CN113546412A - Display control method and device in game and electronic equipment - Google Patents
Display control method and device in game and electronic equipment Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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 input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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Abstract
The present disclosure provides a display control method, device and electronic equipment in a game, which respond to a movement control instruction and control a controlled virtual object to move; determining a target object in a state to be rescued, and displaying a rescue selection control containing a rescue selection sub-control; in response to the selected instruction, determining a target rescue selection sub-control; determining a rescue target object according to the corresponding attribute condition; and displaying the direction and/or the route searching prompt information according to the position of the controlled virtual object, or automatically controlling the controlled virtual object to go to the position of the rescue target object. In the mode, after the target object in the to-be-rescued state in the target range of the controlled virtual object is determined, the rescue selection control for the target object can be displayed, and as the rescue selection sub-control contained in the rescue selection control corresponds to the attribute condition, a player can determine which teammate or teammates can be rescued first according to the attribute condition to better maintain the fighting capacity of the teams, so that the game experience of the player can be improved.
Description
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a display control method and apparatus in a game, and an electronic device.
Background
In some team battle games, teams are usually required to complete some game events, the teams and teams of the opponent are commonly matched, in the matching process, the teammates can be knocked down by the opponent object, in order to guarantee the fighting capacity of the teams, a player can control a virtual object to move to the knocked down teammates to rescue the teammates, however, when a plurality of teammates are knocked down simultaneously, each teammate only has limited rescue waiting time after being knocked down, if the teammates are not rescued within the rescue waiting time, the teammates die, and due to the limited rescue time, when the player controls the virtual object to rescue the teammates, the player is difficult to decide which teammate or teammates to be rescued first to better maintain the fighting capacity of the teammates, and therefore the game experience of the player is influenced.
Disclosure of Invention
The present disclosure is directed to a display control method and apparatus for a game, and an electronic device, so that when a player controls a virtual object to rescue teammates, the player can quickly decide which team member to rescue first or which team members can better maintain the fighting ability of the team, thereby improving the game experience of the player.
The display control method in the game responds to the movement control instruction aiming at the controlled virtual object, and controls the controlled virtual object to move in the game scene of the game; determining a target object in a to-be-rescued state in a target range of the controlled virtual object; displaying a rescue selection control aiming at the target object, wherein the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition; responding to a selected instruction aiming at the rescue selection control, and determining a target rescue selection sub-control; determining a rescue target object in the target object according to the attribute condition corresponding to the target rescue selection sub-control; and displaying the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controlling the controlled virtual object to go to the position of the rescue target object.
Further, the step of determining the target object in the state of waiting for rescue within the target range of the controlled virtual object comprises: responding to the movement of the controlled virtual object in a game scene of a game, and detecting whether an object in a state to be rescued exists in a target range away from the controlled virtual object; and in response to the fact that the object in the state to be rescued exists within the target range of the controlled virtual object, determining the object in the state to be rescued as the target object in the state to be rescued within the target range of the controlled virtual object.
Further, a graphical user interface is provided through the terminal equipment; the step of determining the target object in the state of waiting for rescue in the target range of the controlled virtual object comprises the following steps: and in response to the object in the state to be rescued appearing in the graphical user interface, determining the object in the state to be rescued as a target object in the state to be rescued within the target range of the controlled virtual object.
Further, a graphical user interface is provided through the terminal equipment; the graphical user interface comprises an information display control; the step of displaying a rescue selection control for a target object includes: and responding to the touch operation aiming at the information display control, and displaying the rescue selection control aiming at the target object.
Further, the attribute condition is used to prompt: and at least one target object in a state to be rescued, wherein the attribute value of the designated object attribute reaches a preset condition.
Further, the attribute conditions include: the target object with high fighting capacity, the target object with more rescue resources and/or the target object for rescuing the offensive occupation can be rescued.
Further, the step of displaying the direction and/or the route searching prompt information according to the position of the rescue target object comprises the following steps: and displaying the moving path of the controlled virtual object moving to the rescue target object according to the position of the rescue target object.
