CN113398592A - State display method, device, equipment and storage medium in game - Google Patents

State display method, device, equipment and storage medium in game Download PDF

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Publication number
CN113398592A
CN113398592A CN202110682624.6A CN202110682624A CN113398592A CN 113398592 A CN113398592 A CN 113398592A CN 202110682624 A CN202110682624 A CN 202110682624A CN 113398592 A CN113398592 A CN 113398592A
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CN
China
Prior art keywords
target
sub
icon
display
target object
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Pending
Application number
CN202110682624.6A
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Chinese (zh)
Inventor
陶欣怡
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110682624.6A priority Critical patent/CN113398592A/en
Publication of CN113398592A publication Critical patent/CN113398592A/en
Pending legal-status Critical Current

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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
    • A63F13/55Controlling 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
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/53Features 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 details of game servers details of basic data processing
    • A63F2300/538Features 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 details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering

Abstract

The application provides a method, a device, equipment and a storage medium for displaying states in games, and relates to the technical field of computers. The method comprises the following steps: acquiring a target object set and a target icon to be displayed, wherein the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects; acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icons corresponding to the sub-objects according to the unlocking state of each sub-object; the target object is displayed on the graphical user interface and the target icon is displayed in a target display area associated with at least a portion of the target object's display area. By applying the embodiment of the application, the display area can be fully utilized.

Description

State display method, device, equipment and storage medium in game
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for displaying a state in a game.
Background
The in-game item lock refers to a limitation on the use permission of virtual items in the game, such as props, rewards, equipment and the like. The player needs to complete a certain task to unlock the virtual item.
At present, the non-unlocked state of the virtual article is generally identified by a "lock" shaped icon, however, the lock shaped icon can only express that the article is in the non-unlocked state, and cannot express more meanings. For the mobile terminal, each display area is precious, and especially when a plurality of virtual articles on the interface need to be unlocked, the full utilization of the display areas is more important.
Disclosure of Invention
In view of the above-mentioned deficiencies of the prior art, it is an object of the present invention to provide a method, an apparatus, a device and a storage medium for displaying a state in a game, which can make full use of a display area.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides an in-game state display method, where a graphical user interface for displaying a game is rendered on a terminal device of a user, the method including:
acquiring a target object set and a target icon to be displayed, wherein the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects;
acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icon corresponding to each sub-object according to the unlocking state of each sub-object;
displaying the target object on the graphical user interface, and displaying the target icon in a target display area associated with at least a part of the display area of the target object, wherein the display effect of the sub-icons of the target icon is determined according to the corresponding display parameters.
Optionally, the target object includes: virtual object, virtual task object.
Optionally, if the target object is a virtual object, the obtaining of the target icon to be displayed includes:
and determining an icon matched with the basic outline as the target icon according to the basic outline of the type of the virtual article object, wherein the shape of each sub-icon is matched with the outline of each part in the basic outline.
Optionally, the determining, according to the basic shape of the type to which the virtual article object belongs, an icon matched with the basic shape as the target icon includes:
if the type of the virtual article object is a fashion suit, determining that the basic appearance of the fashion suit is human-shaped;
and determining the icon matched with the human shape as the target icon.
Optionally, the determining, according to the unlocking state of each sub-object, the display parameter of the sub-icon corresponding to each sub-object includes:
if the unlocking state of the sub-object is the unlocking-free state, determining the display parameter of the sub-icon corresponding to the sub-object as a first display parameter;
and if the unlocking state of the sub-object is the unlocked state, determining that the display parameter of the sub-icon corresponding to the sub-object is a second display parameter, wherein the first display parameter and the second display parameter are different display parameters.
Optionally, the first display parameter or the second display parameter respectively includes at least one of the following parameters: color parameter, brightness parameter, gray scale parameter.
Optionally, if it is detected that a first target object is changed from an un-unlocked state to an unlocked state in the at least two target objects, the display of the target icon in the target display area associated with the display area of the first target object is cancelled.
Optionally, the method further comprises:
and if the second target object is detected to be changed from the unlocked state to the unlocked state in the at least two target objects, switching the display effect of the target icon in the target display area associated with the display area of the second target object.
Optionally, the method further comprises:
detecting an unlocked state of each child object of the target object;
if the unlocking state of each sub-object of the target object is unlocked, determining that the target object is in the unlocked state;
and if the unlocking state of at least one sub-object of the target object is not unlocked, determining that the target object is in the non-unlocking state.
Optionally, the displaying the target object on the graphical user interface includes:
determining display parameters of corresponding sub-objects according to the unlocking state of each sub-object in the target object;
and displaying the target object on the graphical user interface according to the determined display parameters of the sub-objects.
In a second aspect, an embodiment of the present application provides an in-game state display apparatus for rendering a graphical user interface on a terminal device of a user, where the graphical user interface displays a game, and the apparatus includes:
the system comprises an acquisition module, a display module and a display module, wherein the acquisition module is used for acquiring a target object set and a target icon to be displayed, the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects;
the determining module is used for acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icon corresponding to each sub-object according to the unlocking state of each sub-object;
and the display module is used for displaying the target object on the graphical user interface and displaying the target icon in a target display area associated with at least a part of the display area of the target object, wherein the display effect of the sub-icon of the target icon is determined according to the corresponding display parameter.
