CN113499588A - Information display method and device in game, electronic equipment and storage medium - Google Patents

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

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Publication number
CN113499588A
CN113499588A CN202110578801.6A CN202110578801A CN113499588A CN 113499588 A CN113499588 A CN 113499588A CN 202110578801 A CN202110578801 A CN 202110578801A CN 113499588 A CN113499588 A CN 113499588A
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China
Prior art keywords
game
character
role
user interface
graphical user
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CN202110578801.6A
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Chinese (zh)
Inventor
王泽�
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 CN202110578801.6A priority Critical patent/CN113499588A/en
Publication of CN113499588A publication Critical patent/CN113499588A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • General Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides an information display method, an information display device, electronic equipment and a storage medium in a game, wherein the method comprises the following steps: controlling a first game character to move in the game scene in response to a movement operation for the first game character; determining a second game role of which the distance from the first game role is within a preset distance range according to the first position of the first game role in the game scene, and displaying a first indication icon corresponding to the second game role in the graphical user interface; displaying first fighting comparison information of the first game character and the second game character in the graphical user interface in response to a first touch operation for the first indication icon. Through the mode of this application, simplified the operation step that the player looked over relevant game role fight information, swiftly audio-visual show fight contrast information to the player more, improved player's human-computer interaction efficiency effectively.

Description

Information display method and device in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to an information display method and apparatus in a game, an electronic device, and a storage medium.
Background
In some common games, especially in a Multiplayer Online Battle Arena (MOBA) game, a first game character controlled by a player needs to compete with a second game character controlled by an enemy player, and during an actual competition process, the player generally needs to check the competition information of the first game character and the second game character to better operate the first game character to play the game.
Currently, a method for a player to view the fighting information is that the player triggers a specific control in a toolbar located on the right side of the top of a graphical user interface, a window pops up in the central area of the graphical user interface, and the left side of the window is used for displaying the respective fighting information of game characters of a team in which the player is located; the right side of the window is used for displaying the respective fighting information of the game characters of the team in which the enemy player is located. The player can automatically compare the difference of the fighting information between different game characters which the player wants to know by looking up the window.
However, in the above method for viewing the engagement information, the player needs to find the engagement information of the relevant game characters from the window according to the real-time game situation and compare the difference of the engagement information between the relevant game characters by himself, and the process takes a long time, which affects the operational smoothness of the user and further reduces the human-computer interaction efficiency of the player.
Disclosure of Invention
In view of the above, an object of the present application is to provide an information display method, an apparatus, an electronic device and a storage medium in a game, which can simplify the operation steps of a player for viewing the fighting information of a related game character, show the fighting contrast information to the player more quickly and intuitively, and effectively improve the human-computer interaction efficiency of the player.
In a first aspect, an embodiment of the present application provides an information display method in a game, where a terminal device provides a graphical user interface, and at least part of a game scene is displayed in the graphical user interface, and the information display method includes:
controlling a first game character to move in the game scene in response to a movement operation for the first game character;
determining a second game role of which the distance from the first game role is within a preset distance range according to the first position of the first game role in the game scene, and displaying a first indication icon corresponding to the second game role in the graphical user interface;
displaying first fighting comparison information of the first game character and the second game character in the graphical user interface in response to a first touch operation on the first indication icon, wherein the first fighting comparison information is used for representing the battlefield gap of the first game character and the second game character.
In an optional implementation, the information display method further includes:
responding to a second touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an enemy role of the first game role, taking the second game role as an attack target of the first game role.
In an optional implementation, the information display method further includes:
responding to a third touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an friend role of the first game role, displaying second fight comparison information of the friend role and a target enemy role in the graphical user interface; wherein the second contrast information is used for representing the battlefield gap between the friend character and the target enemy character; wherein the second game character comprises the target enemy character.
In an alternative embodiment, the target enemy character is determined by:
determining an enemy character of the first game character from the second game characters;
and according to the attribute information of the enemy role, determining a target enemy role of which the corresponding attribute information meets preset conditions from the enemy roles.
In an optional implementation, the information display method further includes:
responding to a third touch operation aiming at the first indication icon, if a second game role corresponding to the first indication icon is an enemy role of the first game role, determining a third game role of which the distance from the third game role is out of the preset distance range, and displaying a second indication icon corresponding to the third game role in the graphical user interface; wherein the third game character is an enemy character of the first game character;
displaying third battle contrast information of the first game character and the third game character in the graphical user interface in response to a first touch operation for the second indication icon; wherein the third fighting comparison information is used for representing the battlefield gap between the first game role and the third game role.
In an optional embodiment, a skill control is further included in the graphical user interface; the displaying a first indication icon corresponding to the second game character in the graphical user interface includes:
and displaying a first indication icon corresponding to the second game role in the skill control area corresponding to the skill control.
In an alternative embodiment, the displaying first match-up comparison information of the first game character and the second game character in the graphical user interface includes:
displaying the first engagement contrast information in the skill control area of the graphical user interface.
In an alternative embodiment, said displaying said first contrast information in said skill control area of said graphical user interface comprises:
and displaying the first fighting contrast information in a first preset area adjacent to the first indication icon in the skill control area.
In an alternative embodiment, the first touch operation is a slide operation, and the displaying first match-up comparison information of the first game character and the second game character in the graphical user interface in response to the first touch operation with respect to the first indication icon includes:
responding to the sliding operation aiming at the first indication icon, and determining first fight comparison information under a target type corresponding to the moving direction according to the moving direction of the sliding operation; wherein, different moving directions of the sliding operation correspond to different types of first battle contrast information;
displaying the first contrast information under the target type in the graphical user interface.
In an alternative embodiment, the displaying the first contrast information under the target type in the graphical user interface includes:
displaying first contrast information for the target type in the skill control area in a moving direction of the sliding operation.
In an optional embodiment, the displaying, in the graphical user interface, a first indication icon corresponding to the second game character includes:
determining the arrangement sequence of first indication icons corresponding to a plurality of second game characters in the graphical user interface according to the distances between the second game characters and the first game characters respectively;
and displaying first indication icons corresponding to the plurality of second game characters in the graphical user interface according to the arrangement sequence.
In an alternative embodiment, the second game character includes: an friend character of the first game character and an enemy character of the first game character; the displaying a first indication icon corresponding to the second game character in the graphical user interface includes:
displaying a first indication icon corresponding to the enemy role in the graphical user interface, and displaying a role switching control in a second preset area of the first indication icon corresponding to the enemy role;
and responding to a fourth touch operation aiming at the role switching control, and replacing a first indication icon corresponding to the enemy role displayed in the graphical user interface with a first indication icon corresponding to the friend role.
