CN112156455A - Game display method and device, electronic equipment and storage medium - Google Patents

Game display method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112156455A
CN112156455A CN202011099579.3A CN202011099579A CN112156455A CN 112156455 A CN112156455 A CN 112156455A CN 202011099579 A CN202011099579 A CN 202011099579A CN 112156455 A CN112156455 A CN 112156455A
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China
Prior art keywords
user interface
graphical user
virtual character
game
visual field
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Pending
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CN202011099579.3A
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Chinese (zh)
Inventor
吴天昊
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202011099579.3A priority Critical patent/CN112156455A/en
Publication of CN112156455A publication Critical patent/CN112156455A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The embodiment of the invention provides a game display method, a game display device, electronic equipment and a storage medium, wherein a terminal device provides a graphical user interface, and the graphical user interface displays at least part of game scenes and a first virtual character controlled by a current player, and the method comprises the following steps: responding to the visual field touch operation aiming at the visual field control area, and adjusting the presentation visual field of the game scene in the graphical user interface according to the visual field touch operation; if the display position of the second virtual character in the graphical user interface meets a preset condition in the display view of the adjusted game scene, determining that the second virtual character is in a selected state, wherein the second virtual character is a virtual character controlled by other players except the current player; and displaying the attribute information of the second virtual character in the selected state on the graphical user interface. The embodiment of the invention can improve the efficiency of the player for acquiring the attribute information of the virtual character controlled by other players and improve the game experience of the player.

Description

Game display method and device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a game display method, a game display apparatus, an electronic device, and a storage medium.
Background
In team sports games, players need to control their heroes, cooperate with the teams, reasonably analyze situations, and adopt effective strategies to defeat enemy teams. The attribute column is the only place in the game where the fighting strength of the two sides of the enemy and the my can be directly checked, the equipment and the vigor strength of the hero of the enemy can be known by checking the opponent battle property, the attack capability and the resistance capability of the enemy can be known by checking the hero property, and therefore whether the hero of the enemy has the strength to overcome the hero of the enemy can be reasonably analyzed. If the hero strength of the enemy is too strong, the enemy can adopt the strategy of lewd development to avoid the group battle and accelerate the development, and if the enemy is weaker, the enemy can adopt the strategies of grabbing a single, picking up the group battle, actively attacking and the like to finally win the match.
Taking an MOBA (Multiplayer Online Battle Arena) game as an example, in the prior art, a player needs to trigger a control at a designated position, generate an attribute panel in a game interface, and display attribute information of all hero characters of both parties through the attribute panel, such as displaying the fighting attribute and hero attribute of all 10 heros in the game.
However, it is inefficient for the player to compare the attribute information of the hero characters based on the above method, and the player operation and game experience are affected due to the occlusion of the attribute panel.
Disclosure of Invention
In view of the above problems, embodiments of the present invention are proposed to provide a game display method and a corresponding game display apparatus, electronic device, and storage medium that overcome or at least partially solve the above problems.
In order to solve the above problem, an embodiment of the present invention discloses a game display method, which is characterized in that a terminal device provides a graphical user interface, and the graphical user interface displays at least part of a game scene and a first virtual character controlled by a current player, and the method includes:
responding to a visual field touch operation aiming at a visual field control area, and adjusting a presenting visual field of the game scene in the graphical user interface according to the visual field touch operation;
if the display position of a second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view of the game scene, determining that the second virtual character is in a selected state, wherein the second virtual character is a virtual character controlled by other players except the current player;
and displaying the attribute information of the second virtual role in the selected state on the graphical user interface.
Optionally, the preset condition includes: the display position of the second virtual character on the graphical user interface is located within a trigger position range on the graphical user interface.
Optionally, the preset condition includes: and the time length of the display position of the second virtual character on the graphical user interface within a trigger position range on the graphical user interface reaches the preset time length.
