CN108144301B - Virtual object information display method and device, storage medium and electronic device - Google Patents
Virtual object information display method and device, storage medium and electronic device Download PDFInfo
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- CN108144301B CN108144301B CN201711243214.1A CN201711243214A CN108144301B CN 108144301 B CN108144301 B CN 108144301B CN 201711243214 A CN201711243214 A CN 201711243214A CN 108144301 B CN108144301 B CN 108144301B
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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Abstract
The invention discloses a display method and device of virtual object information, a storage medium and an electronic device. Wherein, the method comprises the following steps: acquiring a first instruction, wherein the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene; searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; at least moving a second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area; and displaying information for indicating the first object and the second object on a target picture of the first client, wherein the target picture is a picture of the acquired first area and the second area. The invention solves the technical problem of higher cost of making the game props in the related technology.
Description
Technical Field
The invention relates to the field of internet, in particular to a method and a device for displaying virtual object information, a storage medium and an electronic device.
Background
With the development of multimedia technology and the popularization of wireless networks, people's entertainment activities become more and more abundant, such as playing games through handheld media devices, playing stand-alone games or online games through computers, and various game types, such as barrage shooting games, adventure games, simulation games, role playing games, leisure chess and card games, and other games. In most types of games, a player can play a game with characters manipulated by other players through a manipulated character. For example, the MOBA game is an abbreviation of Multiplayer Online Battle Arena Games, Chinese is translated into a Multiplayer Online tactical competitive game, and the playing method of the game is as follows: in combat, where equipment (e.g., game items) is typically acquired, players are often divided into two teams that compete against each other in a decentralized virtual scene, each player controlling a selected character through its game interface.
In the process of game, a player is injured by a monster in the game in a lethal way, or falls into a scene after opening the prop treasure box, and falls can occur, namely, objects which can be automatically picked up when a player character passes around or above the player character. In the related art, there are two methods for realizing falling objects:
one is to adopt a grid arrangement mode: dividing grids with the size of a rectangular frame on a screen, and calculating the number of occupied grids according to the width of an article;
the second is realized by animation, the falling animation of the object is made by art, then a fixed point is inserted into the animation, and the program sequentially places the object on the point.
The technical scheme in the related art has the following problems:
the grid arrangement mode can ensure that the names of the falling objects are arranged perfectly, but because the method does not consider the actual positions of the falling objects at all and does not conform to the physical phenomenon of the real world, the method gives players a very unreal feeling, thereby influencing the user experience;
the way of expression of animation is rich in tension, and because the manual dotting is adopted, the arrangement is close to the actual situation, but the number of manual dotting is limited, and under the condition that more objects fall, great energy of development engineers is required to be consumed, so that great economic burden is caused for enterprises, and the scheme requires that the names of the objects are fixed in length, so that the scheme cannot be well adapted to the change of dynamic data.
Aiming at the technical problem of high cost of making game props in the related art, no effective solution is provided at present.
Disclosure of Invention
The embodiment of the invention provides a display method and device of virtual object information, a storage medium and an electronic device, which are used for at least solving the technical problem of high cost of manufacturing game props in the related technology.
According to an aspect of an embodiment of the present invention, there is provided a method for displaying virtual object information, the method including: acquiring a first instruction, wherein the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene; searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; at least moving a second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area; and displaying information representing the first object and the second object on a target picture, wherein the target picture is a picture of the acquired first object and the second object.
According to another aspect of the embodiments of the present invention, there is also provided a display apparatus of virtual object information, the apparatus including: the device comprises an acquisition unit, a display unit and a control unit, wherein the acquisition unit is used for acquiring a first instruction, the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene; the searching unit is used for searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; the moving unit is used for at least moving the second object, wherein the moved second object is shown in a third area in the virtual scene, and the third area is not intersected with the first area; and the display unit is used for displaying information used for representing the first object and the second object on a target picture, wherein the target picture is the picture of the acquired first object and the second object.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium including a stored program which, when executed, performs the above-described method.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes the above method through the computer program.
In the embodiment of the invention, a first instruction is obtained, wherein the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene; searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; at least moving the second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area; the information used for indicating the first object and the second object is displayed on the target picture, the target picture is the collected picture of the first object and the second object, and the whole processing process is realized in a software algorithm mode, so that the technical problem of high cost of manufacturing the game prop in the related technology can be solved, and the technical effect of reducing the manufacturing cost of the game prop is further achieved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a schematic diagram of a hardware environment of a display method of virtual object information according to an embodiment of the present invention;
FIG. 2 is a flow chart of an alternative method for displaying virtual object information in accordance with an embodiment of the present invention;
FIG. 3 is a schematic diagram of an alternative play object queue according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of an alternative play object queue according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of an alternative play object queue according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of an alternative play object queue according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of an alternative play object queue according to an embodiment of the present invention;
FIG. 8 is a schematic diagram of an alternative play object queue according to an embodiment of the present invention;
fig. 9 is a flowchart of an alternative method of displaying virtual object information according to an embodiment of the present invention;
FIG. 10 is a diagram of an alternative target screen according to an embodiment of the invention;
FIG. 11 is a schematic diagram of an alternative display device for virtual object information, in accordance with an embodiment of the present invention; and
fig. 12 is a block diagram of a terminal according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
First, partial terms or terms appearing in the description of the embodiments of the present invention are applied to the following explanations:
MOBA: english is called Multiplayer Online Battle Arena, and Chinese can be translated into a Multiplayer Online tactical competitive game.
