Patent classifications
A63F13/5378
METHOD AND APPARATUS FOR DISPLAYING POSITION MARK, DEVICE, AND STORAGE MEDIUM
Disclosed are a method and apparatus for displaying a position mark, a device, and a storage medium, which relate to the field of computer technologies. This method includes displaying a thumbnail map, the thumbnail map providing a map guidance for a first virtual object of a first camp; controlling the first virtual object to attack a second virtual object, the second virtual object belonging to a second camp, the first camp and the second camp being opposing camps; and displaying a position mark of a third virtual object of the second camp in the thumbnail map in response to the first virtual object defeating the second virtual object.
METHOD FOR PROVIDING BATTLE ROYALE GAME WHICH ALLOWS PLAYERS TO SEARCH FOR SUB ITEMS USED FOR UPGRADING OR REPAIRING MAIN ITEMS AND GAME SERVER USING THE SAME
A battle royale game is provided to allow players to search for sub items used for upgrading or repairing main items. A method for providing the battle royale game includes: (a) in response to acquiring an item search request containing item information and location information of a player, determining whether specific sub item corresponding to the item information is located within a search target area; and (b) in response to detecting that the specific sub item is located within the search target area, displaying a location-indicating marker corresponding to the specific sub item through at least part of a 1-st display area for displaying azimuth information, a 2-nd display area for displaying the location information of the player in the field; and a 3-rd display area for displaying the location information of the player in the map.
Method and System for Attribution Control of Map Pixels in Game Map, and Computer-Readable Storage Medium
The present invention provides a method and a system for attribution control of map pixels in a game map. The method for attribution control includes the following steps: configuring an object group including at least a first attribution object and a second attribution object in the game map; where the first attribution object and the second attribution object have an attribution right of any map pixel in the game map; when the first attribution object requests for obtaining an attribution right from a target map pixel, and after the first attribution object obtains the attribution right of the target map pixel, determining whether surrounding map pixels are vacant map pixels; when the some of the surrounding map pixels are vacant map pixels, allocating attribution rights of the vacant map pixels to the first attribution object; connecting peripheral boundaries of original map pixels, the target map pixel, and the vacant map pixels whose attribution rights belong to the first attribution object, to form an updated area boundary of the first attribution object. After the technical solution is adopted, experience of game players can be improved, and load on the system can be reduced.
Method and System for Attribution Control of Map Pixels in Game Map, and Computer-Readable Storage Medium
The present invention provides a method and a system for attribution control of map pixels in a game map. The method for attribution control includes the following steps: configuring an object group including at least a first attribution object and a second attribution object in the game map; where the first attribution object and the second attribution object have an attribution right of any map pixel in the game map; when the first attribution object requests for obtaining an attribution right from a target map pixel, and after the first attribution object obtains the attribution right of the target map pixel, determining whether surrounding map pixels are vacant map pixels; when the some of the surrounding map pixels are vacant map pixels, allocating attribution rights of the vacant map pixels to the first attribution object; connecting peripheral boundaries of original map pixels, the target map pixel, and the vacant map pixels whose attribution rights belong to the first attribution object, to form an updated area boundary of the first attribution object. After the technical solution is adopted, experience of game players can be improved, and load on the system can be reduced.
METHOD, DEVICE, AND STORAGE MEDIUM FOR DISPLAYING AZIMUTH IN VIRTUAL SCENE
The present disclosure describes methods, devices, and storage medium for displaying an azimuth in a virtual scene, which belongs to the field of computer technologies. The method includes obtaining, by a device, an orientation azimuth of a virtual object in a virtual scene. The device includes a memory storing instructions and a processor in communication with the memory. The method further includes obtaining, by the device, a plurality of azimuths, angles between the plurality of azimuths and the orientation azimuth being no larger than a preset angle, the plurality of azimuths comprising first azimuths and second azimuths. The method also includes symmetrically distributing, by the device, the first azimuths and the second azimuths centered and on two sides of the orientation azimuth to obtain a target horizontal bar dial; and displaying, by the device, the target horizontal bar dial in a visual field image of the virtual object.
Initiating Real-Time Games in Video Communications
In one embodiment, a method includes, by a client system of a first user, presenting, by the client system, a display interface comprising a plurality of layers, where a first layer is a game container containing a first game, the display interface comprising an activatable element to access a video communication, receiving, by the client system, an input from the first user to initiate the video communication with a second user within the first layer of the display interface via a selection of the activatable element, generating, by the client system, a video container in a second layer of the display interface, where the second layer contains the video communication with the second user in a full-screen view, reducing, by the client system, the first layer containing the game container to a thumbnail within the display interface, and overlaying, by the client system, the first layer onto the second layer.
RESPAWN SYSTEMS AND METHODS IN VIDEO GAMES
In a video game, a player's character can start in a normal state, receive first damage, and change to an incapacitated state. The player's character can be revived from the incapacitated state back to the normal state. The player's character can be changed from the incapacitated state to a preliminarily defeated state, and in response, a player respawn activation item can be generated. The player respawn activation item can be used by the player's teammates to respawn the player's character at one or more respawn locations.
Method and System for Rendering Boundary of Map Area Within Game Map, and Computer-Readable Storage Medium
A method and a system for rendering a boundary of a map area within a game map, a computer readable storage medium, and a method for rendering includes: obtaining a boundary of a map area within a game map, and expanding the boundary toward the inside of the boundary along a normal direction of the boundary to form a fuzzy boundary; obtaining each boundary vertex of the fuzzy boundary, and linearly extending a preset distance from the boundary vertex along the normal direction of the fuzzy boundary to form a boundary grid; rendering a boundary color within a first range between the fuzzy boundary and the boundary grid, and rendering a boundary transparency within a second range that expands a preset distance from the fuzzy boundary to the inside of the boundary; rendering the boundary color from the first range with convolutional incremental expansion until the second range is covered.
Method and System for Rendering Boundary of Map Area Within Game Map, and Computer-Readable Storage Medium
A method and a system for rendering a boundary of a map area within a game map, a computer readable storage medium, and a method for rendering includes: obtaining a boundary of a map area within a game map, and expanding the boundary toward the inside of the boundary along a normal direction of the boundary to form a fuzzy boundary; obtaining each boundary vertex of the fuzzy boundary, and linearly extending a preset distance from the boundary vertex along the normal direction of the fuzzy boundary to form a boundary grid; rendering a boundary color within a first range between the fuzzy boundary and the boundary grid, and rendering a boundary transparency within a second range that expands a preset distance from the fuzzy boundary to the inside of the boundary; rendering the boundary color from the first range with convolutional incremental expansion until the second range is covered.
VIRTUAL MAP RENDERING METHOD AND APPARATUS, AND COMPUTER DEVICE AND STORAGE MEDIUM
A virtual map rendering method is performed by a computer device. The method includes: obtaining a first fog bitmap of a virtual map related to a virtual scene, the first fog bitmap comprising color values of a plurality of bitmap regions, the plurality of bitmap regions being in one-to-one correspondence with a plurality of first map regions on the virtual map; determining, in response to a virtual object moving in the virtual scene, an object position of the virtual object on the virtual map based on a scene position of the virtual object in the virtual scene; updating the color values of the bitmap regions in the first fog bitmap based on the object position, to obtain a second fog bitmap; and rendering the virtual map based on the second fog bitmap.