Optionally, the trigger position range includes any one of:
a touch position of the visual field touch operation;
a determination region determined based on the touch position of the view touch operation;
a preset first grabbing position on the graphical user interface;
a first grabbing area preset on the graphical user interface;
a second capture position preset in the game scene;
and a second capture area preset in the game scene.
Optionally, the method further comprises:
in response to a long-press operation aiming at any position in the graphical user interface, determining a position acted by the long-press operation in the graphical user interface as the first grabbing position, or determining the first grabbing area according to the position acted by the long-press operation in the graphical user interface.
Optionally, the method further comprises:
in response to a long-press operation aiming at any position in the game scene, determining a position acted by the long-press operation in the game scene as the second grabbing position, or determining the second grabbing area according to the position acted by the long-press operation in the game scene.
Optionally, while the graphical user interface displays the attribute information of the second virtual character in the selected state, the method further includes:
and displaying the attribute information of the first virtual role on the graphical user interface.
Optionally, when it is determined that the second virtual role is in the selected state, the method further includes:
displaying the second virtual character in a preset style.
Optionally, the method further comprises:
and when the position of the second virtual role is detected not to meet the preset condition, canceling the selected state of the second virtual role.
The embodiment of the invention also discloses a game display device, which provides a graphical user interface through terminal equipment, wherein the graphical user interface displays at least part of game scenes and a first virtual character controlled by the current player, and the device comprises:
the visual field adjusting module is used for responding to visual field touch operation aiming at a visual field control area and adjusting the presenting visual field of the game scene in the graphical user interface according to the visual field touch operation;
the virtual character selection module is used for determining that a second virtual character is in a selected state if the display position of the second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view of the game scene, wherein the second virtual character is a virtual character controlled by other players except the current player;
and the attribute display module is used for displaying the attribute information of the second virtual role in the selected state on the graphical user interface.
The embodiment of the invention also discloses electronic equipment, which comprises a processor, a memory and a computer program which is stored on the memory and can run on the processor, wherein when the computer program is executed by the processor, the steps of the game display method are realized.
The embodiment of the invention also discloses a computer readable storage medium, wherein a computer program is stored on the computer readable storage medium, and the steps of the game display method are realized when the computer program is executed by a processor.
The embodiment of the invention has the following advantages:
the method comprises the steps of responding to visual field touch operation aiming at a visual field control area, adjusting the presenting visual field of the game scene in the graphical user interface according to the visual field touch operation, determining that a second virtual character is in a selected state if the display position of the second virtual character in the graphical user interface meets a preset condition under the adjusted presenting visual field of the game scene, and displaying attribute information of the second virtual character in the selected state on the graphical user interface, wherein the second virtual character is a virtual character controlled by other players except the current player. Therefore, when the player adjusts the display view of the game scene, the attribute information of the second virtual character of which the display position meets the preset condition can be displayed, the player can quickly acquire the attribute information of the second virtual character, the efficiency of acquiring the attribute information of the virtual characters controlled by other players by the player is improved, and the game experience of the player is improved.
Drawings
FIG. 1 is a flow chart of the steps of one embodiment of a game display method of the present invention;
FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present invention;
FIG. 3 is a schematic diagram of another graphical user interface provided by embodiments of the present invention;
FIG. 4 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 5 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 6 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 7 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 8 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 9 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 10 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 11 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
FIG. 12 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present invention;
fig. 13 is a block diagram of a game display device according to an embodiment of the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below.
The game display method in the embodiment of the invention can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. When the game display method is operated on the server, the game display method can be a cloud game.
In an alternative embodiment, cloud gaming refers to a cloud computing-based gaming mode. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the game displaying method are completed on a cloud game server, and the cloud game client is used for receiving and sending data and presenting the game picture; however, the terminal device for game display is a cloud game server in the cloud. When a game is played, a player operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the cloud game client through a network, and finally the data are decoded through the cloud game client and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
Referring to fig. 1, a flow chart of steps of an embodiment of a game display method of the present invention is shown, wherein a graphical user interface is provided by a terminal device, and the graphical user interface displays at least a part of a game scene and a first virtual character controlled by a current player.