Optionally, the target object includes: virtual object, virtual task object.
Optionally, the obtaining module is specifically configured to determine, according to a basic shape of a type to which the virtual article object belongs, an icon matched with the basic shape as the target icon, where a shape of each sub-icon is matched with shapes of components in the basic shape.
Optionally, the obtaining module is further specifically configured to determine that a basic appearance of the fashion suit is a human shape if the type of the virtual article object is the fashion suit; and determining the icon matched with the human shape as the target icon.
Optionally, the determining module is specifically configured to determine, if the unlocking state of the sub-object is the non-unlocking state, that the display parameter of the sub-icon corresponding to the sub-object is the first display parameter; and if the unlocking state of the sub-object is the unlocked state, determining that the display parameter of the sub-icon corresponding to the sub-object is a second display parameter, wherein the first display parameter and the second display parameter are different display parameters.
Optionally, the first display parameter or the second display parameter respectively includes at least one of the following parameters: color parameter, brightness parameter, gray scale parameter.
Optionally, the apparatus further comprises: a switching module;
the switching module is configured to switch a display effect of the target icon in a target display area associated with a display area of the second target object if it is detected that the second target object is changed from the un-unlocked state to the unlocked state in the at least two target objects.
Optionally, the apparatus further comprises: a detection module;
the detection module is used for detecting the unlocking state of each sub-object of the target object;
correspondingly, the determining module is further specifically configured to determine that the target object is in the unlocked state if the unlocked state of each child object of the target object is unlocked; and if the unlocking state of at least one sub-object of the target object is not unlocked, determining that the target object is in the non-unlocking state.
Optionally, the display module is specifically configured to determine a display parameter of a corresponding sub-object according to an unlocking state of each sub-object in the target object; and displaying the target object on the graphical user interface according to the determined display parameters of the sub-objects.
In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the steps of the in-game state display method according to the first aspect.
In a fourth aspect, the present application provides a storage medium having a computer program stored thereon, where the computer program is executed by a processor to perform the steps of the in-game state display method according to the first aspect.
The beneficial effect of this application is:
the embodiment of the application provides a method, a device, equipment and a storage medium for displaying states in games, wherein the method comprises the following steps: acquiring a target object set and a target icon to be displayed, wherein the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects; acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icons corresponding to the sub-objects according to the unlocking state of each sub-object; the method comprises the steps of displaying a target object on a graphical user interface, and displaying a target icon in a target display area associated with at least a part of the display area of the target object, wherein the display effect of the sub-icons of the target icon is determined according to the corresponding display parameters.
By adopting the in-game state display method provided by the embodiment of the application, the terminal device can determine the target icon according to the sub-object in the target object, the sub-icon in the target icon corresponds to the sub-object in the target object, then the display parameter of each sub-icon in the target icon is determined according to the relation between the unlocking state and the display parameter of each sub-object in the target object, and then the target icon is displayed in the target display area associated with the display area of the target object according to the display parameter of each sub-icon in the target icon. That is, the target icon displays the unlocking process of the target object through the display state of the sub-icon thereon, and the unlocking state and the unlocking progress of the target object can be represented only by one target icon, so that the display area can be fully utilized when the unlocking states of a plurality of target objects are displayed on the graphical user interface.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.
Fig. 1 is a schematic flowchart of a method for displaying a state in a game according to an embodiment of the present disclosure;
fig. 2 is a schematic diagram of a relationship between a target icon and a target object according to an embodiment of the present disclosure;
FIG. 3 is a flow chart illustrating another method for displaying status in a game according to an embodiment of the present disclosure;
fig. 4 is a schematic view of a display interface of a target object set according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of a display interface of another target object set provided in an embodiment of the present application;
FIG. 6 is a schematic diagram of a display interface of another target object set provided in an embodiment of the present application;
FIG. 7 is a flow chart illustrating a method for displaying a status in a game according to an embodiment of the present application;
fig. 8 is a schematic view illustrating a display state of a sub icon according to an embodiment of the present disclosure;
fig. 9 is a schematic diagram illustrating a target icon transformation according to an embodiment of the present application;
FIG. 10 is a flowchart illustrating a method for displaying a status in a game according to an embodiment of the present disclosure;
FIG. 11 is a flow chart illustrating another method for displaying status in a game according to an embodiment of the present disclosure;
FIG. 12 is a schematic structural diagram of a status display device in a game according to an embodiment of the present application;
fig. 13 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. 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 application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
Before explaining the embodiments of the present application in detail, a terminal device in the present application will be explained first. The terminal device can be pre-stored with a game program, and the game program is run to display the graphical user interface of the game on the display screen, so that the player can interact with the terminal device through the graphical user interface, that is, the terminal device has the functions of display and data processing. Of course, the game program may also be stored in advance in a game server that performs data interaction with a terminal device, the game server transmits the generated game screen compressed data to the terminal device by running the game program, and the terminal device decompresses the game screen compressed data and displays a graphical user interface of the game on a display screen.