ARPG, english called Action Role Playing Game, Game terminology, means Action Role Playing Game, Action of Role (especially attack Action) related to operation (such as clicking mouse).
According to an aspect of an embodiment of the present invention, an embodiment of a method for displaying virtual object information is provided.
Alternatively, in the present embodiment, the display method of the virtual object information may be applied to a hardware environment formed by the server 102 and the terminal 104 as shown in fig. 1. As shown in fig. 1, a server 102 is connected to a terminal 104 via a network including, but not limited to: the terminal 104 is not limited to a PC, a mobile phone, a tablet computer, etc. in a wide area network, a metropolitan area network, or a local area network. The method for displaying virtual object information according to the embodiment of the present invention may be executed by the server 102, the terminal 104, or both the server 102 and the terminal 104. The terminal 104 may execute the display method of the virtual object information according to the embodiment of the present invention by a client installed thereon.
When the display method of the virtual object information of the embodiment of the present invention is executed by the terminal 104, taking the virtual object as a property in the game as an example:
in step S11, a player (e.g., a player using the first account, a player in the same game service area as the player using the first account, etc.) starts a client of a target game, and enters the target game, e.g., enters a game in progress, starts a game, is invited to enter a game, etc., and the player or the game client triggers the occurrence of a game event.
In step S12, when a game event occurs in the target game in which the player is located (at this time, the first instruction is triggered), a screen including a game item is generated as follows.
Step S121, obtaining a game event in the target game (i.e. obtaining a first instruction), where the game event is used to indicate a first item (i.e. a first object) to be displayed on a first area of a game map (i.e. a virtual scene) of the target game, and the first item is a virtual object allowed to be picked up in the virtual scene;
step S122, searching a second item (namely a second object) in the target game, wherein a second area with the second item displayed in the game map is intersected with the first area;
step S123, at least moving the second prop, wherein a third area used for displaying the moved second prop in the game map is not intersected with the first area.
Step S13, displaying information indicating the first prop and the second prop on the game client, such as the first client at the first account and the second client at the second account. The game picture displayed on the first client or the second client is acquired from a part including the first area and the second area on the game map. The first account and the second account are accounts in the same map area in the game, and the view of the accounts in the map area comprises the first area and the third area.
The above steps S11 to S13 are a complete implementation flow including the technical solution of the present application, the technical solution of the present application mainly relates to the step S12, and the technical solution of the present application is described in detail below with reference to specific examples.
Fig. 2 is a flowchart of a selectable method for displaying virtual object information according to an embodiment of the present invention, and as shown in fig. 2, the method may include the following steps:
step S202, a first instruction is obtained, where the first instruction is used to indicate a first object to be displayed on a first area of a virtual scene, and the first object is a virtual object allowed to be picked up in the virtual scene.
The virtual scene is a virtual scene of an application, such as a virtual scene of a target game application, and the target game includes, but is not limited to, the following types of games: barrage shooting games, adventure games, simulation games, role-playing games, casual chess and card games, MOBA-type games, and other games. The game is particularly suitable for MOBA games and ARPG games.
The first instruction is an event occurring in a certain game scene of the target game, and is a triggering instruction, for example, an event that a monster is killed in the game process, a prop treasure box is opened, and the like can trigger scattering of game props in the game.
The first object may be a prop (i.e., a virtual object) assigned an initial position (i.e., located in the first area), and the account number (including the first account number) in the target game may be picked up when passing through the first area.
Step S204, a second object in the virtual scene is searched, where the second object is a virtual object displayed in a second area in the virtual scene, and the second area intersects with the first area, that is, the second area partially or completely coincides with the first area.
A data set may be preset, where an element in the data set is a data structure for storing a prop and related information thereof, and the related information includes at least one of an identifier of the prop, a map of the prop, a location of the prop, and the like. The second object is the virtual item found from the data set.
It should be noted that, if the second object is not found, that is, there is no second object partially or completely overlapping with the first area where the second object is located, the first object is directly disposed in the first area and displayed.
Step S206, at least the second object is moved, the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area.
The first object is a virtual prop which newly appears and is not sorted in the data set, and when the first object appears, the first object needs to be put into the data set, and an initial position (a first area) is allocated to the first object, and particularly, the first object is realized in a mode of squeezing a second object (namely, a second prop) away, so that a third area of the second object after movement is not intersected with the first area.
In step S208, information indicating the first object and the second object is displayed on the target screen, which is a screen of the acquired first object and second object.