Further, the rescue target object comprises a plurality of objects; the method further comprises the following steps: displaying priority prompt information at the designated position of the moving path corresponding to each rescue target object; wherein, the priority prompt message is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
Further, the rescue target object comprises a plurality of objects; the method further comprises the following steps: displaying the moving path corresponding to each rescue target object according to a preset format; wherein the preset format is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
Further, the rescue target objects comprise a plurality of rescue target objects, and the designated position of each rescue target object is displayed with the rescue priority for executing the rescue operation on the rescue target object; the step of automatically controlling the controlled virtual object to go to the position of the rescue target object comprises the following steps: automatically controlling the controlled virtual objects to move to the positions of all rescue target objects in sequence according to the sequence of the rescue priorities from high to low; and controlling the controlled virtual object to execute a rescue operation aiming at the specified rescue target object in response to the controlled virtual object moving to the position where the specified rescue target object is located.
The present disclosure provides a display control device in a game, the device including: the control module is used for responding to the movement control instruction aiming at the controlled virtual object and controlling the controlled virtual object to move in the game scene of the game; the first determination module is used for determining a target object which is in a state to be rescued and is in a target range of the controlled virtual object; the display module is used for displaying a rescue selection control aiming at the target object, the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute conditions; the second determination module is used for responding to the selected instruction aiming at the rescue selection control and determining the target rescue selection sub-control; the third determining module is used for determining a rescue target object in the target objects according to the attribute conditions corresponding to the target rescue selection sub-control; and the display control module displays the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controls the controlled virtual object to move to the position of the rescue target object. The electronic equipment comprises a processor and a memory, wherein the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to realize the display control method in the game.
A machine-readable storage medium is provided by the present disclosure that stores machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the in-game display control method described above.
According to the display control method, the display control device and the electronic equipment in the game, firstly, a movement control instruction aiming at a controlled virtual object is responded, and the controlled virtual object is controlled to move in a game scene of the game; determining a target object in a to-be-rescued state in a target range of the controlled virtual object; displaying a rescue selection control aiming at the target object, wherein the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition; responding to a selected instruction aiming at the rescue selection control, and determining a target rescue selection sub-control; determining a rescue target object in the target object according to the attribute condition corresponding to the target rescue selection sub-control; and displaying the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controlling the controlled virtual object to go to the position of the rescue target object. In the mode, after the target object in the to-be-rescued state in the target range of the controlled virtual object is determined, the rescue selection control for the target object can be displayed, and as the rescue selection sub-control contained in the rescue selection control corresponds to the attribute condition, a player can determine which teammate or teammates can be rescued first according to the attribute condition to better maintain the fighting capacity of the teams, so that the game experience of the player can be improved.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative efforts.
FIG. 1 is a flow chart of a method for controlling display in a game according to an embodiment of the present disclosure;
FIG. 2 is an interactive illustration of display control in a game according to an embodiment of the present disclosure;
FIG. 3 is an interaction diagram of display control in another game provided by an embodiment of the present disclosure;
FIG. 4 is an interaction diagram of display control in another game provided by an embodiment of the present disclosure;
FIG. 5 is an interaction diagram of display control in another game provided by an embodiment of the present disclosure;
FIG. 6 is an interaction diagram of display control in another game provided by an embodiment of the present disclosure;
FIG. 7 is an interaction diagram of display control in another game provided by an embodiment of the present disclosure;
FIG. 8 is a schematic structural diagram of a display control device in a game according to an embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
Detailed Description
The technical solutions of the present disclosure will be described clearly and completely with reference to the following embodiments, and it should be understood that the described embodiments are only some embodiments of the present disclosure, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments disclosed herein without making any creative effort, shall fall within the protection scope of the present disclosure.