In an optional implementation manner, the determining, according to the first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range includes:
determining a locking area corresponding to the first game role according to the first position of the first game role in the game scene; wherein the distance between any position in the locking region and the first position is within the preset distance range;
determining, from among other game characters except the first game character, other game characters located within the lock area as the second game character.
In an optional implementation manner, the determining, according to the first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range further includes:
calculating a scene distance between the at least one other game character and the first game character in the game scene according to a first position of the first game character in the game scene and a second position of at least one other game character except the first game character in the game scene;
and determining other game characters of which the corresponding scene distance is within the preset distance range from the at least one other game character as the second game character.
In an alternative embodiment, after the first match-up comparison information of the first game character and the second game character is displayed in the graphic user interface, the information display method further includes:
and canceling the display of the first fight contrast information in the graphical user interface in response to the end of the first touch operation.
In a second aspect, an embodiment of the present application provides an information display apparatus in a game, where a terminal device provides a graphical user interface, where at least a part of a game scene is displayed in the graphical user interface, and the information display apparatus includes:
the movement control module is used for responding to movement operation aiming at a first game role and controlling the first game role to move in the game scene;
the first determining module is used for determining a second game role of which the distance from the first game role is within a preset distance range according to the first position of the first game role in the game scene, and displaying a first indication icon corresponding to the second game role in the graphical user interface;
the first display module is used for responding to a first touch operation aiming at the first indication icon and displaying first fighting comparison information of the first game role and the second game role in the graphical user interface, wherein the first fighting comparison information is used for representing the battlefield gap of the first game role and the second game role.
In a third aspect, an embodiment of the present application provides a computer device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor implements the steps of the information display method when executing the computer program.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the above information display method.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
according to the information display method, the information display device, the electronic equipment and the storage medium in the game, in the process that a player controls the movement of a first game role, a second game role of which the distance from the first game role is within a preset distance range is detected in real time by taking the first position of the first game role in a game scene as a reference, and a first indication icon corresponding to the second game role is displayed in a graphical user interface; the player can check the first fighting contrast information of the first game role and the second game role by triggering the first touch operation aiming at the first indication icon, and by the mode, the player can quickly and visually check the fighting contrast information between the related game roles, so that the operation steps of checking the fighting contrast information between the related game roles by the player are simplified, the player can conveniently operate, the smoothness of the operation of the player is guaranteed, and the human-computer interaction efficiency of the player is further improved.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required 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 application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a diagram illustrating a graphical user interface for a player to view engagement information in a conventional MOBA-type game;
FIG. 2 is a flow chart illustrating an information display method in a game according to an embodiment of the present disclosure;
FIG. 3 illustrates a graphical user interface schematic provided in an embodiment of the present application;
FIG. 4 is a schematic diagram illustrating a method for displaying first contrast information according to an embodiment of the present disclosure;
FIG. 5 is a flow chart illustrating a second game character determination method according to an embodiment of the present application;
FIG. 6 is a flow chart illustrating another second game character determination method provided in the embodiment of the present application;
fig. 7 is a flowchart illustrating a method for switching display of a first indication icon according to an embodiment of the present application;
FIG. 8 is a schematic diagram illustrating another method for displaying first contrast information provided in the embodiments of the present application;
FIG. 9 is a schematic diagram illustrating a method for displaying third battle contrast information according to an embodiment of the present application;
FIG. 10 is a schematic diagram illustrating an information display device in a game according to an embodiment of the present disclosure;
fig. 11 is a schematic structural diagram of a computer device 1100 according to an embodiment of the present application.
Detailed Description
In order to make the purpose, 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 should be understood that the drawings in the present application are for illustrative and descriptive purposes only and are not used to limit the scope of protection of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and steps without logical context may be performed in reverse order or simultaneously. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the 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 of the present application without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that in the embodiments of the present application, the term "comprising" is used to indicate the presence of the features stated hereinafter, but does not exclude the addition of further features.
Taking a Multiplayer Online Battle Arena (MOBA) game as an example, fig. 1 shows a graphical user interface diagram of a player viewing fighting information in an existing MOBA game, referring to fig. 1, in a first graphical user interface 100 for representing an existing MOBA game graphical user interface, a window 101 pops up in a central area of the first graphical user interface 100 by the player triggering a specific control in a toolbar located on the right side of the top of the first graphical user interface 100, and the left side of the window 101 is used for displaying the fighting information of a game character of a team 102 where the player is located, such as: vitality, offensive power, defensive power, and the like; the right side of the window 101 is used for displaying the fighting information of the game characters of the team 103 where the enemy player is located, the player can automatically compare the difference of the fighting information such as vitality, attack power, defense power and the like between the game characters of the enemy player and the player through viewing the window 101, and after the comparison is completed, the player can click the quit control 104 on the window 101 to quit the window 101, and the original first graphical user interface 100 is recovered.
In summary, as shown in fig. 1, in the conventional method for viewing the match-up information, a player needs to find the match-up information of the relevant game characters from the window 101 according to the real-time game situation and compare the difference of the match-up information between the relevant game characters, and the process takes a long time, which affects the operational fluency of the user and further reduces the human-computer interaction efficiency of the player.
Based on this, an embodiment of the present application provides an information display method, an apparatus, an electronic device, and a storage medium in a game, in a process in which a player controls a first game character to move, a second game character whose distance from the first game character is within a preset distance range is detected in real time with a first position of the first game character in a game scene as a reference, and a first indication icon corresponding to the second game character is displayed in a graphical user interface; the player can check the first fighting contrast information of the first game role and the second game role by triggering the first touch operation aiming at the first indication icon, and the player can quickly and visually check the fighting contrast information between the related game roles in this way, so that the operation steps of checking the fighting contrast information of the related game roles by the player are simplified, the player can conveniently operate, the smoothness of the operation of the player is guaranteed, and the human-computer interaction efficiency of the player is further improved.
The information display method in the game in one embodiment of the application can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the information display method in the game runs on the server, the information display method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device (i.e. the terminal device).
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the information display method in the game are completed on a cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
To facilitate understanding of the present embodiment, a detailed description is provided below of an information display method in a game provided in the embodiments of the present application.
Referring to fig. 2, fig. 2 is a schematic flowchart illustrating an information display method in a game provided by an embodiment of the present application, and a terminal device provides a graphical user interface in which at least a part of a game scene is displayed, where the information display method includes:
s201, responding to the movement operation aiming at a first game character, and controlling the first game character to move in the game scene.
S202, according to the first position of the first game role in the game scene, determining a second game role of which the distance from the first game role is within a preset distance range, and displaying a first indication icon corresponding to the second game role in the graphical user interface.
S203, responding to a first touch operation aiming at the first indication icon, and displaying first fighting comparison information of the first game role and the second game role in the graphical user interface, wherein the first fighting comparison information is used for representing the battlefield gap between the first game role and the second game role.