In the above embodiment, in the case that the second object partially or completely coincides with the first object, the first object is monopolized to the first area in the form of "squeezing" the second object, which conforms to the physical phenomenon of the real world, so that a very real feeling is given to the player, thereby improving the user experience; the whole process can be realized in a software algorithm mode, under the condition of more dropped objects, the energy of development engineers (including making a chartlet for each prop and making a corresponding chartlet for each prop at each stage, such as the chartlet at the beginning, the chartlet when the position changes and the like) is not required to be consumed, the development cost of an enterprise is reduced, and the scheme does not require the name of the object to be fixed in length, so that the dynamic data change can be well adapted.
Through the steps S202 to S208, a first instruction is obtained, where the first instruction is used to indicate a first object to be displayed on a first area of a virtual scene, and the first object is a virtual object allowed to be picked up in the virtual scene; searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; at least moving the second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area; the information used for indicating the first object and the second object is displayed on the target picture, the target picture is the collected picture of the first object and the second object, and the whole processing process is realized in a software algorithm mode, so that the technical problem of high cost of manufacturing the game prop in the related technology can be solved, and the technical effect of reducing the manufacturing cost of the game prop is further achieved.
The technical scheme of the application provides a method for sorting the names of the falling objects to process the falling objects, and the algorithm has the characteristics of quickness, stability, capability of processing large-capacity samples and no blockage. The core of the algorithm is that the precise sequencing and the analog calculation exist at the same time and act at the respective proper time; the former ensures that the sequencing result achieves the expected effect, and the latter ensures the stability and the performance of the sequencing result. The following is detailed in conjunction with the steps shown in fig. 2:
in the technical solution provided in step S202, the first instruction is obtained, which includes but is not limited to the following form:
(1) game accounts (including a first account, a second account and the like) in the target game cause lethal damage to game monsters, and a client of the terminal can detect the game event through game logic;
(2) after a prop treasure box is opened by a game account in a target game, a client of the terminal can perceive the game event through game logic;
(3) game logic in the game actively triggers (such as a certain account clearance, triggering a certain game switch, etc.) game events.
In the technical solution provided in step S204, a second object in the virtual scene is searched, where the second object is a virtual object displayed in a second area in the virtual scene, and the second area intersects with the first area.
Since the position of the first area of the first object is determined, the second object can be searched accordingly, and a two-dimensional scene in the game is taken as an example for explanation below (an actual scene may be a three-dimensional or higher-dimensional scene, which is not limited in this application):
step S2041, determining the value ranges of the first area on the X axis and the Y axis, wherein if the value range on the X axis is [ m1, m2], the value range on the Y axis is [ n1, n2 ];
step S2042, the areas where the props in the data set are located are checked one by one, and it is determined whether there is a point on the area where the X coordinate falls between m1 and m2 and the Y-axis coordinate falls between n1 and n2, if so, the virtual prop on the area is determined to be the second object, and the virtual prop on the area is determined not to be the second object.
It should be noted that, on the map, the maximum widths of the props may be preset, each maximum width may be regarded as a prop queue, and the queue may be divided into two types shown in fig. 3 and fig. 4, as shown in fig. 3, a direction parallel to the X axis may be used as the direction of the queue (alternatively, a direction parallel to the Y axis may also be used as the direction of the queue); as shown in fig. 4, it is also possible to determine a central axis (the direction of the central axis may be arbitrary, and fig. 4 takes a line parallel to the Y axis as an example), and when the strip-shaped area where the prop queue is located passes through the central axis, the central axis and the edge (two ends relative to the central axis) form an included angle of a fixed angle.
In the technical solution provided in step S206, at least the second object is moved, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area.
And step S2062, moving in the axis direction of the prop queue.
(1) Moving mode one
Alternatively, in "moving at least the second object", only the second object may be moved in the following cases:
the first situation is as follows: as shown in fig. 5, there is only the second object (located in the second area) in the first direction of the first object, and there are no other props, and at this time, only the second object can be moved;
case two: there are a plurality of third objects (including the second object) in the first direction of the first object, but limited by the depth of the iteration, only one layer of props adjacent to the first object is moved, i.e. only the second object is moved.
It should be noted that the first direction of the first object refers to a direction along a prop queue where the first object is located, as shown in fig. 3, the first direction may be a positive direction or a negative direction along an X axis, and if the prop queue is arranged parallel to a Y axis, the first direction may be a positive direction or a negative direction along the Y axis; as shown in fig. 4, the direction of the prop queue may be at an angle with the central axis, which is not limited in this application. In the following embodiments of the present application, the first direction is taken as an example of a direction pointing to the positive direction of the X axis for details.
(2) Moving mode two
Optionally, when "moving at least the second object", the adjacent multiple layers of props may be moved according to the iteration depth, such as moving a plurality of third objects (the number of the plurality of third objects may be configured by the iteration depth, for example, the iteration depth is 5, and then the number of the "plurality of third objects" is 5) adjacent to the first object in the first direction, where the plurality of third objects includes the second object.
If the number of layers of the "iterative depth" configuration is greater than the number of third objects in the first direction of the first object, or the "iterative depth" configuration is not performed, then "moving a plurality of third objects adjacent to each other in the first direction of the first object in the first direction" may refer to moving all third objects located in the first direction of the first object in the first direction (as shown in fig. 5, where each box in the dashed box may represent an area where a prop is located).
