the flow timing is finished;
And judging whether the flow timing of the independent role display link is finished or not according to the skin model or the resource configuration used by the MVP aiming at the timer of the independent role display link. In the case of end, steps 509a and 509b are performed; if not, the waiting process is timed out.
It should be noted that the five-person praise link includes step 509a and step 509b, but the execution sequence is not sequential. Step 509a may be performed before step 509b is performed; or step 509b is performed before step 509a is performed; or step 509a and step 509b are performed simultaneously.
Step 509a: calling a skin model used by each virtual character and corresponding gesture resources;
and determining skin and gesture actions of each virtual character in the five-person praise link based on the skin model used by each virtual character and corresponding gesture resources, and calling the skin model and gesture resources to display.
Step 509b: five persons who call the settlement expression resources assembled by each virtual role like the link special effect resources.
And calling the five-person praise link special effect resource in the settlement performance resource assembled by each virtual character for special effect display in the five-person praise link.
Fig. 10 is a schematic view of a display device for a virtual character according to an exemplary embodiment of the present application, the device including:
The display module 620 is configured to display a first virtual character located in a virtual environment, where the first virtual character is a virtual character controlled by the first account;
A control module 640 for controlling the first virtual character to complete at least one game play in the virtual environment in response to a control operation;
The display module 620 is further configured to display a game play settlement interface for performing independent character display on a second virtual character in a three-dimensional stereoscopic form after the game play is completed, where the second virtual character is a virtual character with a highest score in a winner team in the at least one game play.
In one possible design, the display module 620 is further configured to perform independent character presentation on the second virtual character in three-dimensional form at a central position in the game play settlement interface after the game play is completed; and the independent role display of the second virtual role is a performance effect determined according to the resources owned by the second virtual role.
In one possible design, the display module 620 is further configured to display the three-dimensional stereoscopic model of the second virtual character at a central location in the game play settlement interface after the game play is completed, and perform at least one of the following steps: displaying the independent display special effects of the second virtual character; displaying the gesture of the second virtual character; playing skin voice of the second virtual character; and displaying settlement statistics data of the second virtual role.
In one possible design, in the case where the second virtual character and the first virtual character are the same virtual character, the display module 620 is further configured to perform at least one of the following steps: responding to a first user-defined operation, and setting an independent display special effect of the second virtual role in the interoffice settlement interface; responding to a second user-defined operation, and setting gesture actions of the second virtual character in the interoffice settlement interface; responding to a third user-defined operation, and setting skin voice of the second virtual character in the exchange settlement interface; setting background music of the second virtual character in the game settlement interface in response to fourth user-defined operation; responding to a fifth custom operation, and setting prop special effects of the second virtual character in the exchange settlement interface; and responding to a sixth custom operation, and setting the second virtual role to be decorated in the game settlement interface.
In one possible design, the display module 620 is further configured to at least one of: displaying the virtual exhibition stand effect; displaying a model animation effect of the second virtual character; displaying a background wall effect; displaying a background effect of the head position of the second virtual character; and displaying the lighting effect aiming at the virtual exhibition stand.
In one possible design, the display module 620 is further configured to obtain resources of each virtual character in the game pair, where the resources of each virtual character include resources of the second virtual character; and determining independent character exhibition of the second virtual character based on the resources owned by the second virtual character.
In one possible design, the display module 620 is further configured to display a reproduction of the action of the second virtual character in the game play at the wonderful moment; wherein the highlight moment comprises at least one of the following: a moment of continuously defeating at least three enemy virtual characters within the first time period; continuously assisting the moment of at least three virtual roles in the second duration; the moment when the virtual character of the enemy is defeated for the first time in the game pair; a moment when the skill is used to hit at least three enemy virtual characters simultaneously; the moment of destroying the enemy defensive tower; time of defeating the non-player character; at the time of escaping from the pursuit of the enemy avatar in a low-vital-value state, the low-vital-value state is a state in which the vital value of the avatar is lower than a threshold value.
In one possible design, the display module 620 is further configured to obtain game data of the wonderful time after the game is played; determining a gesture of the second virtual character at the highlight moment based on the game data; and controlling the second virtual character to execute the gesture action at the wonderful moment so as to display the action reproduction of the second virtual character at the wonderful moment in the balance interface.