According to the information display method in the game, provided by the embodiment of the application, in the process that the player controls the first game role to move, the second game role of which the distance from the first game role is within the preset distance range is detected in real time by taking the first position of the first game role in the game scene as a reference, and a first indication icon corresponding to the second game role is displayed in the graphical user interface; the player can check the first fighting contrast information of the first game role and the second game role through the triggered first touch operation aiming at the first indication icon, and by the mode, the player can quickly and visually check the fighting contrast information between the related game roles, so that the operation steps of checking the fighting contrast information between the related game roles by the player are simplified, the player can operate conveniently, the smoothness of the operation of the player is guaranteed, and the human-computer interaction efficiency of the player is further improved.
The following describes the above exemplary steps provided by the embodiments of the present application, respectively, by taking the application to a terminal device as an example:
s201, responding to the movement operation aiming at a first game character, and controlling the first game character to move in the game scene.
In the embodiment of the application, the game includes a plurality of game characters, the game characters include a first game character and other game characters, the first game character is a game character controlled by a player, the other game characters are game characters controlled by other players in the game, and the player can control the first game character to move in a game scene through a movement operation control in a graphical user interface.
In particular, fig. 3 shows a graphical user interface schematic provided in an embodiment of the present application; referring to fig. 3, after a player enters a game, a terminal device where the player is located provides a graphical user interface 300, a game scene of a current game part is displayed in the graphical user interface 300, the player can view global information of the game scene through a game map 301, and during the game, the first game character 401 is controlled to move in the game scene in response to a movement operation of the player for the first game character 401.
S202, according to the first position of the first game role in the game scene, determining a second game role of which the distance from the first game role is within a preset distance range, and displaying a first indication icon corresponding to the second game role in the graphical user interface.
In the embodiment of the application, in the process that a player controls a first game character to move in a game scene, a first position of the first game character in the game scene is acquired in real time according to the position change of the first game character in the game scene, so that a second game character, the distance of which from the first game character is within a preset distance range, is determined from other game characters except the first game character according to the preset distance range.
In this embodiment of the application, the first indication icon corresponding to the second game character may be displayed at any position in the graphical user interface where the function control is not displayed, where the displayed function control may be: map controls (such as the game map 301 shown in fig. 3), movement operation controls (for controlling the movement of game characters in a game scene), and the like, which can realize a specific function;
secondly, when displaying the first indicator icon corresponding to the second game character, in the embodiment of the application, as an alternative, the graphical user interface further includes: a skill control; after the second game role is determined, a first indication icon corresponding to the second game role can be displayed in a skill control area corresponding to the skill control; wherein the displayed skill controls may be: a one-key city returning skill control (used for controlling the game character to return to the city), a knife supplementing skill control (used for controlling the game character to supplement the knife of an enemy character) and the like, which can realize the character skill of the first game character currently controlled by the player.
Illustratively, referring to fig. 3, the graphical user interface 300 further includes a first skill control 502, a second skill control 503 and a third skill control 504, wherein the first skill control 502, the second skill control 503 and the third skill control 504 are all located in a skill control area 500, and in the skill control area 500, a player can control the first game character 401 to attack other game characters located in an attack scope by triggering the first skill control 502, the second skill control 503 or the third skill control 504; specifically, in the graphical user interface 300, after the second game character 402 whose distance from the first game character 401 is within the preset distance range is determined according to the first position of the first game character 401 in the current game scene, the first indication icon 501 corresponding to the second game character 402 may be displayed in the skill control area 500.
Therefore, after the second game role is determined, the first indication icon corresponding to the second game role is displayed in the skill control area, the displayed first indication icon can be regarded as a skill control, the requirement that a player checks and compares fighting information between the first game role and the second game role is packaged into a skill which can be triggered by the player in the skill control area, the operation of the player is facilitated, the difference of the fighting power of the game roles of the two parties can be checked in time before the player starts other attacking skills, the operation smoothness of the player is guaranteed, and the human-computer interaction efficiency of the player is further improved.
The battlefield gap refers to data information such as a character grade gap and a character economic value gap between a first game character and a second game character, or a character fighting force value gap and the like which are used for representing battlefield capacity difference between the first game character and the second game character.
Additionally, the determined second game character includes at least one of: an friend character of the first game character, an enemy character of the first game character, both the friend character of the first game character and the enemy character of the first game character; in each of the above cases, the number of the second game characters may be 1 or more, the first indication icon may be displayed in a general display manner in some cases, and the first indication icon may be displayed in a specific display manner in some cases.
Specifically, in this embodiment of the present application, the second game character includes at least one of the following characters: the friend role of the first game role, the enemy role of the first game role, and the battle scene in the actual game are combined, and the role composition of the second game role can be specifically subdivided into the following situations:
(1) said second game character comprising only 1 enemy character of said first game character;
(2) said second game character comprises only 1 character of the friend of said first game character;
(3) the second game character comprises an enemy character of the plurality of first game characters;
(4) the second game character comprises a plurality of player characters of the first game character;
(5) the second game character includes both a friend character of the first game character and an enemy character of the first game character.
In the following, how to display the first indication icon corresponding to the second game character in different situations is described by a specific embodiment.
Specifically, for the first case and the second case, when the number of the second game characters is 1, as an optional embodiment, after the second game character is determined, the first indication icon corresponding to the second game character may be displayed in the skill control area directly in a common display manner.
As for the third, fourth and fifth cases, when the number of the second game characters is plural, as an alternative embodiment, on the basis of the general display manner, it is also possible to: determining the arrangement sequence of first indication icons corresponding to a plurality of second game characters in the graphical user interface according to the distances between the second game characters and the first game characters respectively; and displaying first indication icons corresponding to the plurality of second game characters in the graphical user interface according to the arrangement sequence.
Next, in addition to the above-described alternative embodiment, in the third or fourth case, that is, when the number of the second game characters is plural and all the second game characters are from the same game team, the first indication icons corresponding to the plural second game characters may be displayed in the skill control area directly according to the distance between each second game character and the first game character.
Illustratively, when the second game character includes: in the case of the enemy character a and the enemy character b of the first game character, if the enemy character a is closer to the first game character, the first indication icons corresponding to the respective second game characters may be displayed on the right side of the skill control area in the order of arrangement in which the first indication icon a1 of the enemy character a is located in front of the first indication icon b1 of the enemy character b is located behind the first indication icon a.
In the fifth case, when the second game character includes both an friend character and an enemy character of the first game character, as an optional embodiment, in the skill control area, by determining whether the second game character belongs to the same team as the first game character, the first indication icon corresponding to the friend character and the first indication icon corresponding to the enemy character may be displayed on both left and right sides, respectively, and when the second game character includes a plurality of friend characters and a plurality of enemy characters, the first indication icons corresponding to the plurality of second game characters may be displayed on each side of the skill control area in accordance with the distance between each second game character and the first game character.