For easy understanding, an application scenario of the present disclosure is introduced, in which a terminal device is included, a game client is installed in the terminal device, a graphical user interface can be provided in the terminal device, in some team battle games, for example, in a persistent hijack break-free game, when a plurality of teammates are knocked down by enemy objects at the same time, each team partner has only a limited waiting rescue time because the team partner is knocked down, if the team partner is not rescued within the waiting rescue time, the team partner dies, for example, after the team member is knocked down, the team member usually starts to read a time slot corresponding to the team member, if no person rescues the team member when the time slot is read out, the team member dies, when a player controls a virtual object to rescue the team member, the player needs to move to the knocked down team member to rescue the team member, and because the rescue time is limited, it is difficult for the player to decide which team member or members to rescue first, it is the team of my parties that is most beneficial and thus influences the player's gaming experience.
Based on this, the disclosed embodiments provide a display control method, device and electronic device in a game, and the technology can be applied to an application that requires rescuing teammates in a game scene.
The in-game display control method in one embodiment of the present disclosure may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the display control method in the game is operated on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client 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 display control method in the game are finished on a cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment 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.
For ease of understanding, a detailed description will be first given of a display control method in a game disclosed in one embodiment of the present disclosure, as shown in fig. 1, the method including the steps of:
step S102, responding to the movement control instruction aiming at the controlled virtual object, and controlling the controlled virtual object to move in the game scene of the game.
The controlled virtual object can be understood as a virtual character in a game controlled by a player; the movement control instruction can be understood as an instruction sent when a player needs to control the controlled virtual object to move in a game scene; in practical implementation, if a player needs to control the controlled virtual object to move in a game scene, a corresponding movement control instruction can be issued, and the controlled virtual object can be controlled to move in the game scene of the game in response to the movement control instruction.
And step S104, determining the target object in the state to be rescued in the target range of the controlled virtual object.
The target range may be a region within a specified radius range centered on the controlled virtual object, or a square region corresponding to a specified length and a specified width centered on the controlled virtual object, or a region range near the controlled virtual object, or a region range relatively distant from the controlled virtual object, or the like, and the target range may be specifically set according to actual requirements, and is not limited herein; the target object to be rescued can be understood as a team friend in a state to be rescued who is knocked down by an enemy object in a game scene, and the number of the target objects in the state to be rescued can be one or more; for example, the graphical user interface includes a controlled virtual object, teammates 1 and 2, where the teammates 1 and 2 are knocked down by an enemy object and are in a state to be rescued, and the player can control the controlled virtual object to move to the positions of the teammates 1 and 2 respectively to rescue the teammates 1 and 2; in actual implementation, when a player controls a controlled virtual object to move in a game scene, a target object in a state to be rescued in a target range with the controlled virtual object as a reference can be determined; for example, a target object in a state to be rescued within a specified radius range centered on the controlled virtual object is determined.
And S106, displaying a rescue selection control aiming at the target object, wherein the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition.
The rescue selection control may include one or more rescue selection sub-controls, the one or more rescue selection sub-controls may be displayed in a form of a list or the like, each rescue selection sub-control may correspond to an attribute condition, and the attribute condition may be: the method comprises the following steps of 'rescuing a target object with high fighting capacity', 'rescuing a target object with a large amount of resources' or 'rescuing a target object for aggressive occupation' and the like, wherein the attribute condition is usually generated according to the object attribute of the target object in a state to be rescued; in actual implementation, after a target object in a to-be-rescued state within a target range of the controlled virtual object is determined, a rescue selection control comprising one or more rescue selection sub-controls can be generated according to object attributes of the target object, and each rescue selection sub-control generally corresponds to an attribute condition.
And S108, responding to the selected instruction aiming at the rescue selection control, and determining a target rescue selection sub-control.
The player who operates the terminal device, namely the player who controls the controlled virtual object to move, can send the selection instruction when the player needs to select the rescue selection sub-control from the rescue selection controls; in practical implementation, after the rescue selection control for the target object is displayed, the player may send a selection instruction, and determine the selected target rescue selection sub-control from one or more rescue selection sub-controls included in the rescue selection control in response to the selection instruction.
And step S110, determining a rescue target object in the target objects according to the attribute conditions corresponding to the target rescue selection sub-control.