Fig. 1 is a schematic flow chart of a state display method in a game according to an embodiment of the present application, where an execution subject of the method is the aforementioned terminal device, and a graphical user interface for displaying the game is rendered on the terminal device, where a specific form of the terminal device may include a personal computer, a notebook computer, a smart phone, and other devices with a display function. As shown in fig. 1, the method may include:
s101, a target object set and a target icon to be displayed are obtained, wherein the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects.
In an alternative embodiment, the player (user) can view the unlocked state of the target object at any time while the manipulated virtual object is in the game scene or while it is not in the game scene. Specifically, when a virtual object operated by a player is in a game scene, the player can directly check the unlocking state of the target object through a trigger control on a current game interface, or the player directly triggers to check the unlocking state of the target object through an interactive instruction, such as pressing, clicking, sliding and the like.
The terminal device may first acquire information of a target object included in a target object set to be displayed based on a trigger operation of a player, where the information may include the target object having a step unlocking characteristic included in the target object set to be displayed, for example, the target object set includes 3 target objects (target object 1, target object 2, and target object 3) to be displayed, where the target objects 1 and 2 are target objects having a step unlocking characteristic, and then the terminal device may acquire specific information corresponding to the target objects 1 and 2.
Taking target object 1 as an example for description, the specific information of target object 1 may include shape information of target object 1, number information of sub-objects included therein, and the terminal device may generate and acquire corresponding target icon 1 according to the specific information of target object 1, where a sub-icon in target icon 1 corresponds to a sub-object included in target object 1, and if the target object is composed of 3 sub-objects, the number of sub-icons in the target icon is also 3.
That is to say, in the embodiment of the present application, mainly based on the target object with the step-by-step unlocking characteristic, the target object with the characteristic may be composed of at least two sub-objects, and the target icon corresponding to the target object has a characteristic matched with the target object, for example, the number of sub-objects included in the target object is the same as the number of sub-objects included in the target icon, and based on this, the target icon may be used to indicate the unlocking state and the unlocking progress of the target object.
It should be noted that, in the game, any object having the step-by-step unlocking characteristic may be used as the target object, such as a fashion suit, a virtual weapon, and the like, and the present application does not limit the object.
S102, acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icon corresponding to each sub-object according to the unlocking state of each sub-object.
The behavior of a player (user) in a game can generate corresponding state data, the terminal device can acquire the state data corresponding to each sub-object of the target object in the target object set, and the unlocking state of each sub-object can be judged according to the state data corresponding to each sub-object, wherein the unlocking state can be specifically an unlocked state or an unlocked state. And according to the preset corresponding relation between the unlocking state of each sub-object and the display parameters of each sub-icon, the display parameters of each sub-icon can be further determined.
Continuing with the above-mentioned target object 1 as an example, as shown in fig. 2, assuming that the target object 1 includes A, B, C three sub-objects, and the target icon 1 corresponding to the target object 1 includes three sub-icons a ', B ', and C ', where the sub-object a, the sub-object B, and the sub-object C respectively correspond to the sub-icon a ', the sub-icon B ', and the sub-icon C ', then the display parameters of the sub-icon a ', the sub-icon B ', and the sub-icon C ' may be determined according to the obtained unlocking states corresponding to the sub-object a, the sub-object B, and the sub-object C. If the player collects the child object and represents that the unlocking state of the child object is the unlocked state, the sub-icon corresponding to the child object can be displayed according to the display parameter corresponding to the unlocked state. As shown in fig. 2, assuming that the player collects the sub-object a in the target object 1, the sub-object a' in the target object 1 may be displayed with the corresponding target display parameter (the target display parameter is indicated by a shaded display state in fig. 2).
S103, displaying the target object on the graphical user interface, and displaying the target icon in the target display area associated with the display area of at least part of the target object.
And the display effect of the sub-icon of the target icon can be determined according to the corresponding display parameter. The target object set to be displayed may be displayed on the graphical user interface in a list form, or may be displayed in other forms, which is not limited in the present application. After the terminal device determines the display parameters of sub-icons contained in the target icon corresponding to each target object (part of target objects) with the step-by-step unlocking characteristic in the target object set according to the acquired state data, the terminal device can display each target icon in the target display area associated with the target object display area. The target display area of the target icon is located in the upper left corner of the target object display area, and may also be located in the upper right corner of the target object display area or other area associated with the target object display area.
From the demonstration angle, only need a less target display area to show the target icon, the target icon is little and clear, has practiced thrift the display space, makes whole display screen clean and tidy, can show when the unblock state of a plurality of target object on graphical user interface like this, less visual burdensome sense of player, that is to say, can make the player have light visual perception, improves player's gaming experience degree.
It should be noted that the types of the target objects in the same list may be identical or different, as if the target objects in one list may be all fashion kits or virtual weapons, and may include both fashion kits and virtual weapons, which is not limited in this application.
It can be seen that the player can not only know the unlocking state of the target object through the target icon, but also know the unlocking progress of the target object, and can also accurately know which sub-objects in the target object are collected currently.