Illustratively, when the second game character includes: when an enemy character a and an enemy character b of the first game character, and an friend character c and a friend character d of the first game character are used, if the distance between the enemy character a and the first game character > the distance between the enemy character b and the first game character > the distance between the friend character c and the first game character > the distance between the friend character d and the first game character; then at the left side of the skill control area: in the arrangement order that the first indication icon b1 of the enemy character b is in front of the first indication icon a1 of the enemy character a is behind, at the right side of the skill control area: and respectively displaying the first indication icons corresponding to the second game characters according to the arrangement sequence of the first indication icon d1 of the friend character d before and the first indication icon c1 of the friend character c after.
In addition, considering that the game characters controlled by different players generally belong to different categories, for example, the game character controlled by player 1 is character a, and the game character controlled by player 2 is character b; therefore, in a specific embodiment, the icon pattern of the first indication icon may be further set according to the determined character avatar of the second game character, so that the player can intuitively distinguish different types of second game characters.
S203, responding to a first touch operation aiming at the first indication icon, and displaying first fighting comparison information of the first game role and the second game role in the graphical user interface, wherein the first fighting comparison information is used for representing the battlefield gap between the first game role and the second game role.
In the embodiment of the application, there is no specific setting requirement for the first touch operation, and the first touch operation may be a click operation or a touch operation such as a slide operation.
Specifically, the player checks first match comparison information of the first game character and the second game character displayed in the current graphical user interface by triggering a first touch operation acting on the first indication icon. Wherein the first contrast information may be: the value of the fighting force of the second game character and the difference value between the fighting forces of the first game character and the second game character.
For example, if the player clicks the first indication icon m1 corresponding to the second game character m, the first match comparison information displayed on the graphical user interface is: "the battle force value of the second game character m is: 1000, the first game character has a higher battle force value than the second game character m: 400".
In combination with the analysis of the character composition situation of the second game character in the previous step, in any one of the above situations, when displaying the first fighting comparison information, firstly, the first fighting comparison information may be displayed at any position in a graphical user interface, and secondly, the first fighting comparison information may be displayed in the skill control area of the graphical user interface;
taking fig. 4 as an example, the first indication icon 501 corresponding to the second game character 402 is located in the skill control area 500, and in response to a first touch operation of the player on the first indication icon 501, in the skill control area 500, first battle contrast information 601 of the first game character 401 and the second game character 402 is displayed, so that the player can quickly grasp battlefield gaps between the first game character 401 controlled by the player and the second game character 402 controlled by another player, and assist the player in making a game battle strategy, for example, if the second game character 402 is an enemy character, when the battle force of the first game character 401 is higher than that of the second game character 402, the player can be prompted to attack the second game character 402; if the first game character 401 has lower combat power than the second game character 402, the player may be prompted to control the first game character 401 away from the second game character 402 to avoid an attack by the second game character 402.
In addition, when the first fighting contrast information is displayed in the skill control area, specifically: and displaying the first fighting contrast information in a first preset area adjacent to the first indication icon in the skill control area.
Still taking fig. 4 as an example, referring to fig. 4, the first preset area 600 is adjacent to the first indication icon 501, and in response to a first touch operation of the player on the first indication icon 501, in the skill control area 500, the first fighting comparison information 601 of the first game character 401 and the second game character 402 may be further displayed in the first preset area 600, so as to reduce interference to a game view of the player, ensure smoothness of operation of the player, and improve human-computer interaction efficiency of the player.
In an embodiment of the present application, after the first match-up comparison information of the first game character and the second game character is displayed in the graphical user interface, the information display method further includes:
and canceling the display of the first fight contrast information in the graphical user interface in response to the end of the first touch operation.
Still taking fig. 4 as an example for illustration, after the player finishes viewing the first contrast information 601, the display of the first contrast information 601 in the graphical user interface 300 is cancelled in response to the player's release operation of the first indication icon 501.
Further, in the information display method provided in the embodiment of the present application, the information display method further includes: responding to a second touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an enemy role of the first game role, taking the second game role as an attack target of the first game role.
In the embodiment of the application, the player can select the second game character as the attack target by triggering the second touch operation on the first indication icon. Optionally, when the second game role is an enemy role of the first game role, the second game role is taken as an attack target of the first game role, that is, the first game role is controlled to attack the second game role; here, the first game character may launch a general attack or launch an attack of a specific skill or the like on the second game character.
Considering that the second game character may also be a friend character of the first game character, and the first game character usually does not attack the friend character during the game session, as an alternative embodiment, in response to the second touch operation on the first indication icon, if the second game character corresponding to the first indication icon is the friend character of the first game character, no processing is performed, for example, the friend character (i.e., the second game character) is not attacked.
Here, the second touch operation is a touch operation different from the first touch operation, for example, the first touch operation is a touch-click operation or a slide operation, and accordingly, the second touch operation may be a heavy-press operation, a long-press operation, or the like; the function of viewing the first contrast information and the function of selecting the attack target by the player are respectively realized by responding to different types of touch operations aiming at the same first indication icon. Specifically, step S202 of the embodiment of the present application is explained in further detail by the following specific embodiments:
in step S202 of the embodiment of the present application, the second game character whose distance from the first game character is within the preset distance range may be determined by directly calculating the distance, or may be determined by setting a lock area, and the following two cases are respectively described:
first, based on the set lock area, determining the second game character:
as shown in fig. 5, in the embodiment of the present application, the determining, according to a first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range includes:
s501, determining a locking area corresponding to the first game role according to the first position of the first game role in the game scene; wherein a distance between any position within the locking region and the first position is within the preset distance range.
S502, determining, from among the other game characters except the first game character, the other game character located in the lock area as the second game character.
With reference to steps S501 to S502, different locking areas may be determined according to different first positions of the first game character in the game scene; as the first game character moves, the first position changes and the corresponding lock area changes. Specifically, the locking region is a region corresponding to a radius with the first position as a center and the maximum value of a preset distance range as a center; for any other game character, in the locked area, the other game character is determined to be the second game character.
Referring to fig. 3, in the gui 300, a first position of a first game character 401 is taken as a center, a maximum value of a preset distance range is taken as a radius, a lock area 302 corresponding to the first game character 401 is determined, and a game character located in the lock area 302 is determined as a second game character 402.
Second, by directly calculating the distance, determining the second game character:
as shown in fig. 6, in the embodiment of the present application, the determining, according to a first position of the first game character in the game scene, a second game character whose distance from the first game character is within the preset distance range further includes:
s601, calculating a scene distance between the at least one other game character and the first game character in the game scene according to a first position of the first game character in the game scene and a second position of at least one other game character except the first game character in the game scene.