It should be noted that the embodiments of the present invention can be applied to different game types, including but not limited to: MOBA (Multiplayer Online Battle Arena), RTS (Real-Time Strategy Game), and the like. The graphical user interface in the embodiment of the present invention may refer to an interface (e.g., a game program interface) rendered by an application program, and the terminal device may include a display component (e.g., a display screen), where the graphical user interface is displayed by the display component, and a user may perform corresponding interaction operations with respect to the graphical user interface.
Taking the MOBA game as an example, a plurality of types of virtual characters may be included in the game, including but not limited to virtual characters controlled by different players and NPC (Non-Player Character), the first virtual Character being a virtual Character controlled by a current Player (a Player currently logged in to the terminal device). In the MOBA game, the first avatar may be a hero-type avatar.
The embodiment of the invention specifically comprises the following steps:
step 101, responding to a visual field touch operation aiming at a visual field control area, and adjusting a presenting visual field of the game scene in the graphical user interface according to the visual field touch operation;
for example, the graphic user interface may also be referred to as a game interface, and the game interface may include a scene display layer and an interaction layer located above the scene display layer. The scene display layer is used for displaying a presentation view of a game scene, and the interaction layer can include, but is not limited to, an interaction control, an interaction area, and the like. The interactive control comprises a movement control rocker, a skill release control, a small map control and the like.
The interaction region may be a view control region, and specifically, the view control region may be an interactable region in the interaction layer except for the interaction control. The visual field touch operation may be a touch operation applied to the visual field control region. For example: a slide operation, a long press operation, etc. acting on the visual field control region.
The rendering field of view is a range of portions of the game scene currently displayed by the graphical user interface.
Generally, a visual field of a game scene is captured by a virtual camera, and coordinates of the virtual camera relative to the game scene are adjusted according to visual field touch operation, so that a presentation visual field of the game scene is adjusted.
For example: if the view touch operation can be right movement, the current virtual camera is controlled to move left relative to the game scene, and then the presented view is moved left to be adjusted, so that the presented view of the game scene in the graphical user interface is adjusted through the view touch operation.
102, if the display position of a second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view of the game scene, determining that the second virtual character is in a selected state, wherein the second virtual character is a virtual character controlled by other players except the current player;
the second virtual character may be a player-controlled virtual character other than the current player.
For example: the game scene comprises a virtual character A, a virtual character B, a virtual character C and a virtual character D which are controlled by different players. If the player-controlled virtual character logged in to the terminal device is a virtual character a, the virtual character a is a first virtual character, and the second virtual character is a virtual character B, a virtual character C, or a virtual character D.
After the display visual field of the game scene is adjusted, if the display position of any second virtual character in the graphical user interface meets a preset condition (for example, the second virtual character is located at a certain position point or in a certain area), the second virtual character is determined to be in a selected state.
An AI (Artificial Intelligence) mechanism is often provided in the MOBA game, and a player plays a game in a man-machine mode through the AI mechanism. In one example, the avatar may also be controlled by an AI mechanism in the game, and the second avatar may be the avatar controlled by the AI mechanism.
In the process of adjusting the presenting visual field of the game scene in response to the visual field touch operation, the presenting position of the virtual character of the game scene on the image user interface also changes, so that when the position of the virtual character in the image user interface meets a certain condition, the virtual character can be selected. And 103, displaying the attribute information of the second virtual role in the selected state on the graphical user interface.
A property presentation area may be generated in a designated area (e.g., a center area) of the graphic user interface, and property information of the second avatar in the selected state may be displayed in the property presentation area. The player can quickly know the attribute information of the second virtual character in the selected state through the attribute display area.
Wherein the attribute information is game-related information of the corresponding virtual character. For example: life, physical attack (physical attack), legal resistance (magic resistance), etc.