(3) Moving mode III
As for the first or second manner, if the prop in the direction exceeds the maximum display range of the terminal screen (that is, the display range of the target screen) after the prop is moved in the forward direction along the X axis, that is, if the area for displaying the moved fourth object in the virtual scene exceeds the display range of the target screen, then "moving at least the second object" may further include: the first object and the plurality of third objects moved along the first direction are moved along a second direction of the first object, and the fourth object (i.e., the fourth prop) is a virtual object farthest from the first object in the first direction among the plurality of moved third objects, and the second direction is opposite to the first direction (as shown in fig. 6).
It should be noted that, when the area for displaying the moved fourth object in the virtual scene exceeds the display range of the target screen, and when a prop exists in the second direction of the first object, the plurality of third objects moved along the first direction, and the target object are moved along the second direction of the first object, the fourth object is a virtual object farthest from the first object in the first direction among the plurality of third objects moved, the target object is a virtual object located in the second direction and includes a virtual object adjacent to the first object, the second direction is different from the first direction, for example, the first direction and the second direction are opposite directions, and included angles between the first direction and the central axis are the same degree.
And step S2064, moving in the axis direction of the prop queue.
(1) Moving in the first direction
It should be noted that, when a new first object is "inserted", if there is enough space in the prop queue, the first object occupies the display area by "squeezing" in the first direction (which may also include "squeezing" in the second direction); then if there is not enough space in the queue of props, the first object needs to get display space by "squeezing" in the other direction.
Optionally, in the face of the above situation, the first object may "squeeze" the adjacent prop queue in the third direction to obtain the display space, and the "moving at least the second object" may include: under the condition that a third area does not exist in the first direction and the second direction of the first object, the plurality of third objects and the target object are moved along the third direction, wherein the third area is an area which is not used for displaying the third objects or the target object and has a length in the first direction or the second direction which is not shorter than the length of the first area in the first direction or the second direction (namely, the length between the areas occupied by the two props, or the length of the third area meets the length required by the first area), the target object is a virtual object in the second direction and comprises a virtual object adjacent to the first object in the second direction, and the third direction is perpendicular to the first direction or the second direction.
As shown in fig. 7, the length between any two solid line boxes (i.e. the area where the third object and the target object are located) does not satisfy the length requirement of the first area (shown by the dashed line box in fig. 7) required by the first object, so that the first object cannot be squeezed into the first object queue. Thus, the first object queue may be moved in a third direction, e.g. to the next column, as shown in fig. 8, where the position before the movement is indicated by the dashed box in fig. 7 and the position after the movement is indicated by the solid box.
Optionally, in the above situation, the first object may "squeeze" all the prop queues in the third direction to obtain the display space, and in this case, "moving at least the second object" may include: in the case where there is no third area in both the first direction and the second direction of the first object, the first object queue in which a plurality of third objects and target objects are located and the second object queue located in the third direction of the first object queue are moved in the third direction, where the third area is an area that is not used for displaying the third objects or the target objects and has a length in the first direction or the second direction that is not shorter than a length of the first area in the first direction or the second direction, the target objects are virtual objects in the second direction and include virtual objects adjacent to the first objects in the second direction, and the third direction is perpendicular to the first direction or the second direction (e.g., a direction in the negative direction of the Y axis in fig. 8).
(2) Moving in a second direction
Optionally, after the first object queue (and possibly the second object queue) is squeezed to the third direction in the manner shown in the first manner, the first object queue or the second object queue may exceed the display range of the target screen, and at this time, the prop queue of the whole screen needs to be adjusted in a similar manner as in the above embodiment, and at this time, "moving at least the second object" may include: and under the condition that a target object queue exists in the first object queue and the second object queue, moving the first object, the first object queue and the second object queue after moving along the third direction along the fourth direction, wherein the target object queue is a queue which exceeds the display range of the target picture in the first object queue and the second object queue after moving along the third direction, and the target object queue after moving along the fourth direction (which is perpendicular to the third direction, such as the direction along the positive direction of the Y axis in the figure 8) is in the display range of the target picture.
In the technical solution provided in step S208, information indicating the first object and the second object is displayed on a target screen of the first client, where the target screen is a screen of the collected first object and second object.
Alternatively, displaying information indicating the first object and the second object on the target screen of the first client includes, but is not limited to, the following: displaying a map of a first object and a map of a second object on a target screen of a first client; and displaying the identifier of the first object and the identifier of the second object (such as prop numbers, prop names and the like) on a target screen of the first client.
Alternatively, sorting by blocks may be adopted, falling objects are grouped (as shown in fig. 3 and fig. 4, a plurality of prop queues may be taken as one area), and hashes are distributed in the area, and when moving, the whole area may be moved and subdivided in the area in exchange for higher hash sorting performance.
Optionally, the above technical solution of the present application can be applied to game items such as MMORPG, ARPG, etc., to solve the problem that dropped items cause poor player experience due to stacking together. The falling object name arranging device can rapidly arrange falling object names according to a physical mode and visually display the process, so that a player can experience real falling objects, and the problem of shaking the objects is avoided.