S602, determining, from the at least one other game character, the other game character whose corresponding scene distance is within the preset distance range is the second game character.
With reference to steps S601 to S602, the game scene includes a first game character and a plurality of other game characters, a scene distance between each other game character and the first game character can be calculated based on a second position of each other game character and a first position of the first game character, during the game, as the first game character and the other game characters move in the game scene, a scene distance between each other game character and the first game character is also updated in real time, and based on the scene distance, the other game characters whose corresponding scene distance is within a preset distance range are determined as the second game character.
Taking an example that a current game adopts a 5-player battle mode, each team of the battle comprises 5 players, each player selects one game character from a respective game character pool to enter the game, and for 9 other game characters except for the first game character, a scene distance between each other game character and the first game character is calculated according to a first position of the first game character in a game scene and second positions of the 9 other game characters in the game scene, if a preset distance range is: and [0 cm, 6 cm ], determining other game characters with corresponding scene distances within the preset distance range from the 9 other game characters as second game characters.
In addition, in step S202 of the embodiment of the present application, as an optional embodiment, when the fifth game character includes both a friend character of the first game character and an enemy character of the first game character, the displaying, on the graphical user interface, a first indication icon corresponding to the second game character further includes:
s701, displaying a first indication icon corresponding to the enemy role in the graphical user interface, and displaying a role switching control in a second preset area of the first indication icon corresponding to the enemy role.
S702, responding to a fourth touch operation aiming at the role switching control, and replacing a first indication icon corresponding to the enemy role displayed in the graphical user interface with a first indication icon corresponding to the friend role.
With reference to the example provided in step S202 for the fifth scenario, when the second game characters include a plurality of game characters, considering that the area of the skill control area in the graphical user interface is limited, if the skill control area is divided into left and right sides, and the first indication icon of the enemy character and the first indication icon of the friend character are all displayed, although it is convenient for the player to view all the first indication icons of the second game characters, a certain interference may also be added to the game view of the player, for example, in a game, the player mainly wants to view a battlefield gap between the first game character and the enemy character, and may not care about the battlefield gap between the first game character and the friend character, and therefore, on the basis of the above method, the first indication icon corresponding to the enemy character and the switching control character may also be displayed only in the skill control area in the graphical user interface and in the second preset area corresponding to the first indication icon, then, the player changes the first indication icon corresponding to the currently displayed enemy character into the first indication icon corresponding to the friend character by triggering a fourth touch operation acting on the character switching control, wherein the area of the character switching control is smaller than that of any one first indication icon, so that the interference on the game view of the player is reduced.
In contrast to the first touch operation and the second touch operation described above, the first touch operation and the second touch operation are both the first instruction icon that acts on the second game character, and the fourth touch operation here acts on the character switching control, and the touch position differs depending on the action object, so the fourth touch operation may be the same touch operation as the first touch operation or the second touch operation, or may be a touch operation different from the first touch operation or the second touch operation, and the type of touch operation associated therewith is not limited by the first touch operation and the second touch operation.
Specifically, step S203 of the embodiment of the present application is explained in further detail by the following specific embodiments:
in step S203 of this embodiment of the present application, since the battlefield gap is data information for representing a difference in fighting capabilities between the first game character and the second game character, and the data information capable of representing the difference in fighting capabilities between the two game characters is not only a difference in fighting capabilities between the simple game characters, on this basis, the first fighting comparison information may be divided into a plurality of different types of fighting comparison information, and when an actual game is dealt with, a player may analyze the battlefield gap between the first game character and the second game character from different angles by looking at the different types of first fighting comparison information, and as an optional embodiment, the first fighting comparison information may also be divided into the following different types:
(1) the economic value of the second game role and the economic difference value of the first game role and the second game role;
(2) the attack force value of the second game role and the difference value of the attack force of the first game role and the second game role;
(3) the physical defense force value of the second game role and the physical defense force difference value of the first game role and the second game role;
(4) a legal defense force value of the second game character and a legal defense force difference value of the first game character and the second game character.
Specifically, when the first fighting contrast information is divided into the above-mentioned various types of fighting contrast information, taking the example that the first touch operation is a sliding operation, the first fighting contrast information in the target type that the player wants to view may also be displayed in the graphical user interface in the following manner:
responding to the sliding operation aiming at the first indication icon, and determining first fight comparison information under a target type corresponding to the moving direction according to the moving direction of the sliding operation; wherein, different moving directions of the sliding operation correspond to different types of first battle contrast information; displaying the first contrast information under the target type in the graphical user interface.
The method comprises the steps of presetting types to which first fight contrast information corresponding to different moving directions belongs, establishing a corresponding relation between one moving direction and one type to which the first fight contrast information belongs, determining the first fight contrast information under a target type corresponding to the moving direction of the current sliding operation according to the moving direction of the current sliding operation and the corresponding relation, and then displaying the determined first fight contrast information under the target type at any position of a graphical user interface.
In addition, when the first fighting contrast information under the target type is displayed on the graphical user interface, the first fighting contrast information under the target type can be displayed in a skill control area of the graphical user interface for the convenience of viewing by a player;
secondly, considering that the type of the displayed first fighting contrast information is related to the moving direction of the sliding operation in response, as an alternative embodiment, the first fighting contrast information under the target type may also be displayed in the skill control area along the moving direction of the sliding operation; for example, in the case where the four different types of first fighting contrast information are taken as an example, if a leftward sliding operation is preset, the third type of first fighting contrast information is displayed in association with the first fighting contrast information, and in this case, if the player slides leftward with respect to the first instruction icon, the third type of first fighting contrast information is displayed in the skill control area in the left direction in response to the sliding operation, and specifically, in combination with the method of displaying the first fighting contrast information given in step S203, the first fighting contrast information in the target type may be displayed in the skill control area in the movement direction of the sliding operation in the first preset area adjacent to the first instruction icon.
For example, referring to fig. 8 as an example, if the upward sliding operation is preset, and the first type of first fighting contrast information is displayed in association with the upward sliding operation, the first type of first fighting contrast information 601 corresponding to the upward sliding direction may be displayed in the skill control area 500 in response to the upward sliding operation of the first instruction icon 501 by the player, further, in the first preset area 600 adjacent to the first instruction icon 501, along the upward sliding direction, wherein the specific contents of the displayed first fighting contrast information 601 are: economic value of the second game role: 1000, the first game character is 500 higher economically; thus, the player can quickly and intuitively know that: the economic value of the first game role controlled by the player is higher than that of the second game role, so that the time for the player to check the fighting information is saved, and the human-computer interaction efficiency of the player is improved.