In an example, the attribute information may also include a player name, a virtual character avatar, a virtual item carried by the virtual character, a virtual character releasable skill, and the like.
As shown in fig. 2, in the graphical user interface 201, through a view touch operation, when the display position of the second virtual character 202 on the graphical user interface 201 meets a preset condition under the display view of the adjusted game scene, the player determines that the second virtual character 202 is in a selected state, and displays the attribute information of the second virtual character 202 in the attribute display area 203.
In the embodiment of the present invention, a view field touch operation for a view field control area is responded, a presentation view field of a game scene in the graphical user interface is adjusted according to the view field touch operation, if a display position of a second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view field of the game scene, the second virtual character is determined to be in a selected state, and attribute information of the second virtual character in the selected state is displayed on the graphical user interface, where the second virtual character is a virtual character controlled by another player other than the current player. Therefore, when the player adjusts the display view of the game scene, the attribute information of the second virtual character of which the display position meets the preset condition can be displayed, the player can quickly acquire the attribute information of the second virtual character, the efficiency of acquiring the attribute information of the virtual characters controlled by other players by the player is improved, and the game experience of the player is improved.
In an optional embodiment of the invention, the preset condition comprises: the display position of the second virtual character on the graphical user interface is located within a trigger position range on the graphical user interface.
The method includes the steps that a trigger position range can be determined through a graphical user interface in advance, after a player conducts visual field touch operation, when the display position of a second virtual character is located in the trigger position range on the graphical user interface under the adjusted presenting visual field, the second virtual character is determined to meet preset conditions, and the second virtual character is determined to be in a selected state.
In another optional embodiment of the present invention, the preset condition comprises: and the time length of the display position of the second virtual character on the graphical user interface within a trigger position range on the graphical user interface reaches the preset time length.
After the player performs the visual field touch operation, when the duration that the display position of the second virtual character is located in the trigger position range on the graphical user interface under the adjusted presentation visual field reaches a preset duration (for example, the display position of the second virtual character is located in the trigger position range for 2 seconds), it is determined that the second virtual character meets a preset condition, and it is determined that the second virtual character is in a selected state.
By setting the preset duration, the situation that the second virtual character of which the player does not need to check the attribute information is frequently determined to be in the selected state when the display visual field of the game scene is adjusted can be avoided, and the accuracy of determining the second virtual character to be in the selected state is improved.
In an optional embodiment of the invention, the trigger position range comprises any one of: a touch position of the visual field touch operation; a determination region determined based on the touch position of the view touch operation; a preset first grabbing position on the graphical user interface; a first grabbing area preset on the graphical user interface; a second capture position preset in the game scene; and a second capture area preset in the game scene.
As shown in fig. 3, the trigger position range may be a touch position of the view touch operation, and when the view touch operation is a sliding operation, the touch position may be a position at which the view touch operation stops sliding on the touch screen, and when the touch position matches with a display position of the second avatar 202, it is determined that the second avatar 202 satisfies a preset condition, and it is determined that the second avatar 202 is in a selected state.
As shown in fig. 4, the trigger position range may be a determination area 204 determined based on the touch position of the field-of-view touch operation, and when the display position of the second avatar 202 is located in the determination area 204, the second avatar 202 is determined that the display position of the second avatar 202 is located in the trigger position range.
As shown in fig. 5, the trigger position range may be a preset first capture position 205 on the gui, where the first capture position 205 is a fixed position relative to the gui, that is, when the rendered field of view of the game scene is adjusted, the position of the first capture position 205 on the gui is unchanged. Such as a central location of the graphical user interface. As shown in fig. 6, in the adjusted presentation view of the game scene, when the display position of the second virtual character 202 is located at the first capture position 205, it is determined that the second virtual character 202 is located within the trigger position range of the second virtual character 202.