In the above embodiments of the present application, one or more of the three parameters of the iteration depth, the starting period (e.g. whether the method of the present application is started immediately after the game event or after waiting for a certain period of time, e.g. after all dropped objects are dropped off) and the occurrence frequency (e.g. the number of separated image frames) of the algorithm may be developed, so as to plan to adjust the balance between the experience effect and the performance effect.
As an alternative embodiment, a game running on a mobile terminal such as a mobile phone is described in detail below as an example.
Optionally, the hardware environment may be a device with an operating system of Android or IOS, in which more than 1G exists.
The method of the present application can be embedded into a game in the form of software functions, the game application can run in the above-mentioned hardware environment, and the algorithm itself is a logical closed loop which is always updated. The flow of the software function is shown in FIG. 9
In step S901, the input data is an initialized falling object sorting status (sorted last time, or empty set).
Step S902, detecting whether a new falling object (i.e. a first object or a first prop) is added, wherein the monitoring frequency can be determined according to the above "occurrence frequency", for example, each frame is checked; if yes, step S903 is executed, otherwise, step S906 is executed.
Step S903, if yes, the branch 1 is immediately entered, accurate hash sorting is carried out, and in consideration of user experience, the articles overlapped with the new articles in the original set are detected and hidden, and are discharged after being sorted.
In step S904, the iteration depth is reset, and the precise hash sorting is started (refer to the aforementioned steps S202 to S208), and the sorted names are set as not shown.
Step S905, when the arrangement is completed or the maximum depth is reached, the names of all the falling objects (props) are displayed.
Step S906, if not, the method enters a branch 2, the movement of the camera is recorded in each frame, and the names of the falling objects which are arranged in sequence move along with the movement of the camera, so that the problem of object flicker caused by continuous sequencing can be avoided.
In step S907, it is determined whether the time interval between the previous sorting and the previous sorting reaches a preset forced arrangement time (start cycle), if yes, step S903 is executed, otherwise, step S906 is continuously executed.
Since the angle and distance between the object and the camera lens change along with the movement of the character or the rotation of the lens, the real physics can be overlapped again, and the arrangement should be carried out at the moment, but the algorithm sets a time threshold value to avoid the shaking because the screen rotation and the character movement are very frequent in the MMORPG and ARPG games, and the time is forced to carry out the re-hash arrangement.
Because the initial state of the algorithm is returned every time the sequence is arranged, the algorithm is a reasonable, stable and effective closed loop. It should be noted that, in order to deal with samples with very large data size, the algorithm may set a maximum iteration depth beyond which it will not hash outward to guarantee the performance of the game process.
In the above step S904, the method of exact hash ordering may be implemented as follows:
and step S9041, acquiring the unarranged falling object name sets.
Step S9042, sorts the sets in the direction in which the X axis or the Y axis increases.
Step S9043, traverse the aboveGathering and judging a newly added first prop (namely a first object) AmWhether or not to the adjacent second prop (i.e. second object) Am-1Completely or partially overlapping.
Step S9044, if the first tool A is availablemIs adjacent to the second prop Am-1If they overlap, then A is judgedm-1X-axis coordinate of (A)m-1Width of (A)mIf the sum of the widths of the screen frames is less than the width of the screen frame, the step S9045 is only needed if the sum of the widths of the screen frames is less than the width of the screen frame, and otherwise, the step S9046 is executed.
Step S9045, adding AmIs connected to Am-1Thereafter, the traversal pointer moves to m + 1.
Step S9046, judging whether to convert A into1、A2……Am-1Moving to the negative direction of the X axis to satisfy AmIf the distance is within the screen, if so, step S9045 is executed, otherwise, step S9047 is executed.
Step S9047, adding AmMove to the first name of this line AxShould be below.
Step S9048, judge AmAnd if the screen bottom is exceeded, executing the step S9049, otherwise returning to the step S9042.
Step S9049, adding Ax、Ax+1……AmMove up, traverse the pointer back to Ax. The resulting target picture (or called a game picture) is shown in fig. 10.
By using the technical scheme of the application, the algorithm is different from grid sorting, the names of the articles are 'squeezed' from back to front and from bottom to top, multiple traversal sets are guaranteed, and only traversal pointers are traced back to positions where conflicts are likely to occur. Therefore, all names in the set can be sorted at the fastest speed, and 50 measured names can be completely hashed in 0.2 seconds.
It should be noted that, for simplicity of description, the above-mentioned 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 order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
According to another aspect of the embodiments of the present invention, there is also provided a display apparatus of virtual object information for implementing the display method of virtual object information described above. Fig. 11 is a schematic diagram of an alternative display apparatus for virtual object information according to an embodiment of the present invention, and as shown in fig. 11, the apparatus may include: an acquisition unit 1101, a search unit 1103, a movement unit 1105, and a display unit 1107.
The acquiring unit 1101 is configured to acquire a first instruction, where the first instruction is used to indicate a first object to be presented on a first area of a virtual scene, and the first object is a virtual object that is allowed to be picked up in the virtual scene.