To sum up, in the state display method in the game provided in the embodiment of the present application, the terminal device may determine the target icon according to the sub-object in the target object, where the sub-object in the target icon corresponds to the sub-object in the target object, determine the display parameter of each sub-icon in the target icon according to the relationship between the unlock state and the display parameter of each sub-object in the target object, and then display the target icon in the target display area associated with the display area of the target object according to the display parameter of each sub-icon in the target icon. That is, the target icon displays the unlocking process of the target object through the display state of the sub-icon thereon, and the unlocking state and the unlocking progress of the target object can be represented only by one target icon, so that the display area can be fully utilized when the unlocking states of a plurality of target objects are displayed on the graphical user interface.
Alternatively, the above-mentioned target object may include a virtual article object, a virtual task object.
The virtual object refers to an object that can be represented by a basic shape, for example, the virtual object can be a fashion suit, a virtual weapon, etc., wherein the basic shape of the fashion suit can be a human shape, and the basic shape of the virtual weapon can include a virtualized firearm-type weapon model, a virtualized artillery-type weapon model, etc. A virtual task object refers to an object that cannot be represented by a base shape, for example, a virtual task object may be a task object that includes multiple subtasks, a level object that includes multiple levels, and the like.
It should be noted that the present application does not limit the specific type of the target object, and the virtual object may be the target object as long as the virtual object has the step-by-step unlocking characteristic.
Optionally, if the target object is a virtual object, the obtaining of the target icon to be displayed may include: and determining an icon matched with the basic outline as the target icon according to the basic outline of the type of the virtual article object, wherein the shape of each sub-icon is matched with the outline of each part in the basic outline.
Specifically, the terminal device may store a corresponding relationship between a type of the virtual object and a basic shape in advance, and after determining the type of the virtual object, further obtain an icon matched with the corresponding basic shape, where the sub-object included in the virtual object corresponds to a component included in the basic shape, that is, when the virtual object is composed of N sub-objects, the basic shape corresponding to the virtual object is also composed of N components, that is, the icon matched with the basic shape has N components, further the target icon corresponding to the virtual object is also composed of N sub-icons, and a shape of each sub-icon in the target icon corresponds to a shape of each component in the basic shape.
It can be seen that the base outline may represent the shape of the body of the virtual item object, and the outline of the target icon of the virtual item object corresponds to the outline represented by the base outline of the type to which it belongs.
For example, assuming that the type of the virtual object is a fashion suit, the fashion suit may include 4 sub-objects, which are a helmet, a breastplate, a handguard, and a boot, respectively, the basic shape corresponding to the fashion suit includes 4 components, each component represents 4 sub-objects, namely, the helmet, the breastplate, the handguard, and the boot, correspondingly, the target icon includes 4 sub-icons, the shape of each sub-icon matches with the shape of each component, and each sub-icon in the target icon may represent the unlocking state of the 4 sub-objects, namely, the helmet, the breastplate, the handguard, and the boot.
Therefore, the target icon matched with the basic shape of the type of the virtual object can more vividly represent the unlocking process of the virtual object, and is beneficial to a player to quickly know which sub-objects in the virtual object are in the unlocked state and which sub-objects are in the unlocked state according to the display state of each sub-icon in the target icon, so that the player can screen and collect the sub-objects with expected targets, and the operation efficiency of the game is improved.
Fig. 3 is a schematic flow chart of another method for displaying a status in a game according to an embodiment of the present application. Optionally, as shown in fig. 3, the determining, according to the basic shape of the type to which the virtual object belongs, an icon matching the basic shape as a target icon includes:
s301, if the type of the virtual article object is a fashion suit, determining that the basic appearance of the fashion suit is human-shaped.
And S302, determining the icon matched with the human figure as a target icon.
In an alternative embodiment, the terminal device may store in advance the correspondence between the fashion suit and the human figure, and the correspondence between the human figure and the icon. When the terminal device detects that the type of the virtual article object is the fashion set, the basic appearance of the fashion set can be determined to be human shape according to the corresponding relation between the type of the virtual article object and the basic appearance which are stored in advance, and the terminal device takes the icon corresponding to the human shape as the target icon corresponding to the fashion set according to the corresponding relation between the basic appearance and the icon. Of course, the terminal device can also generate the icon matched with the human figure in real time according to the preset rule when the basic appearance of the fashion suit is determined to be the human figure.
Fig. 4 is a schematic diagram of a display interface of a target object set according to an embodiment of the present disclosure, and as shown in fig. 4, the target object set may include target objects of types of fashion kits, such as a fashion kit 1, a fashion kit 2, and a fashion kit 3, and the target object set may further include other types of target objects, and the target object set may be displayed on a graphical user interface in the form of fig. 4, where target icons corresponding to the fashion kit 1, the fashion kit 2, and the fashion kit 3, respectively, are displayed in a target display area as icons matching with human shapes.
As can be seen from fig. 4, even if the fashion suit 1, the fashion suit 2, and the fashion suit 3 are three different fashion suits, the shapes of the target icons respectively corresponding to the three different fashion suits may be identical, and the target icons are all human-shaped target icons, that is, the target icons with the identical shapes may respectively represent the unlocking states and the unlocking schedules of the different fashion suits, so that the graphical user interface on which the target object sets are displayed may be neat, and the display area on the graphical user interface may be fully utilized.
If the type of the virtual object is a virtual weapon, such as a virtualized firearm-like weapon, the terminal device may determine that the underlying appearance of the virtualized firearm-like weapon is a firearm model, and may determine that an icon matching the firearm model is a target icon.