As shown in fig. 7, the trigger position range may be a preset first capture area 206 on the gui; wherein the first capture area 206 is a fixed area relative to the graphical user interface, i.e. the first capture area 206 is located at the same position of the graphical user interface when the rendering field of view of the game scene is adjusted. As shown in fig. 8, in the adjusted presentation view of the game scene, when the display position of the second virtual character 202 is located in the first grab area 206, it is determined that the second virtual character 202 is located within the trigger position range in the second virtual character 202.
As shown in fig. 9, the trigger position range may be a second capture position 207 preset in the game scene; wherein the second capture position 207 is a fixed position relative to the game scene, such as being located beside the first defense tower of the middle way of the enemy or beside a certain tree in the game scene, and when the rendering visual field of the game scene is adjusted, the position of the second capture position 207 on the graphical user interface changes with the change of the rendering visual field. As shown in fig. 10, in the adjusted presentation view of the game scene, when the display position of the second virtual character 202 is located at the second capture position 207, it is determined that the second virtual character 202 is located within the trigger position range in the second virtual character 202.
As shown in fig. 11, the trigger position range may be a second capture area 208 preset in the game scene. Wherein the second capture area 208 is a fixed area relative to the game scene, i.e. when the presentation field of view of the game scene is adjusted, the position of the second capture area 208 on the graphical user interface changes with the change of the presentation field of view. As shown in fig. 12, in the adjusted presentation view of the game scene, when the display position of the second virtual character 202 is located in the second capture area 208, it is determined that the second virtual character 202 is located within the trigger position range in the second virtual character 202.
It should be noted that the size of the first capture area 206 and the second capture area 208 may be set by default or by a player, which is not limited by the embodiment of the present invention.
In an optional embodiment of the invention, the method further comprises:
in response to a long-press operation aiming at any position in the graphical user interface, determining a position acted by the long-press operation in the graphical user interface as the first grabbing position, or determining the first grabbing area according to the position acted by the long-press operation in the graphical user interface.
And determining that the position of the long-press operation on the graphical user interface is the first grabbing position by detecting the long-press operation performed by the player aiming at any position in the graphical user interface.
Or the first grabbing area is determined according to the position of the long-press operation on the graphical user interface, and the first grabbing area can be an area with the position of the long-press operation on the graphical user interface as the center.
In an optional embodiment of the invention, the method further comprises:
in response to a long-press operation aiming at any position in the game scene, determining a position acted by the long-press operation in the game scene as the second grabbing position, or determining the second grabbing area according to the position acted by the long-press operation in the game scene.
And determining the position acted by the long-press operation in the game scene as a second grabbing position by detecting the long-press operation performed by the player aiming at any position in the game scene.
Or the second grabbing area is determined according to the position acted by the long-press operation in the game scene, and the second grabbing area can be an area taking the position acted by the long-press operation in the game scene as the center.
In practical application, the determined first grabbing position, the first grabbing area, the second grabbing position and the second grabbing area can be displayed in a designated mode, so that a player can confirm and adjust the trigger position range.
In an optional embodiment of the present invention, while the graphical user interface displays the attribute information of the second virtual character in the selected state, the method further comprises:
and displaying the attribute information of the first virtual role on the graphical user interface.
The attribute information of the first virtual character is displayed while the attribute information of the second virtual character in the selected state is displayed on the graphical user interface, so that the attribute display area simultaneously displays the attribute information of the first virtual character controlled by the player and the attribute information of the second virtual character controlled by other players, the player can quickly compare the attribute information of the two virtual characters, the condition that the attribute information of all virtual characters in a game scene needs to be checked simultaneously in the prior art is avoided, the attribute information of the first virtual character controlled by the player and the attribute information of the target second virtual character can be compared after screening, the efficiency of the player comparing the attribute information of the two virtual characters is improved, and the game experience of the player is improved.