In one possible design, the virtual world is provided with a gesture camera, and the display module 620 is further configured to obtain a recording result of the gesture camera on the second virtual character during the game play process; intercepting a gesture action picture of the second virtual character at the wonderful moment in the recording result; displaying the gesture action picture as a background picture of the second virtual character; the gesture camera is used for collecting gesture actions of each virtual character in the game.
In one possible design, the virtual world is provided with a reproduction camera, and the display module 620 is further configured to obtain game data of the wonderful moment after the game is played; acquiring a gesture action picture of the second virtual character at the wonderful moment by using the reappearance camera based on the game data; displaying the gesture action picture as a background picture of the second virtual character; the reproduction camera is used for acquiring an action reproduction picture of the second virtual character by adopting a playback view angle corresponding to the wonderful moment.
In one possible design, the display module 620 is further configured to display, in a hard-cut manner, at least two third virtual characters in a three-dimensional stereoscopic form at positions on both sides of the second virtual character on the balance interface, where the at least two third virtual characters are virtual characters having a teammate relationship with the second virtual character.
In one possible design, the display module 620 is further configured to block the at least two third virtual characters using a flash special effect.
Fig. 11 shows a block diagram of a computer device 1900 according to an exemplary embodiment of the application. The computer device 1900 may be a portable mobile terminal such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion picture expert compression standard audio plane 3), MP4 (Moving Picture Experts Group Audio Layer IV, motion picture expert compression standard audio plane 4) players. Computer device 1900 may also be referred to as a user device, portable terminal, or the like.
Generally, the computer device 1900 includes: a processor 1901 and a memory 1902.
Processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1901 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing ), FPGA (Field Programmable GATE ARRAY, field programmable gate array), PLA (Program mable Logic Array ). The processor 1901 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1901 may incorporate a GPU (Graphics Processing Unit, image processor) for rendering and rendering of content to be displayed by the display screen. In some embodiments, the processor 1901 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1902 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 1902 is used to store at least one instruction for execution by processor 1901 to implement the display method of the virtual character provided in embodiments of the application.
In some embodiments, computer device 1900 may optionally further comprise: a peripheral interface 1903 and at least one peripheral. Specifically, the peripheral device includes: at least one of a radio frequency interface 1904, a touch display screen 1905, a camera assembly 1906, audio circuitry 1907, and a power supply 1908.
Peripheral interface 1903 may be used to connect at least one Input/Output (I/O) related peripheral to processor 1901 and memory 1902. In some embodiments, processor 1901, memory 1902, and peripheral interface 1903 are integrated on the same chip or circuit board; in some other embodiments, either or both of the processor 1901, memory 1902, and peripheral interface 1903 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency interface 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency interface 1904 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency interface 1904 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency interface 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency interface 1904 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the world wide web, metropolitan area networks, intranets, generation mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (WIRELESS FIDELITY ) networks. In some embodiments, radio frequency interface 1904 may also include NFC (NEAR FIELD Communica tion ) related circuitry, which is not limiting of the application.
The touch display 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display 1905 also has the ability to collect touch signals at or above the surface of the touch display 1905. The touch signal may be input as a control signal to the processor 1901 for processing. The touch display 1905 is used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, the touch display 1905 may be one, providing a front panel of the computer device 1900; in other embodiments, the touch display 1905 may be at least two, each disposed on a different surface of the computer device 1900 or in a folded design; in some embodiments, touch display 1905 may be a flexible display disposed on a curved surface or a folded surface of computer device 1900. Even more, the touch display 1905 may also be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch display 1905 may be made of LCD (Liquid CRYSTAL DISPLAY), OLED (Organic Light-Emitting Diode), or other materials.