After the target rescue selection sub-control is determined, a rescue target object can be determined according to the attribute condition corresponding to the target rescue selection sub-control, wherein the rescue target object can be one or more target objects in the target objects to be rescued or all the target objects in the target objects to be rescued; for example, if the attribute condition corresponding to the target rescue selection sub-control is "a target object with high rescue capacity", the determined rescue target object is a target object in a state to be rescued, and the attribute value of the battle capacity meets the preset threshold value.
And step S112, displaying the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controlling the controlled virtual object to go to the position of the rescue target object.
In actual implementation, after the rescue target object is determined, according to a position of the rescue target object relative to the controlled virtual object in a game scene, azimuth prompt information where the rescue target object is located, or route searching prompt information, or azimuth and route searching prompt information may be displayed at the same time, where the azimuth prompt information may be used to prompt the azimuth where the rescue target object is located relative to the controlled virtual object, for example, the azimuth prompt information may be "the rescue target object is located in the southeast direction of the controlled virtual object", or the like; the route searching prompt information can be prompt information such as a moving path, for example, the moving path of the controlled virtual object moving to the rescue target object can be displayed according to the position of the rescue target object; the controlled virtual object can conveniently execute rescue operation on the selected rescue target object through the direction and/or the route searching prompt information; after the rescue target object is determined, the controlled virtual object can be directly and automatically controlled to go to the position where the rescue target object is located, so that the controlled virtual object is controlled to execute rescue operation aiming at the rescue target object.
The display control method in the game comprises the steps of firstly responding to a movement control instruction aiming at a controlled virtual object, and controlling the controlled virtual object to move in a game scene of the game; determining a target object in a to-be-rescued state in a target range of the controlled virtual object; displaying a rescue selection control aiming at the target object, wherein the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition; responding to a selected instruction aiming at the rescue selection control, and determining a target rescue selection sub-control; determining a rescue target object in the target object according to the attribute condition corresponding to the target rescue selection sub-control; and displaying the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controlling the controlled virtual object to go to the position of the rescue target object. In the mode, after the target object in the to-be-rescued state in the target range of the controlled virtual object is determined, the rescue selection control for the target object can be displayed, and as the rescue selection sub-control contained in the rescue selection control corresponds to the attribute condition, a player can determine which teammate or teammates can be rescued first according to the attribute condition to better maintain the fighting capacity of the teams, so that the game experience of the player can be improved.
A specific application scenario applicable to this embodiment is described below, in which, in response to a controlled virtual object moving in a game scenario of a game, whether an object in a state to be rescued exists within a target range from the controlled virtual object is detected; and in response to the fact that the object in the state to be rescued exists within the target range of the controlled virtual object, determining the object in the state to be rescued as the target object in the state to be rescued within the target range of the controlled virtual object.
In practical implementation, when a player controls a controlled virtual object to move in a game scene, whether an object to be rescued exists in a target range from the controlled virtual object can be automatically detected, for example, if the object attribute of the object in the state to be rescued includes the distance between the object and the controlled virtual object, whether the distance is in the target range can be detected to confirm whether the object is in the target range, and if the object in the state to be rescued exists in the target range from the controlled virtual object, the object in the state to be rescued can be determined as the target object in the state to be rescued.
Referring to an interaction diagram of display control in a game shown in fig. 2, fig. 2 includes a controlled virtual object, and teammates 1, 2, and 3 in a state to be rescued, and if the teammates 1 and 2 in the state to be rescued are detected to exist in a circular area with a designated radius around the controlled virtual object, the teammates 1 and 2 are determined as target objects in the state to be rescued, and since the teammate 3 is not in the circular area, the teammate 3 is not determined as a target object in the state to be rescued.
In the above scenario, the user may set the target range according to actual requirements, the application is more flexible, when an object in a state to be rescued is detected within the target range from the controlled virtual object, the object in the state to be rescued may be determined as the target object in the state to be rescued, the method is the target object determined in a detection manner with the distance as a reference, considering that the controlled virtual object is in a moving state in a game scene, and the rescue time is limited, the controlled virtual object has higher performability of performing rescue operation on the target object determined in the method, and the rescue efficiency may be improved, thereby improving the game experience of the player.