The game scene comprises a plurality of virtual roles, and different virtual roles may correspond to different marketing information. Taking an MOBA game as an example, virtual characters in a general game scene respectively correspond to one of two pieces of marketing information, and the marketing information may include marketing of one party and marketing of the other party. The virtual character controlled by the current player corresponds to one party camp, and the rest virtual characters in the game scene correspond to one of the party camp or the other party camp. In an example, the first avatar corresponds to different marketing information than the second avatar. In another example, the first virtual persona and the second virtual persona may also correspond to the same marketing information.
In an optional embodiment of the invention, when the second virtual character is determined to be in the selected state, the method further comprises:
displaying the second virtual character in a preset style.
The second virtual character in the selected state is displayed through the preset pattern, so that the second virtual character in the selected state and the second virtual character in the unselected state are displayed in a differentiated mode, and the player can accurately know the second virtual character corresponding to the currently displayed attribute information. Furthermore, the player can judge whether the second virtual character in the selected state is the virtual character of which the attribute information needs to be checked through the preset pattern, so that the operation accuracy of the player is improved.
The embodiment of the present invention does not limit the preset pattern, and the preset pattern may include, but is not limited to, highlight flicker, selected mark, and the like.
In an optional embodiment of the invention, the method further comprises:
and when the position of the second virtual role is detected not to meet the preset condition, canceling the selected state of the second virtual role.
And when detecting that the position of the second virtual role does not meet the preset condition, canceling the selected state of the second virtual role, and stopping the attribute information of the second virtual role.
Specifically, when the selected state of the second virtual character is cancelled, the displaying of the attribute information of the second virtual character may be stopped in real time, or the displaying of the attribute information of the second virtual character may be stopped with a delay (for example, 3 seconds).
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 13, a block diagram illustrating a structure of an embodiment of a game display apparatus according to the present invention is shown, in which a terminal device provides a graphical user interface, and the graphical user interface displays at least a part of a game scene and a first virtual character controlled by a current player, and the embodiment of the present invention may specifically include the following modules:
a view adjusting module 1301, configured to adjust a presentation view of the game scene in the graphical user interface according to a view touch operation in response to the view touch operation directed to a view control region;
a virtual character selection module 1302, configured to determine that a second virtual character is in a selected state if a display position of the second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view of the game scene, where the second virtual character is a virtual character controlled by another player than the current player;
and an attribute display module 1303, configured to display, on the graphical user interface, attribute information of the second virtual character in the selected state.
In an optional embodiment of the invention, the preset condition comprises: the display position of the second virtual character on the graphical user interface is located within a trigger position range on the graphical user interface.
In another optional embodiment of the present invention, the preset condition comprises: and the time length of the display position of the second virtual character on the graphical user interface within a trigger position range on the graphical user interface reaches the preset time length.
In an optional embodiment of the invention, the trigger position range comprises any one of:
a touch position of the visual field touch operation;
a determination region determined based on the touch position of the view touch operation;
a preset first grabbing position on the graphical user interface;
a first grabbing area preset on the graphical user interface;
a second capture position preset in the game scene;
and a second capture area preset in the game scene.
In an optional embodiment of the invention, the apparatus further comprises:
and the first grabbing area module is used for responding to a long-press operation aiming at any position in the graphical user interface, and determining a position acted by the long-press operation in the graphical user interface as the first grabbing position, or determining the first grabbing area according to the position acted by the long-press operation in the graphical user interface.
In an optional embodiment of the invention, the apparatus further comprises:
and the second grabbing area module is used for responding to a long-press operation aiming at any position in the game scene, and determining the position acted by the long-press operation in the game scene as the second grabbing position, or determining the second grabbing area according to the position acted by the long-press operation in the game scene.
In an optional embodiment of the invention, the apparatus further comprises:
and the attribute comparison module is used for displaying the attribute information of the first virtual role on the graphical user interface while displaying the attribute information of the second virtual role in the selected state on the graphical user interface.
In an optional embodiment of the invention, the apparatus further comprises:
and the display module is used for displaying the second virtual role in a preset mode when the second virtual role is determined to be in the selected state.