Fig. 5 is a schematic view of a display interface of another target object set provided in this embodiment of the present application, as shown in fig. 5, the target object set may include target objects of types of virtual weapons, such as virtual weapon 1, virtual weapon 2, and virtual weapon 3, and the target object set may further include other types of target objects, and the target object set may be displayed on a graphical user interface in the form of fig. 5, where, assuming that virtual weapon 1, virtual weapon 2, and virtual weapon 3 are virtualized firearm weapons, target icons corresponding to virtual weapon 1, virtual weapon 2, and virtual weapon 3, respectively, are displayed in a target display area as icons matching with the firearm model.
As can be seen from fig. 5, the unlocking states and the unlocking schedules of different virtual weapons can be respectively represented by only using the target icon in the shape of the firearm model, so that the graphical user interface with the target object set can be neatly displayed, and the display area on the graphical user interface can be fully utilized.
Optionally, the virtual firearm weapons may be further subdivided, where the virtual firearm weapons include a virtual rifle and a virtual submachine gun, a basic shape corresponding to the virtual rifle is a virtual rifle model, a basic shape corresponding to the virtual submachine gun is a virtual submachine gun model, an icon matched with the virtual rifle model may be used as a target icon corresponding to the virtual rifle, and an icon matched with the virtual submachine gun model is used as a target icon corresponding to the virtual submachine gun.
For example, if the virtual firearm-like weapon is a virtual rifle, the virtual rifle may include 3 sub-objects, which are a clip, an address, and a silencer, respectively, the virtual rifle model corresponding to the virtual rifle includes 3 parts, each part represents the 3 sub-objects of the clip, the address, and the silencer, correspondingly, the target icon corresponding to the virtual rifle includes 3 sub-icons, the shape of each sub-icon matches the shape of each part, and each sub-icon in the target icon may represent the unlocking state of the 3 sub-objects of the clip, the address, and the silencer.
Alternatively, if the target object is a virtual task object, the target icon corresponding to the virtual task object may be an icon formed by a plurality of preset unit graphs, and the shape of each sub-icon in the target graph corresponds to each preset unit graph.
The shape of the icon formed by the preset unit graphs can be a preset shape, the preset shape can comprise other shapes such as a circle, a square or a triangle, and the graphs of the preset units can be consistent or inconsistent.
For example, if the virtual task object is a task object including 4 subtasks, the task object is equivalent to 4 subtasks, which are subtask 1, subtask 2, subtask 3, and subtask 4, the preset unit graph corresponding to each subtask is a dot, that is, the corresponding target icon includes 4 sub-icons, each sub-icon is in the shape of a dot, each sub-icon in the target icon can represent the unlocked state of the subtask 1, the subtask 2, the subtask 3, and the subtask 4, and the shape of the target icon can be a circle formed by the 4 dots.
Fig. 6 is a schematic view of a display interface of another target object set provided in an embodiment of the present application, as shown in fig. 6, the target object set may include target objects of types that are virtual task objects, such as virtual task 1, virtual task 2, and virtual task 3, the target object set may further include other types of target objects, and the target object set may be displayed on a graphical user interface in the form of fig. 6, where target icons corresponding to virtual task 1, virtual task 2, and virtual task 3 are displayed in a target display area in a shape formed by 4 dots.
As can be seen from fig. 6, only the target icon formed by 4 dots may respectively represent the unlocking state and the unlocking progress of different virtual task objects, which may make the graphical user interface displayed with the set of target objects neat and make full use of the display area on the graphical user interface.
Fig. 7 is a flowchart illustrating a state display method in another game according to an embodiment of the present application. Optionally, as shown in fig. 7, the determining the display parameters of the sub-icon corresponding to each sub-object according to the unlock state of each sub-object includes:
s701, if the unlocking state of the sub-object is the unlocking-free state, determining the display parameter of the sub-icon corresponding to the sub-object to be the first display parameter.
When the terminal device judges that the unlocking state of a certain sub-object in the target object is the non-unlocking state according to the state data associated with the player, the terminal device can display the sub-icon corresponding to the sub-object on the target display area associated with the display area of the target object by the display effect of the first display parameter according to the preset corresponding relation between the unlocking state and the first display parameter.
In an embodiment, taking the sub-objects in the fashion suit 1 of fig. 4 as an example for illustration, assuming that, under the game account number associated with the player, when there is status data that is not collected by the helmet, the hand guard and the boot as the sub-objects in the fashion suit 1, the helmet, the hand guard and the boot are all in an unlocked state, sub-icons in the target icons corresponding to the helmet, the hand guard and the boot respectively can be displayed with a first display parameter (e.g. white).
S702, if the unlocking state of the sub-object is the unlocked state, determining the display parameter of the sub-icon corresponding to the sub-object as a second display parameter.
The first display parameter and the second display parameter are different display parameters. The first display parameter or the second display parameter may include at least one of the following parameters, respectively: a color parameter, a brightness parameter, and a grayscale parameter. That is, for a sub-icon, two different display parameters can be used to distinguish whether the corresponding sub-object is in the un-unlocked state or the unlocked state. By taking the color parameter as an example, when the sub-object is in the un-unlocked state, the sub-icon corresponding to the sub-object may be displayed by using the white display parameter, and when the sub-object is in the unlocked state, the sub-icon corresponding to the sub-object may be displayed by using the green display parameter.