The virtual scene is a virtual scene of an application, such as a virtual scene of a target game application, and the target game includes, but is not limited to, the following types of games: barrage shooting games, adventure games, simulation games, role-playing games, casual chess and card games, MOBA-type games, and other games. The game is particularly suitable for MOBA games and ARPG games.
The first instruction is an event occurring in a certain game scene of the target game, and is a triggering instruction, for example, an event that a monster is killed in the game process, a prop treasure box is opened, and the like can trigger scattering of game props in the game.
The first object may be a prop (i.e., a virtual object) assigned an initial position (i.e., located in the first area), and the account number (including the first account number) in the target game may be picked up when passing through the first area.
The finding unit 1103 is configured to find a second object in the virtual scene, where the second object is a virtual object displayed in a second area in the virtual scene, and the second area intersects with the first area.
A data set may be preset, where an element in the data set is a data structure for storing a prop and related information thereof, and the related information includes at least one of an identifier of the prop, a map of the prop, a location of the prop, and the like. The second object is the prop found from the data set.
It should be noted that, if the second object is not found, that is, there is no second object partially or completely overlapping with the first area where the second object is located, the first object is directly disposed in the first area and displayed.
A moving unit 1105, configured to move at least the second object, where the moved second object is shown in a third area in the virtual scene, and the third area is not intersected with the first area.
The first object is a prop which newly appears and is not sorted in the data set, and when the prop appears, the first object needs to be put into the data set, and an initial position (a first area) is allocated to the first object, specifically, the first object is realized in a mode of squeezing out a second object, so that a third area of the second object after movement is not intersected with the first area.
A display unit 1107, configured to display information indicating the first object and the second object on a target screen of the first client, where the target screen is a screen of the acquired first object and second object.
In the above embodiment, in the case that the second object partially or completely coincides with the first object, the first object is monopolized to the first area in the form of "squeezing" the second object, which conforms to the physical phenomenon of the real world, so that a very real feeling is given to the player, thereby improving the user experience; the whole process can be realized in a software algorithm mode, under the condition of more dropped objects, the energy of development engineers (including making a chartlet for each prop and making a corresponding chartlet for each prop at each stage, such as the chartlet at the beginning, the chartlet when the position changes and the like) is not required to be consumed, the development cost of an enterprise is reduced, and the scheme does not require the name of the object to be fixed in length, so that the dynamic data change can be well adapted.
It should be noted that the obtaining unit 1101 in this embodiment may be configured to execute step S202 in this embodiment, the searching unit 1103 in this embodiment may be configured to execute step S204 in this embodiment, the moving unit 1105 in this embodiment may be configured to execute step S206 in this embodiment, and the display unit 1107 in this embodiment may be configured to execute step S208 in this embodiment.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may operate in a hardware environment as shown in fig. 1, and may be implemented by software or hardware.
Acquiring a first instruction through the module, wherein the first instruction is used for indicating a first object to be displayed on a first area of a virtual scene, and the first object is a virtual object allowed to be picked up in the virtual scene; searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; at least moving the second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area; the information used for indicating the first object and the second object is displayed on the target picture, the target picture is the collected picture of the first object and the second object, and the whole processing process is realized in a software algorithm mode, so that the technical problem of high cost of manufacturing the game prop in the related technology can be solved, and the technical effect of reducing the manufacturing cost of the game prop is further achieved.
The mobile unit may include: the first moving module is used for moving a plurality of third objects adjacent to each other in the first direction of the first object along the first direction, wherein the plurality of third objects comprise the second object.
Optionally, the first moving module may be further configured to move all third objects located in the first direction of the first object in the first direction.
The mobile unit described above may further include: and the second moving module is used for moving the first object and the plurality of third objects moved along the first direction along a second direction of the first object under the condition that the area for showing the moved fourth object in the virtual scene exceeds the display range of the target picture, wherein the fourth object is a virtual object which is farthest away from the first object in the first direction in the plurality of third objects moved, and the second direction is opposite to the first direction.
Optionally, the mobile unit described above may further include: and a third moving module, configured to move the first object, the plurality of third objects moved in the first direction, and the target object along a second direction of the first object when an area for displaying the moved fourth object in the virtual scene exceeds a display range of the target screen, where the fourth object is a virtual object farthest from the first object in the first direction among the plurality of third objects moved, the target object is a virtual object located in the second direction and includes a virtual object adjacent to the first object, and the second direction is different from the first direction.
Optionally, the mobile unit described above may further include: and a fourth moving module, configured to move the plurality of third objects and the target object in the third direction if a third area does not exist in both the first direction and the second direction of the first object, where the third area is an area that is not used for displaying the third object or the target object and has a length in the first direction or the second direction that is not shorter than a length of the first area in the first direction or the second direction, the target object is a virtual object in the second direction and includes a virtual object adjacent to the first object in the second direction, and the third direction is perpendicular to the first direction or the second direction.