In an optional embodiment of the invention, the apparatus further comprises:
and the selection canceling module is used for canceling the selected state of the second virtual role when the position of the second virtual role is detected not to meet the preset condition.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
The embodiment of the invention discloses electronic equipment, which comprises a processor, a memory and a computer program which is stored on the memory and can run on the processor, wherein when the computer program is executed by the processor, the steps of the game display method are realized.
The embodiment of the invention discloses a computer readable storage medium, wherein a computer program is stored on the computer readable storage medium, and the computer program realizes the steps of the game display method when being executed by a processor.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The game display method, the game display device, the electronic device and the storage medium provided by the invention are described in detail, specific examples are applied in the description to explain the principle and the implementation of the invention, and the description of the above examples is only used to help understanding the method and the core idea of the invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (12)

1. A game display method for providing a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of a game scene and a first virtual character currently controlled by a player, the method comprising:
responding to a visual field touch operation aiming at a visual field control area, and adjusting a presenting visual field of the game scene in the graphical user interface according to the visual field touch operation;
if the display position of a second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view of the game scene, determining that the second virtual character is in a selected state, wherein the second virtual character is a virtual character controlled by other players except the current player;
and displaying the attribute information of the second virtual role in the selected state on the graphical user interface.
2. A game display method according to claim 1, wherein the preset condition includes: the display position of the second virtual character on the graphical user interface is located within a trigger position range on the graphical user interface.
3. A game display method according to claim 1, wherein the preset condition includes: and the time length of the display position of the second virtual character on the graphical user interface within a trigger position range on the graphical user interface reaches the preset time length.
4. A game display method according to claim 2 or 3, wherein the trigger position range includes any one of:
a touch position of the visual field touch operation;
a determination region determined based on the touch position of the view touch operation;
a preset first grabbing position on the graphical user interface;
a first grabbing area preset on the graphical user interface;
a second capture position preset in the game scene;
and a second capture area preset in the game scene.
5. A game display method according to claim 4, further comprising:
in response to a long-press operation aiming at any position in the graphical user interface, determining a position acted by the long-press operation in the graphical user interface as the first grabbing position, or determining the first grabbing area according to the position acted by the long-press operation in the graphical user interface.
6. A game display method according to claim 4, further comprising:
in response to a long-press operation aiming at any position in the game scene, determining a position acted by the long-press operation in the game scene as the second grabbing position, or determining the second grabbing area according to the position acted by the long-press operation in the game scene.
7. The game display method according to claim 1, wherein while the graphical user interface displays the attribute information of the second virtual character in the selected state, the method further comprises:
and displaying the attribute information of the first virtual role on the graphical user interface.
8. The game display method according to claim 1, wherein when it is determined that the second virtual character is in the selected state, the method further comprises:
displaying the second virtual character in a preset style.
9. A game display method as claimed in claim 1, the method further comprising:
and when the position of the second virtual role is detected not to meet the preset condition, canceling the selected state of the second virtual role.
10. A game display apparatus for providing a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of a game scene and a first virtual character currently controlled by a player, the apparatus comprising:
the visual field adjusting module is used for responding to visual field touch operation aiming at a visual field control area and adjusting the presenting visual field of the game scene in the graphical user interface according to the visual field touch operation;
the virtual character selection module is used for determining that a second virtual character is in a selected state if the display position of the second virtual character in the graphical user interface meets a preset condition in the adjusted presentation view of the game scene, wherein the second virtual character is a virtual character controlled by other players except the current player;
and the attribute display module is used for displaying the attribute information of the second virtual role in the selected state on the graphical user interface.
11. An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing the steps of a game display method as claimed in any one of claims 1 to 9.
12. A computer-readable storage medium, on which a computer program is stored which, when executed by a processor, carries out the steps of the game display method according to any one of claims 1 to 9.
CN202011099579.3A 2020-10-14 2020-10-14 Game display method and device, electronic equipment and storage medium Pending CN112156455A (en)

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