Continuing with the above example, if there is status data collected by the breastplate as a sub-object in the fashion suit 1 under the game account associated with the player, which represents that the breastplate is in the unlocked state, the sub-icon in the target icon corresponding to the breastplate may be displayed with the second display parameter (e.g., green).
Fig. 8 is a schematic diagram of a display state of sub-icons provided in an embodiment of the present application, and as shown in fig. 8, sub-icon regions corresponding to a helmet, a hand guard, and a boot in the clothing suit 1 may be displayed by a white display parameter 801, a sub-icon region corresponding to a chest nail in the clothing suit 1 may be displayed by a green display parameter 802, if all sub-objects (such as the helmet, the chest nail, the hand guard, and the boot) in the clothing suit 2 are not in an unlocked state, all sub-icon regions in a target icon corresponding to the clothing suit 2 may be displayed by the white display parameter 801, and if all sub-objects in the clothing suit 3 are in an unlocked state, all sub-icon regions in the target icon corresponding to the clothing suit 3 may be displayed by the green display parameter 802.
By taking the brightness parameter as an example for explanation, when the child object in the fashion suit is in the unlocked state, the sub-icon corresponding to the child object may be displayed with a smaller brightness parameter, and when the child object is in the unlocked state, the sub-icon corresponding to the child object may be displayed with a larger brightness parameter. That is, the sub-icon representing the unlocked state is darker in brightness than the sub-icon representing the unlocked state.
It should be noted that, the present application does not limit the display parameters of the sub-icon, as long as the un-unlocked state and the unlocked state of the sub-object are displayed in different display parameters.
As can be seen from FIG. 8, the player can more quickly and intuitively know the collection situation of each sub-object in the target object (e.g., the fashion suit) through the display status of the sub-icons in the target icon, thereby improving the game experience of the player.
Optionally, the method further comprises: and if the first target object is detected to be changed from the un-unlocked state to the unlocked state in the at least two target objects, canceling the display of the target icon in the target display area associated with the display area of the first target object.
If the terminal device determines, according to the state data of the game account associated with the player, that there is a first target object in the aforementioned target object set that is currently in a completely unlocked state from an un-unlocked state to an unlocked state, that is, the first target object is currently in a completely unlocked state, that is, the last un-unlocked sub-object in the first target object is currently unlocked, or the player collects the last sub-object in the first target object, the terminal device hides the target icon currently displayed on the target area, that is, the target icon corresponding to the first target object disappears at the target display position.
Optionally, the method may further include: and if the second target object is detected to be changed from the un-unlocked state to the unlocked state in the at least two target objects, switching the display effect of the target icon in the target display area associated with the display area of the second target object.
If the terminal device detects that the second target object is currently in a completely unlocked state, that is, the last unopened sub-object in the second target object is currently unlocked, the terminal device may switch the display effect of the target icon currently displayed in the target area. Specifically, the second target object will be described by taking each of the fashion suit 1, the fashion suit 2, and the fashion suit 3 in fig. 4 as an example. Fig. 9 is a schematic diagram illustrating a target icon transformation provided in an embodiment of the present application, and as shown in fig. 9, a shadow display state may represent that a sub-object corresponding to a sub-icon on the target icon is in an unlocked state, and a non-shadow display state may represent that a sub-object corresponding to a sub-icon on the target icon is in an unlocked state, for example, as for a human-shaped target icon corresponding to a fashion suit 1 as a second target object, it can be seen that a chest nail, a hand guard and a boot in the fashion suit 1 are in an unlocked state, and assuming that a player currently collects a helmet in the fashion suit 1, the human-shaped target icon corresponding to the fashion suit 1 is transformed into a "hook" icon; assuming that the player has collected the breastplate in the fashion suit 2 as the second target object at present, but since the helmet in the fashion suit 2 is not yet unlocked, even if the fashion suit 2 is not completely unlocked at present, the target icon corresponding to the fashion suit 2 is displayed on the target display area in a human-shaped form; assuming that the player has collected the boot in the dress set 3 as the second target object at present, that is, the dress set 3 is currently in the completely unlocked state, the human-shaped target icon corresponding to the dress set 3 is converted into the "√" icon.
That is, as long as the "√" icon is displayed on the target area associated with the display area of the second target object, it represents that the second target object is currently in a fully unlocked state, i.e., the player has collected each child object in the second target object.
It can be seen that when the target object is in the completely unlocked state, a simple icon can be used for ideographic representation, so that the player can more directly know the target object set in the completely unlocked state from the list.
Alternatively, the display parameters of the target icons may be switched without changing the shapes of the target icons, for example, before the second target object is not completely unlocked, the sub-icons indicate that the corresponding sub-objects are in the unlocked state by using the green display parameter, indicate that the corresponding sub-objects are in the unlocked state by using the white display parameter, and when the terminal device detects that the last un-unlocked sub-object in the second target objects is currently in the unlocked state, each sub-icon in the target icons may be displayed by using the yellow display parameter, that is, as long as the target icon displayed in the target area becomes yellow, the target icon represents that the second target object is changed from the un-unlocked state to the unlocked state, that is, the second target object is currently in the completely unlocked state.