Optionally, the fourth moving module may be further configured to, in a case that there is no third area in the first direction and the second direction of the first object, move the first object queue in which the plurality of third objects and the target objects are located and a second object queue located in the third direction of the first object queue along the third direction, where the third area is an area that is not used for displaying the third objects or the target objects and has a length in the first direction or the second direction that is not shorter than a length of the first area in the first direction or the second direction, the target objects are virtual objects in the second direction and include virtual objects adjacent to the first objects in the second direction, and the third direction is perpendicular to the first direction or the second direction.
Optionally, the mobile unit described above may further include: and the fifth moving module is used for moving the first object, the first object queue and the second object queue after moving along the third direction along the fourth direction under the condition that the first object queue and the second object queue have the object queue, wherein the object queue is the queue which exceeds the display range of the object picture in the first object queue and the second object queue after moving along the third direction, and the object queue after moving along the fourth direction is in the display range of the object picture.
Optionally, the display unit may be further configured to display the map of the first object and the map of the second object on the target screen; and displaying the identification of the first object and the identification of the second object on a target screen of the first client.
The technical scheme of the application provides a method for sorting the names of the falling objects to process the falling objects, and the algorithm has the characteristics of quickness, stability, capability of processing large-capacity samples and no blockage. The core of the algorithm is that the precise sequencing and the analog calculation exist at the same time and act at the respective proper time; the former ensures that the sequencing result achieves the expected effect, and the latter ensures the stability and the performance of the sequencing result.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may be operated in a hardware environment as shown in fig. 1, and may be implemented by software, or may be implemented by hardware, where the hardware environment includes a network environment.
According to another aspect of the embodiment of the present invention, there is also provided a server or a terminal for implementing the display method of the virtual object information.
Fig. 12 is a block diagram of a terminal according to an embodiment of the present invention, and as shown in fig. 12, the terminal may include: one or more processors 1201 (only one is shown in fig. 12), a memory 1203, and a transmission means 1205 (such as the transmission means in the above embodiments), as shown in fig. 12, the terminal may further include an input-output device 1207.
The memory 1203 may be used to store software programs and modules, such as program instructions/modules corresponding to the method and apparatus for displaying virtual object information in the embodiments of the present invention, and the processor 1201 executes various functional applications and data processing by running the software programs and modules stored in the memory 1203, that is, implements the above-mentioned method for displaying virtual object information. The memory 1203 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1203 may further include memory located remotely from the processor 1201, which may be connected to the terminal through a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The above-mentioned transmission means 1205 is used for receiving or sending data via a network, and may also be used for data transmission between the processor and the memory. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 1205 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmission device 1205 is a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
Among them, the memory 1203 is specifically used for storing an application program.
The processor 1201 may invoke an application stored in the memory 1203 via the transmission 1205 to perform the following steps:
acquiring a first instruction, wherein the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene;
searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area;
at least moving a second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area;
and displaying information indicating the first object and the second object on a target picture, wherein the target picture is a picture of the acquired first object and the second object.
The processor 1201 is further configured to perform the following steps:
displaying a map of a first object and a map of a second object on a target screen;
and displaying the identification of the first object and the identification of the second object on the target screen.
By adopting the embodiment of the invention, a first instruction is obtained, the first instruction is used for indicating a first object to be displayed on a first area of a virtual scene, and the first object is a virtual object allowed to be picked up in the virtual scene; searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area; at least moving the second object, wherein the moved second object is displayed in a third area in the virtual scene, and the third area is not intersected with the first area; the information used for indicating the first object and the second object is displayed on the target picture, the target picture is the collected picture of the first object and the second object, and the whole processing process is realized in a software algorithm mode, so that the technical problem of high cost of manufacturing the game prop in the related technology can be solved, and the technical effect of reducing the manufacturing cost of the game prop is further achieved.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
It can be understood by those skilled in the art that the structure shown in fig. 12 is only an illustration, and the terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a Mobile Internet Device (MID), a PAD, etc. Fig. 12 is a diagram illustrating a structure of the electronic device. For example, the terminal may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in FIG. 12, or have a different configuration than shown in FIG. 12.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The embodiment of the invention also provides a storage medium. Alternatively, in this embodiment, the storage medium may be a program code for executing a display method of virtual object information.
Optionally, in this embodiment, the storage medium may be located on at least one of a plurality of network devices in a network shown in the above embodiment.
Optionally, in this embodiment, the storage medium is configured to store program code for performing the following steps:
s21, acquiring a first instruction, wherein the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object allowed to be picked up in the virtual scene;
s22, searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area;
s23, at least moving the second object, wherein the moved second object is shown in a third area in the virtual scene, and the third area is not intersected with the first area;
s24, displaying information indicating the first object and the second object on a target screen, wherein the target screen is a screen of the acquired first object and second object.
Optionally, the storage medium is further arranged to store program code for performing the steps of:
s31, displaying the map of the first object and the map of the second object on the target picture;
s32, displaying the identification of the first object and the identification of the second object on the target screen.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
Optionally, in this embodiment, the storage medium may include, but is not limited to: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.