In addition, for the fifth case mentioned in step S202 of the embodiment of the present application, that is, when the second game character includes both the friend character of the first game character and the enemy character of the first game character, in combination with step S203, as an optional embodiment, the information display method further includes:
responding to a third touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an friend role of the first game role, displaying second fight comparison information of the friend role and a target enemy role in the graphical user interface; wherein the second contrast information is used for representing the battlefield gap between the friend character and the target enemy character; wherein the second game character comprises the target enemy character.
Here, it is mainly considered that, when the second game character includes both the friend character of the first game character and the enemy character of the first game character, the player may perform cooperative combat with the friend character, and at this time, the player may have a need to check a battlefield gap between the friend character and the enemy character, and therefore, in the above situation, the present application may respond to the third touch operation of the player on the first indication icon, and if it is determined that the first indication icon corresponds to the friend character, the second contrast information of battlefield between the friend character and the target enemy character is displayed in the graphical user interface, so that the player may also know the battlefield gap between the friend character and the target enemy character, and thus, even if the first game character controlled by the player is weaker in battlefield strength than the target enemy character, if the friend character in the second game character is stronger in field strength than the target enemy character, the player may still choose to cooperatively play with the friend character to collectively fight the target enemy character, thereby assisting the player in developing further game play strategies.
Specifically, in the above-described case, when an enemy character of the plurality of first game characters is included in the second game characters, the target enemy character may be determined in the following manner:
determining an enemy character of the first game character from the second game characters; and determining a target enemy character of which the corresponding attribute information meets preset conditions from the enemy characters according to the attribute information of the enemy character.
The attribute information of the enemy character is key information for representing the character attribute of the enemy character, and may be, for example, information on a distance between the enemy character and the friend character, information on a blood volume of the enemy character, and information on an economic value of the enemy character.
By way of example, taking the attribute information as the distance information between the enemy character and the friend character as an example, when determining the target enemy character, the scene distance between each enemy character in the second game characters and the target friend character in the game scene may be calculated according to the position of the target friend character (i.e., the friend character corresponding to the first indication icon triggered by the third touch operation) in the game scene; and determining the corresponding enemy character with the minimum scene distance as a target enemy character meeting preset conditions from each enemy character.
Here, considering that the closer the distance is, the higher the probability of the enemy character attacking the target friend character is, when the target enemy character is determined in the above manner, the player can preferentially check the battlefield gap between the enemy character closest to the target friend character and the target friend character to assist the player in making a game strategy, thereby improving the man-machine interaction efficiency.
As another alternative, the target enemy character may also be determined by:
while responding to a third touch operation aiming at the first indication icon, if a second game role corresponding to the first indication icon is a friend role of the first game role, displaying a target indication icon of a target second game role in an adjacent area of the first indication icon; wherein the target second game character is an enemy character of the first game character;
and in response to a fifth touch operation (such as a touch click operation) on the target indication icon, which is continuous with the third touch operation, determining that the target second game character corresponding to the target indication icon is the target enemy character.
Here, in the above manner, when the player triggers the first indication icon of the friend character through the third touch operation, the target indication icon of each enemy character is displayed in the adjacent area to the first indication icon for the player to select the target enemy character desired to view.
Note that, compared with the first touch operation and the second touch operation that have been presented in the above embodiments, the third touch operation also acts on the first indication icon, and therefore, the third touch operation is a touch operation different from the first touch operation and the second touch operation, for example, when the first touch operation is a click operation and the second touch operation is a heavy press operation, the third touch operation may be a long press operation; in this way, different types of game functions are respectively realized by responding to different types of touch operations for the same first indication icon.
Further, as is clear from the prior art shown in fig. 1, the player can simultaneously check the fighting information of all the enemy characters of the team in which the enemy player is located, and considering that even if the player encounters enemy character 1 (the enemy character of the second game characters), the player may have a need to view the fighting comparison information of the first game character and enemy character 2 (the enemy character whose distance from the first game character is outside the preset distance range), and therefore, as shown in fig. 9, in the present embodiment, as an optional embodiment, when the second game character includes the enemy character of the first game character, the fighting comparison information of the enemy character whose distance from the first game character is outside the preset distance range may be displayed according to the following steps:
s901, responding to a third touch operation aiming at the first indication icon, if a second game role corresponding to the first indication icon is an enemy role of the first game role, determining a third game role of which the distance from the third game role is out of the preset distance range, and displaying a second indication icon corresponding to the third game role in the graphical user interface; wherein the third game character is an enemy character of the first game character.
In the embodiment of the application, according to the method, a function of quickly viewing an enemy character located outside a preset distance range can be given to a player, specifically, by responding to a third touch operation on the first indication icon, when the enemy character corresponding to the first indication icon is determined, the enemy character located outside the preset distance range with respect to the distance between the enemy character and the first game character is determined, and a second indication icon corresponding to the determined enemy character is displayed, so that the player can operate the second indication icon.
S902, responding to a first touch operation aiming at the second indication icon, and displaying third fight comparison information of the first game role and the third game role in the graphical user interface; wherein the third fighting comparison information is used for representing the battlefield gap between the first game role and the third game role.
Specifically, in combination with the method for displaying the first fighting contrast information in step S203, as an optional embodiment, when the third fighting contrast information is displayed, the method may further include:
and displaying the third fight contrast information in a third preset area adjacent to the second indication icon in the skill control area.
It should be noted that the method for displaying the first fight contrast information in step S203 is also applicable to displaying the second fight contrast information and the third fight contrast information, so that the specific examples of the second fight contrast information and the third fight contrast information can refer to the implementation of the first fight contrast information, and repeated parts are not repeated.
By the method for displaying third battle contrast information provided by the embodiment of the application, when a player wants to check the battle information of enemy characters except the second game characters, the player can arbitrarily designate one second game character from the enemy characters in the second game characters, and the player can determine the enemy character, the distance between which and the first game character is beyond the preset distance range, as the third game character by triggering the third touch operation of the first indication icon aiming at the designated second game character, and display the second indication icon corresponding to the third game character on the graphical user interface; the player checks third fight comparison information of the first game character and the third game character by triggering a first touch operation for the second indication icon. Through the mode, the player can quickly and visually check the fighting contrast information among the related game characters, the operation steps of checking the fighting contrast information among the related game characters by the player are simplified, the player can conveniently operate, the operation fluency of the player is guaranteed, and the human-computer interaction efficiency of the player is further improved.
Based on the same inventive concept, the application also provides an information display device corresponding to the information display method in the game, and as the principle of solving the problem of the information display device in the embodiment of the application is similar to the information display method in the game in the embodiment of the application, the implementation of the information display device can refer to the implementation of the method, and repeated parts are not repeated.