Fig. 10 is a flowchart illustrating a method for displaying a state in a game according to an embodiment of the present application. As shown in fig. 10, the method may further include:
s1001, detecting the unlocking state of each sub-object of the target object.
The terminal device can respond to the trigger operation of a player for viewing the target object set, and judges the unlocking state of each sub-object in the target objects with step-by-step unlocking characteristics in the target object set displayed in the list.
For one of the target objects with the step-by-step unlocking characteristic, the terminal device may determine the unlocking state of each sub-object in the target object according to the state data associated with the player, assuming that the target object is a fashion suit including 4 sub-objects of a helmet, a breastplate, a handguard and a boot, and according to the state data, the terminal device may determine the sub-objects (such as the helmet, the breastplate and the handguard) that have been currently collected by the player, that is, the helmet, the breastplate and the handguard in the fashion suit are all in the unlocked state, and accordingly, may determine the sub-objects (such as the boot) that have not been currently collected by the player, that is, the boot in the fashion suit is in the unlocked state.
S1002, if the unlocking state of each sub-object of the target object is unlocked, determining that the target object is in the unlocked state.
S1003, if the unlocking state of at least one sub-object of the target object is not unlocked, determining that the target object is in the non-unlocking state.
Continuing with the above example, if the terminal determines that the last unopened sub-object (e.g., boot) in the suit is currently being collected by the player, then the boot in the suit is also in an unlocked state, i.e., each sub-object (helmet, breastplate, armguard, and boot) in the suit is in an unlocked state at the time, i.e., the suit is currently in a fully unlocked state.
If the player does not collect the boots in the fashion suit, the terminal device can determine that there are non-unlocked child objects (e.g., boots) in the fashion suit, and the fashion suit is in a non-unlocked state, i.e., the fashion suit is not fully unlocked at present.
Fig. 11 is a flowchart illustrating another method for displaying a status in a game according to an embodiment of the present application. Optionally, as shown in fig. 11, the displaying the target object on the graphical user interface includes:
s1101, determining display parameters of corresponding sub-objects according to the unlocking states of the sub-objects in the target object.
And S1102, displaying the target object on the graphical user interface according to the determined display parameters of the sub-objects.
The terminal equipment can determine the unlocking state of each sub-object in the target object according to the acquired state data associated with the player, and then display each sub-object in the display area of the target object on the graphical user interface according to the corresponding relation between the preset unlocking state and the display parameters and the matched display parameters.
Assuming that the sub-object which is not unlocked in the target object is displayed in the display area of the target object by using the preset gray scale display parameter, and the sub-object which is unlocked in the target object is displayed in the display area of the target object by using the preset color display parameter. Continuing to explain by taking the target object as the fashion suit as an example, when the player collects the helmet in the fashion suit, the sub-icon corresponding to the helmet in the target icon is displayed by using the aforementioned display mode, and meanwhile, the state parameter of the sub-object corresponding to the helmet in the fashion suit is converted from the preset gray scale display parameter to the preset color display parameter, optionally, the preset color display parameter may correspond to the color rendered by the helmet.
It can be seen that the player can not only know the unlock state of the target object through the target icon, but also know the unlock state thereof through the target object itself.
Fig. 12 is a schematic structural diagram of an in-game state display apparatus according to an embodiment of the present application, where an execution main body of the apparatus is the aforementioned terminal device, and a graphical user interface for displaying a game is rendered on the terminal device, where a specific form of the terminal device may include a personal computer, a notebook computer, a smart phone, and other devices with a display function. As shown in fig. 12, the apparatus may include:
an obtaining module 1201, configured to obtain a target object set and a target icon to be displayed, where the target object set includes at least two target objects, the target object includes at least two sub-objects, and the target icon includes sub-icons respectively corresponding to the sub-objects;
a determining module 1202, configured to obtain state data associated with a user, where the state data includes an unlocking state of each sub-object, and determine a display parameter of a sub-icon corresponding to each sub-object according to the unlocking state of each sub-object;
a display module 1203 is configured to display the target object on the graphical user interface and display the target icon in a target display area associated with at least a portion of the display area of the target object.
Optionally, the target object comprises: virtual object, virtual task object.
Optionally, the obtaining module 1201 is specifically configured to determine, according to a basic shape of a type to which the virtual object belongs, an icon matched with the basic shape as a target icon, where a shape of each sub-icon is matched with shapes of each component in the basic shape.
Optionally, the obtaining module 1201 is further specifically configured to determine that the basic appearance of the fashion suit is human-shaped if the type of the virtual article object is the fashion suit; and determining the icon matched with the human shape as a target icon.
Optionally, the determining module 1202 is specifically configured to determine, if the unlocking state of the sub-object is the non-unlocking state, that the display parameter of the sub-icon corresponding to the sub-object is the first display parameter; and if the unlocking state of the sub-object is the unlocked state, determining the display parameter of the sub-icon corresponding to the sub-object to be the second display parameter, wherein the first display parameter and the second display parameter are different display parameters.
Optionally, the first display parameter or the second display parameter respectively includes at least one of the following parameters: color parameter, brightness parameter, gray scale parameter.