The camera assembly 1906 is used to capture images or video. Optionally, camera assembly 1906 includes a front camera and a rear camera. In general, a front camera is used for realizing video call or self-photographing, and a rear camera is used for realizing photographing of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and the rear cameras are any one of a main camera, a depth camera and a wide-angle camera, so as to realize fusion of the main camera and the depth camera to realize a background blurring function, and fusion of the main camera and the wide-angle camera to realize a panoramic shooting function and a Virtual Reality (VR) shooting function. In some embodiments, camera assembly 1906 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The dual-color temperature flash lamp refers to a combination of a warm light flash lamp and a cold light flash lamp, and can be used for light compensation under different color temperatures.
Audio circuitry 1907 is used to provide an audio interface between a user and computer device 1900. The audio circuit 1907 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, inputting the electric signals to the processor 1901 for processing, or inputting the electric signals to the radio frequency interface 1904 for voice communication. For purposes of stereo acquisition or noise reduction, multiple microphones may be provided at different locations of computer device 1900, respectively. The microphone may also be an array microphone or an omni-directional pickup microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency interface 1904 into sound waves. The speaker may be a conventional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to humans, but also the electric signal can be converted into a sound wave inaudible to humans for ranging and other purposes. In some embodiments, audio circuit 1907 may also include a headphone jack.
A power supply 1908 is used to power the various components in the computer device 1900. The power supply 1908 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1908 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, computer device 1900 also includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to: acceleration sensor 1910, gyro sensor 1911, pressure sensor 1912, optical sensor 1913, and proximity sensor 1914.
Acceleration sensor 1910 may detect the magnitude of acceleration on three coordinate axes of a coordinate system established with computer device 1900. For example, the acceleration sensor 1910 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1901 may control the touch display 1905 to display a user interface in a landscape view or a portrait view based on gravitational acceleration signals acquired by the acceleration sensor 1910. Acceleration sensor 1910 may also be used for the acquisition of motion data of a game or user.
The gyro sensor 1911 may detect a body direction and a rotation angle of the computer device 1900, and the gyro sensor 1911 may acquire a 3D motion of the user on the computer device 1900 in cooperation with the acceleration sensor 1910. The processor 1901 may implement the following functions based on data collected by the gyro sensor 1911: motion sensing (e.g., changing UI according to a tilting operation by a user), image stabilization at shooting, game control, and inertial navigation.
Pressure sensor 1912 may be disposed on a side border of computer device 1900 and/or on an underlying layer of touch display 1905. When the pressure sensor 1912 is disposed at a side frame of the computer device 1900, a grip signal of the computer device 1900 by a user can be detected, and left-right hand recognition or quick operation can be performed according to the grip signal. When the pressure sensor 1912 is disposed at the lower layer of the touch display screen 1905, control of the operability control on the UI interface can be achieved according to the pressure operation of the user on the touch display screen 1905. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
The optical sensor 1913 is configured to collect ambient light intensity. In one embodiment, the processor 1901 may control the display brightness of the touch display 1905 based on the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1905 is turned high; when the ambient light intensity is low, the display brightness of the touch display screen 1905 is turned down. In another embodiment, the processor 1901 may also dynamically adjust the shooting parameters of the camera assembly 1906 based on the ambient light intensity collected by the optical sensor 1913.
A proximity sensor 1914, also referred to as a distance sensor, is typically disposed on the front of the computer device 1900. The proximity sensor 1914 is used to capture the distance between the user and the front of the computer device 1900. In one embodiment, when the proximity sensor 1914 detects a gradual decrease in the distance between the user and the front of the computer device 1900, the processor 1901 controls the touch display 1905 to switch from the bright screen state to the off-screen state; when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 gradually increases, the touch display 1905 is controlled by the processor 1901 to switch from the off-screen state to the on-screen state.
Those skilled in the art will appreciate that the architecture shown in fig. 11 is not limiting and that more or fewer components than shown may be included or that certain components may be combined or that a different arrangement of components may be employed.
The present application also provides a computer-readable storage medium having at least one computer program stored therein, the at least one computer program being loaded and executed by a processor to implement a method of displaying a virtual character as described above.
The present application also provides a computer program product comprising a computer program stored in a computer readable storage medium; the computer program is read from the computer-readable storage medium and executed by a processor of a computer device, so that the computer device performs the display method of the virtual character as described above.
It should be understood that references herein to "a plurality" are to 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: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
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.