Another specific application scenario applicable to this embodiment is described below, in which a graphical user interface is provided by a terminal device; the terminal device may be the aforementioned local terminal device, or may be the aforementioned client device in the cloud interaction system; the graphical user interface can be understood as an operation user interface displayed in a graphical manner and used for realizing interaction between the terminal equipment and a user operating the terminal equipment; and in response to the object in the state to be rescued appearing in the graphical user interface, determining the object in the state to be rescued as a target object in the state to be rescued within the target range of the controlled virtual object. In practical implementation, during a game process of a player, the player usually includes his teammates in the graphical user interface, and when one or more teammates are knocked down by an enemy object, that is, an object to be rescued appears in the graphical user interface, the object to be rescued can be determined as the target object to be rescued.
Referring to another interactive view of display control in a game shown in fig. 3, the graphical user interface in fig. 3 includes a controlled virtual object, teammates 1, 2, and 3, and if the teammates 1 and 2 are knocked down by the enemy object during the battle with the enemy team, that is, the teammates 1 and 2 in the state to be rescued appear in the graphical user interface, the teammates 1 and 2 are determined as target objects in the state to be rescued.
In the scene, as long as the object in the state to be rescued appears in the graphical user interface, the object in the state to be rescued can be determined as the target object in the state to be rescued, and the player can visually see the teammates in the state to be rescued through the graphical user interface, so that the game experience of the player is improved.
Another specific application scenario applicable to this embodiment is described below, in which a graphical user interface is provided by a terminal device; the graphical user interface comprises an information display control; and responding to the touch operation aiming at the information display control, and displaying the rescue selection control aiming at the target object. The information display control can be understood as a control capable of controlling the rescue selection control to display, the information display control is usually contained in a graphical user interface, can be in a circular, square or other arbitrary form and the like, and can be specifically set according to actual requirements without limitation; in actual implementation, a player can determine whether to trigger the information display control according to actual requirements, for example, if the player receives help-seeking signals of one or more teammates in the game process, whether to rescue the teammates can be determined according to the game progress condition, and if the player determines to rescue the teammates, the information display control in the graphical user interface can be triggered to display a rescue selection control for the teammates to be rescued.
Referring to another interactive schematic diagram of display control in a game shown in fig. 4, the graphical user interface in fig. 4 includes a controlled virtual object and an information display control, in the process of competing with an enemy team, if teammates 1 and 2 are knocked down by the enemy object, teammates 1 and 2 may or may not be displayed in the graphical user interface, fig. 4 exemplifies that teammates 1 and 2 are not displayed in the graphical user interface, teammates 1 and 2 may send help-seeking signals to the controlled virtual object, and after the controlled virtual object receives the help-seeking signals, a player operating the controlled virtual object may trigger the information display control, and at this time, the rescue selection control may be displayed in the graphical user interface.
In the above scenario, the player can determine whether to trigger the information display control according to actual needs to determine whether to display the rescue selection control, so that the operation flexibility is higher, and the game experience of the player can be better improved.