Optionally, the apparatus further comprises: a switching module; the switching module is used for switching the display effect of the target icon in the target display area associated with the display area of the second target object if the second target object is detected to be changed from the un-unlocked state to the unlocked state in the at least two target objects.
Optionally, the apparatus further comprises: a detection module; the detection module is used for detecting the unlocking state of each sub-object of the target object;
correspondingly, the determining module 1202 is further specifically configured to determine that the target object is in the unlocked state if the unlocking state of each child object of the target object is unlocked; and if the unlocking state of at least one sub-object of the target object is not unlocked, determining that the target object is in the non-unlocking state.
Optionally, the display module 1203 is specifically configured to determine display parameters of corresponding sub-objects according to the unlocking states of the sub-objects in the target object; and displaying the target object on the graphical user interface according to the determined display parameters of the sub-objects.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 13 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 13, the electronic device may include: the electronic device comprises a processor 1301, a storage medium 1302 and a bus 1303, wherein the storage medium 1302 stores machine-readable instructions executable by the processor 1301, when the electronic device runs, the processor 1301 and the storage medium 1302 communicate with each other through the bus 1303, and the processor 1301 executes the machine-readable instructions to execute the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or 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, devices or units, and may be in an electrical, mechanical 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 application 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, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It is noted that, in this document, 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 apparatus 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 apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (13)

1. An in-game status display method for rendering a graphical user interface on a terminal device of a user for displaying a game, the method comprising:
acquiring a target object set and a target icon to be displayed, wherein the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects;
acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icon corresponding to each sub-object according to the unlocking state of each sub-object;
displaying the target object on the graphical user interface, and displaying the target icon in a target display area associated with at least a part of the display area of the target object, wherein the display effect of the sub-icons of the target icon is determined according to the corresponding display parameters.
2. The method of claim 1, wherein the target object comprises: virtual object, virtual task object.
3. The method according to claim 2, wherein if the target object is a virtual object, the obtaining of the target icon to be displayed comprises:
and determining an icon matched with the basic outline as the target icon according to the basic outline of the type of the virtual article object, wherein the shape of each sub-icon is matched with the outline of each part in the basic outline.
4. The method according to claim 3, wherein the determining the icon matching the base outline as the target icon according to the base outline of the type to which the virtual object belongs comprises:
if the type of the virtual article object is a fashion suit, determining that the basic appearance of the fashion suit is human-shaped;
and determining the icon matched with the human shape as the target icon.
5. The method according to claim 1, wherein the determining the display parameters of the sub-icon corresponding to each sub-object according to the unlock state of each sub-object comprises:
if the unlocking state of the sub-object is the unlocking-free state, determining the display parameter of the sub-icon corresponding to the sub-object as a first display parameter;
and if the unlocking state of the sub-object is the unlocked state, determining that the display parameter of the sub-icon corresponding to the sub-object is a second display parameter, wherein the first display parameter and the second display parameter are different display parameters.
6. The method of claim 5, wherein the first display parameter or the second display parameter respectively comprises at least one of: color parameter, brightness parameter, gray scale parameter.
7. The method of claim 1, further comprising:
and if the first target object is detected to be changed from the un-unlocked state to the unlocked state in the at least two target objects, canceling the display of the target icon in the target display area associated with the display area of the first target object.
8. The method of claim 1, further comprising:
and if the second target object is detected to be changed from the unlocked state to the unlocked state in the at least two target objects, switching the display effect of the target icon in the target display area associated with the display area of the second target object.
9. The method according to claim 7 or 8, characterized in that the method further comprises:
detecting an unlocked state of each child object of the target object;
if the unlocking state of each sub-object of the target object is unlocked, determining that the target object is in the unlocked state;
and if the unlocking state of at least one sub-object of the target object is not unlocked, determining that the target object is in the non-unlocking state.
10. The method of claim 1, wherein said displaying the target object on the graphical user interface comprises:
determining display parameters of corresponding sub-objects according to the unlocking state of each sub-object in the target object;
and displaying the target object on the graphical user interface according to the determined display parameters of the sub-objects.
11. An in-game status display apparatus that renders a graphical user interface on a terminal device of a user that displays a game, the apparatus comprising:
the system comprises an acquisition module, a display module and a display module, wherein the acquisition module is used for acquiring a target object set and a target icon to be displayed, the target object set comprises at least two target objects, the target objects comprise at least two sub-objects, and the target icon comprises sub-icons respectively corresponding to the sub-objects;
the determining module is used for acquiring state data associated with a user, wherein the state data comprises the unlocking state of each sub-object, and determining the display parameters of the sub-icon corresponding to each sub-object according to the unlocking state of each sub-object;
and the display module is used for displaying the target object on the graphical user interface and displaying the target icon in a target display area associated with at least a part of the display area of the target object, wherein the display effect of the sub-icon of the target icon is determined according to the corresponding display parameter.
12. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the in-game state display method according to any one of claims 1-10.
13. A storage medium having stored thereon a computer program for performing the steps of the method of status display in a game according to any one of claims 1 to 10 when executed by a processor.
CN202110682624.6A 2021-06-18 2021-06-18 State display method, device, equipment and storage medium in game Pending CN113398592A (en)

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