Referring to fig. 10, fig. 10 is a schematic structural diagram illustrating an information display apparatus in a game provided in an embodiment of the present application, where a terminal device provides a graphical user interface, and at least a part of a game scene is displayed in the graphical user interface, and the information display apparatus includes:
a movement control module 1001 configured to control a first game character to move in the game scene in response to a movement operation for the first game character;
a first determining module 1002, configured to determine, according to a first position of the first game character in the game scene, a second game character of which a distance from the first game character is within a preset distance range, and display a first indication icon corresponding to the second game character in the graphical user interface;
a first display module 1003, configured to display, in response to a first touch operation on the first indication icon, first fighting comparison information of the first game character and the second game character in the graphical user interface, where the first fighting comparison information is used to represent a battlefield gap between the first game character and the second game character.
In an alternative embodiment, the information display device further comprises:
and the second determining module is used for responding to a second touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an enemy role of the first game role, taking the second game role as an attack target of the first game role.
In an alternative embodiment, the information display device further comprises:
the second display module is used for responding to a third touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an friend role of the first game role, second fight comparison information of the friend role and a target friend role is displayed in the graphical user interface; wherein the second contrast information is used for representing the battlefield gap between the friend character and the target enemy character; wherein the second game character comprises the target enemy character.
In an alternative embodiment, the information display device further comprises:
a third determining module, configured to determine an enemy character of the first game character from the second game characters;
and the fourth determining module is used for determining a target enemy role of which the corresponding attribute information meets preset conditions from the enemy roles according to the attribute information of the enemy role.
In an alternative embodiment, the information display device further comprises:
a fifth determining module, configured to respond to a third touch operation for the first indication icon, and if a second game character corresponding to the first indication icon is an enemy character of the first game character, determine a third game character whose distance from the first game character is outside the preset distance range;
the third display module is used for displaying a second indication icon corresponding to the third game role in the graphical user interface; wherein the third game character is an enemy character of the first game character;
a fourth display module, configured to display third fight comparison information of the first game character and the third game character in the graphical user interface in response to a first touch operation for the second indication icon; wherein the third fighting comparison information is used for representing the battlefield gap between the first game role and the third game role.
In an alternative embodiment, a skill control (not shown) is also included in the graphical user interface; the first determining module 1002, configured to display a first indicator icon corresponding to the second game character in the graphical user interface, includes:
and displaying a first indication icon corresponding to the second game role in the skill control area corresponding to the skill control.
In an alternative embodiment, the first display module 1003, when displaying the first match comparison information of the first game character and the second game character in the graphical user interface, includes:
displaying the first engagement contrast information in the skill control area of the graphical user interface.
In an alternative embodiment, the first display module 1003, when displaying the first contrast information in the skill control area of the gui, includes:
and displaying the first fighting contrast information in a first preset area adjacent to the first indication icon in the skill control area.
In an alternative embodiment, the first touch operation is a sliding operation, and the first display module 1003, in response to the first touch operation on the first indication icon, displays first match comparison information of the first game character and the second game character in the graphical user interface, and includes:
a sixth determining module, configured to determine, in response to the sliding operation for the first indication icon, first fight comparison information in a target type corresponding to a moving direction of the sliding operation according to the moving direction of the sliding operation; wherein, different moving directions of the sliding operation correspond to different types of first battle contrast information;
and the fifth display module is used for displaying the first fight contrast information under the target type in the graphical user interface.
In an optional embodiment, the fifth display module, when displaying the first contrast information under the target type in the graphical user interface, includes:
displaying first contrast information for the target type in the skill control area in a moving direction of the sliding operation.
In an alternative embodiment, the first determining module 1002, when displaying the first indicator icon corresponding to the second game character in the graphical user interface, includes:
determining the arrangement sequence of first indication icons corresponding to a plurality of second game characters in the graphical user interface according to the distances between the second game characters and the first game characters respectively;
and displaying first indication icons corresponding to the plurality of second game characters in the graphical user interface according to the arrangement sequence.
In an alternative embodiment, the second game character includes: an friend character of the first game character and an enemy character of the first game character; the first determining module 1002, configured to display a first indicator icon corresponding to the second game character in the graphical user interface, includes:
displaying a first indication icon corresponding to the enemy role in the graphical user interface, and displaying a role switching control in a second preset area of the first indication icon corresponding to the enemy role;
and responding to a fourth touch operation aiming at the role switching control, and replacing a first indication icon corresponding to the enemy role displayed in the graphical user interface with a first indication icon corresponding to the friend role.
In an optional implementation manner, the first determining module 1002, when determining, according to a first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range, includes:
determining a locking area corresponding to the first game role according to the first position of the first game role in the game scene; wherein the distance between any position in the locking region and the first position is within the preset distance range;
determining, from among other game characters except the first game character, other game characters located within the lock area as the second game character.
In an optional implementation manner, when determining, according to a first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range, the first determining module 1002 further includes:
calculating a scene distance between the at least one other game character and the first game character in the game scene according to a first position of the first game character in the game scene and a second position of at least one other game character except the first game character in the game scene;
and determining other game characters of which the corresponding scene distance is within the preset distance range from the at least one other game character as the second game character.
In an alternative embodiment, the information display device further comprises:
and the ending response module is used for responding to the ending of the first touch operation and canceling the display of the first fight contrast information in the graphical user interface.
With the information display device in the game provided by the embodiment of the present application, in the process that the player controls the first game character to move through the movement control module 1001, the first determining module 1002 detects, in real time, a second game character whose distance from the first game character is within a preset distance range with reference to the first position of the first game character in the game scene, and displays a first indication icon corresponding to the second game character in the graphical user interface; the player can display the first fighting comparison information of the first game role and the second game role to the player by triggering the first touch operation aiming at the first indication icon, and the player can quickly and intuitively check the fighting comparison information between the relevant game roles in this way, so that the operation steps of checking the fighting comparison information between the relevant game roles by the player are simplified, the player can conveniently operate, the smoothness of the operation of the player is guaranteed, and the human-computer interaction efficiency of the player is further improved.
As shown in fig. 11, an embodiment of the present application provides a computer device 1100 for executing the information display method in the game in the present application, the device including a memory 1101, a processor 1102 and a computer program stored in the memory 1101 and executable on the processor 1102, wherein the processor 1102 implements the steps of the information display method in the game when executing the computer program.
Specifically, the memory 1101 and the processor 1102 may be general-purpose memory and processor, which are not specifically limited herein, and when the processor 1102 executes a computer program stored in the memory 1101, the information display method in the game can be executed.
Corresponding to the information display method in the game in the application, an embodiment of the application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor to perform the steps of the information display method in the game.
Specifically, the storage medium can be a general-purpose storage medium such as a removable disk, a hard disk, or the like, and when the computer program on the storage medium is executed, the information display method in the game can be executed.