Claims (15)
1. A method for displaying virtual object information, comprising:
acquiring a first instruction, wherein the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene;
searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area;
at least moving the second object, wherein the moved second object is shown in a third area in the virtual scene, and the third area is not intersected with the first area;
displaying information representing the first object and the second object in a target screen, wherein the target screen is a screen of the acquired first object and the acquired second object.
2. The method of claim 1, wherein moving at least the second object comprises:
moving a plurality of third objects adjacent in a first direction of the first object along the first direction, wherein the plurality of third objects includes the second object.
3. The method of claim 2, wherein moving a plurality of third objects adjacent in a first direction of the first object in the first direction comprises:
moving all the third objects located in the first direction of the first object in the first direction.
4. The method of claim 2, wherein moving at least the second object further comprises:
and if the area for showing the moved fourth object in the virtual scene exceeds the display range of the target picture, moving the first object and the plurality of third objects moved along the first direction along a second direction of the first object, wherein the fourth object is a virtual object which is farthest from the first object in the first direction in the plurality of third objects moved, and the second direction is opposite to the first direction.
5. The method of claim 2, wherein moving at least the second object further comprises:
and if the area for showing the moved fourth object in the virtual scene exceeds the display range of the target picture, moving the first object, the plurality of third objects moved along the first direction, and the target object along a second direction of the first object, wherein the fourth object is a virtual object which is farthest from the first object in the first direction in the plurality of third objects moved, the target object is a virtual object located in the second direction and includes a virtual object adjacent to the first object, and the second direction is different from the first direction.
6. The method of claim 2, wherein moving at least the second object comprises:
moving a plurality of third objects and target objects in a third direction in a case where there is no third area in both a first direction and a second direction of the first object, wherein the third area is an area that is not used for displaying the third objects or target objects and has a length in the first direction or the second direction not shorter than a length of the first area in the first direction or the second direction, the target objects are virtual objects in the second direction and include virtual objects adjacent to the first objects in the second direction, and the third direction is perpendicular to the first direction or the second direction.
7. The method of claim 2, wherein moving at least the second object comprises:
and under the condition that no third area exists in the first direction and the second direction of the first object, moving a first object queue in which a plurality of third objects and target objects are located and a second object queue located in the third direction of the first object queue along the third direction, wherein the third area is an area which is not used for displaying the third objects or the target objects and has a length in the first direction or the second direction which is not shorter than that of the first area, the target objects are virtual objects in the second direction and comprise virtual objects adjacent to the first objects in the second direction, and the third direction is perpendicular to the first direction or the second direction.
8. The method of claim 7, wherein moving at least the second object comprises:
and under the condition that a target object queue exists in the first object queue and the second object queue, moving the first object, the first object queue and the second object queue after moving along the third direction along a fourth direction, wherein the target object queue is a queue which exceeds the display range of the target picture in the first object queue and the second object queue after moving along the third direction, and the target object queue after moving along the fourth direction is in the display range of the target picture.
9. The method according to any one of claims 1 to 8, wherein displaying information representing the first object and the second object in a target screen includes:
displaying the map of the first object and the map of the second object on the target screen;
displaying the identifier of the first object and the identifier of the second object on the target screen.
10. An apparatus for displaying virtual object information, comprising:
the device comprises an acquisition unit, a display unit and a control unit, wherein the acquisition unit is used for acquiring a first instruction, the first instruction is used for indicating a first object to be shown on a first area of a virtual scene, and the first object is a virtual object which is allowed to be picked up in the virtual scene;
the searching unit is used for searching a second object in the virtual scene, wherein the second object is a virtual object displayed in a second area in the virtual scene, and the second area is intersected with the first area;
a moving unit, configured to move at least the second object, where the moved second object is shown in a third area in the virtual scene, and the third area is not intersected with the first area;
a display unit, configured to display information representing the first object and the second object in a target screen, where the target screen is a screen of the acquired first object and the acquired second object.
11. The apparatus of claim 10, wherein the mobile unit comprises:
a first moving module configured to move a plurality of third objects adjacent to each other in a first direction of the first object along the first direction, wherein the plurality of third objects includes the second object.
12. The apparatus of claim 11, wherein the mobile unit comprises:
a second moving module, configured to, when an area for showing a moved fourth object in the virtual scene exceeds a display range of the target screen, move the first object and the plurality of third objects moved in the first direction along a second direction of the first object, where the fourth object is a virtual object farthest from the first object in the first direction in the plurality of moved third objects, and the second direction is opposite to the first direction.
13. The apparatus of claim 11, wherein the mobile unit comprises:
a third moving module, configured to, when an area for showing a moved fourth object in the virtual scene exceeds a display range of the target screen, move the first object, the plurality of third objects moved in the first direction, and a target object along a second direction of the first object, where the fourth object is a virtual object farthest from the first object in the first direction among the plurality of third objects moved, the target object is a virtual object located in the second direction and includes a virtual object adjacent to the first object, and the second direction is different from the first direction.
14. A storage medium, characterized in that the storage medium comprises a stored program, wherein the program when executed performs the method of any of the preceding claims 1 to 9.
15. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor executes the method of any of the preceding claims 1 to 9 by means of the computer program.
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