In the embodiments provided in the present application, it should be understood that the disclosed system and method may be implemented in other ways. The above-described system embodiments are merely illustrative, and for example, the division of the units is only one logical functional division, and there may be other divisions in actual implementation, and 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 of systems or units through some communication interfaces, 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 provided in 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 functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
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, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the present disclosure, which should be construed in light of the above teachings. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (18)

1. An information display method in a game, wherein a terminal device provides a graphical user interface in which at least a part of a game scene is displayed, the information display method comprising:
controlling a first game character to move in the game scene in response to a movement operation for the first game character;
determining a second game role of which the distance from the first game role is within a preset distance range according to the first position of the first game role in the game scene, and displaying a first indication icon corresponding to the second game role in the graphical user interface;
displaying first fighting comparison information of the first game character and the second game character in the graphical user interface in response to a first touch operation on the first indication icon, wherein the first fighting comparison information is used for representing the battlefield gap of the first game character and the second game character.
2. The information display method according to claim 1, characterized in that the information display method further comprises:
responding to a second touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an enemy role of the first game role, taking the second game role as an attack target of the first game role.
3. The information display method according to claim 1, characterized in that the information display method further comprises:
responding to a third touch operation aiming at the first indication icon, and if a second game role corresponding to the first indication icon is an friend role of the first game role, displaying second fight comparison information of the friend role and a target enemy role in the graphical user interface; wherein the second contrast information is used for representing the battlefield gap between the friend character and the target enemy character; wherein the second game character comprises the target enemy character.
4. The information display method according to claim 3, wherein the target enemy character is determined by:
determining an enemy character of the first game character from the second game characters;
and according to the attribute information of the enemy role, determining a target enemy role of which the corresponding attribute information meets preset conditions from the enemy roles.
5. The information display method according to claim 1, characterized in that the information display method further comprises:
responding to a third touch operation aiming at the first indication icon, if a second game role corresponding to the first indication icon is an enemy role of the first game role, determining a third game role of which the distance from the third game role is out of the preset distance range, and displaying a second indication icon corresponding to the third game role in the graphical user interface; wherein the third game character is an enemy character of the first game character;
displaying third battle contrast information of the first game character and the third game character in the graphical user interface in response to a first touch operation for the second indication icon; wherein the third fighting comparison information is used for representing the battlefield gap between the first game role and the third game role.
6. The information display method according to claim 1, further comprising a skill control in the graphical user interface; the displaying a first indication icon corresponding to the second game character in the graphical user interface includes:
and displaying a first indication icon corresponding to the second game role in the skill control area corresponding to the skill control.
7. The information display method according to claim 6, wherein the displaying of the first match-up comparison information of the first game character and the second game character in the graphical user interface includes:
displaying the first engagement contrast information in the skill control area of the graphical user interface.
8. The information display method of claim 7, wherein the displaying the first contrast information in the skill control area of the graphical user interface comprises:
and displaying the first fighting contrast information in a first preset area adjacent to the first indication icon in the skill control area.
9. The information display method according to claim 6, wherein the first touch operation is a slide operation, and the displaying of the first contrast information of the first game character and the second game character in the graphical user interface in response to the first touch operation with respect to the first indication icon includes:
responding to the sliding operation aiming at the first indication icon, and determining first fight comparison information under a target type corresponding to the moving direction according to the moving direction of the sliding operation; wherein, different moving directions of the sliding operation correspond to different types of first battle contrast information;
displaying the first contrast information under the target type in the graphical user interface.
10. The information display method of claim 9, wherein the displaying the first contrast information under the target type in the graphical user interface comprises:
displaying first contrast information for the target type in the skill control area in a moving direction of the sliding operation.
11. The information display method according to claim 1, wherein the displaying of the first indication icon corresponding to the second game character in the graphical user interface includes:
determining the arrangement sequence of first indication icons corresponding to a plurality of second game characters in the graphical user interface according to the distances between the second game characters and the first game characters respectively;
and displaying first indication icons corresponding to the plurality of second game characters in the graphical user interface according to the arrangement sequence.
12. The information display method according to claim 1, wherein the second game character includes: an friend character of the first game character and an enemy character of the first game character; the displaying a first indication icon corresponding to the second game character in the graphical user interface includes:
displaying a first indication icon corresponding to the enemy role in the graphical user interface, and displaying a role switching control in a second preset area of the first indication icon corresponding to the enemy role;
and responding to a fourth touch operation aiming at the role switching control, and replacing a first indication icon corresponding to the enemy role displayed in the graphical user interface with a first indication icon corresponding to the friend role.
13. The information display method according to claim 1, wherein the determining, based on the first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range includes:
determining a locking area corresponding to the first game role according to the first position of the first game role in the game scene; wherein the distance between any position in the locking region and the first position is within the preset distance range;
determining, from among other game characters except the first game character, other game characters located within the lock area as the second game character.
14. The information display method according to claim 1, wherein the determining, based on the first position of the first game character in the game scene, a second game character whose distance from the first game character is within a preset distance range, further comprises:
calculating a scene distance between the at least one other game character and the first game character in the game scene according to a first position of the first game character in the game scene and a second position of at least one other game character except the first game character in the game scene;
and determining other game characters of which the corresponding scene distance is within the preset distance range from the at least one other game character as the second game character.
15. The information display method according to claim 1, wherein after the first match-up comparison information of the first game character and the second game character is displayed in the graphical user interface, the information display method further comprises:
and canceling the display of the first fight contrast information in the graphical user interface in response to the end of the first touch operation.
16. An information display device in a game, wherein a graphical user interface is provided through a terminal device, at least a part of a game scene is displayed in the graphical user interface, and the information display device comprises:
the movement control module is used for responding to movement operation aiming at a first game role and controlling the first game role to move in the game scene;
the first determining module is used for determining a second game role of which the distance from the first game role is within a preset distance range according to the first position of the first game role in the game scene, and displaying a first indication icon corresponding to the second game role in the graphical user interface;
the first display module is used for responding to a first touch operation aiming at the first indication icon and displaying first fighting comparison information of the first game role and the second game role in the graphical user interface, wherein the first fighting comparison information is used for representing the battlefield gap of the first game role and the second game role.
17. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is operating, the machine-readable instructions when executed by the processor performing the steps of the information display method according to any one of claims 1 to 15.
18. A computer-readable storage medium, having stored thereon a computer program for performing, when executed by a processor, the steps of the information display method according to any one of claims 1 to 15.
CN202110578801.6A 2021-05-26 2021-05-26 Information display method and device in game, electronic equipment and storage medium Pending CN113499588A (en)

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JP2009240659A (en) * 2008-03-31 2009-10-22 Namco Bandai Games Inc Program, information storage medium, and game machine
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