As described further below with respect to the attribute conditions, the rescue selection control may include one or more rescue selection sub-controls, each of which generally corresponds to one attribute condition, and thus, the rescue selection control may correspond to one or more attribute conditions, each of which may be used to indicate: appointing at least one target object in a state to be rescued, wherein the attribute value of the object attribute reaches a preset condition; for example, the attribute condition may be: the method comprises the following steps of 'rescuing a target object with high fighting capacity', 'rescuing a target object with a large amount of resources' and/or 'rescuing a target object for aggressive occupation', and the like, wherein the attribute condition is usually generated according to the object attribute of the target object in a state to be rescued; the object attributes may include the fighting capacity of the target object, the occupation of the target object or the resources owned by the target object, such as the fighting capacity value of the target object, the weapon resources owned by the target object, the occupation of the target object being an attack occupation, and the like, and the object attributes may further include the distance between the target object and the controlled virtual object, the remaining survival time of the target object, and the like; since each target object in the state to be rescued may include a plurality of object attributes, such as, for example, battle force, occupation, or owned resources, the specified object attribute may be any object attribute of the plurality of object attributes, and usually the attribute condition has a one-to-one correspondence with the specified object attribute; for example, if the attribute condition is "rescuing a target object with high battle effectiveness", the specified object attribute is usually also battle effectiveness; the attribute value is usually a specific numerical value corresponding to the attribute of the designated object, for example, taking the attribute of the designated object as the battle effectiveness as an example, if the battle effectiveness is 100, then 100 is the attribute value corresponding to the battle effectiveness; the preset conditions may be set according to actual requirements, for example, taking the attribute of the designated object as the battle effectiveness, the attribute values corresponding to the battle effectiveness of the teammates 1, 2 and 3 in the state to be rescued are 100, 70 and 30, respectively, and the preset condition is 50, for example, the attribute values corresponding to the battle effectiveness of the teammates 1 and 2 satisfy the preset condition, and the teammates 1 and 2 meet the attribute condition of "target object with high rescue ability". Note that, since the attribute condition is generally generated from the object attribute of the target object in the state to be rescued, there may be a case where one teammate corresponds to a plurality of attribute conditions.
When the player selects the attribute condition of the target object with high rescuing capacity, the teammates 1 and 2 meeting the attribute condition of the target object with high rescuing capacity can be selected, the teammates 1 and 2 correspond to the rescuing target object, after the teammates 1 and 2 are determined, the position and/or route searching prompt information can be displayed according to the positions of the teammates 1 and 2, or the controlled virtual object can be automatically controlled to go to the positions of the teammates 1 and 2, for example, the moving path of the controlled virtual object moving to the position of the teammate 1 and the moving path of the controlled virtual object moving to the position of the teammate 2 can be simultaneously displayed, and the like.
Referring to fig. 5, another interactive schematic diagram of display control in a game is shown, where fig. 5 includes a controlled virtual object, when a plurality of teammates needing rescue appear near the controlled virtual object, such as teammates 1, 2, and 3 in a state to be rescued in fig. 5, object attributes of teammates 1, 2, and 3 in a state to be rescued may be detected, and attribute conditions are generated according to information of the detected object attributes, if the number of the attribute conditions generated after detection is large, the number of displayable attribute conditions and display priority may be generally preset, and if the limited number is 3, then 3 attribute conditions that a player usually pays attention to are generally preferentially displayed from among the plurality of attribute conditions, such as three attribute conditions of "a target object with high rescue ability of fighting", "a target object with high rescue resources", and "a target object for rescuing aggressive occupation" displayed in fig. 5, the attribute conditions can be displayed in a list form, each attribute condition generally has a corresponding rescue selection sub-control, a player can click and select one of the rescue selection sub-controls in a mouse or other modes, and the corresponding teammates to be rescued can be determined according to the attribute conditions corresponding to the selected rescue selection sub-controls.
In the above manner, since the attribute conditions can be multiple, that is, multiple recommended rescue schemes can be listed according to the information of the target object in the state to be rescued, the player can select the required attribute conditions according to actual needs, and then select the rescue target object meeting the attribute conditions, so as to rescue the selected rescue target object more pertinently, the flexibility of selection is higher, the operation is simple and convenient, the rescue efficiency can be improved, and the game experience of the player can be improved.
A specific display mode for displaying the direction and/or the route searching prompt information is described below, and a moving path of the controlled virtual object moving to the rescue target object is displayed according to the position of the rescue target object.
The moving path can be understood as a path which needs to be passed when the controlled virtual object moves to the position where the first object is located; after the player determines the rescue target object in the target object according to the attribute condition corresponding to the target rescue selection sub-control, a corresponding moving path of the controlled virtual object moving to the position of the rescue target object can be displayed in the graphical user interface according to the position of the rescue target object in the game scene, and the moving path can be in any form, for example, a solid line form, a dotted line form, an arrow form or the like, and can be provided with a text prompt or different display colors or the like, and the setting can be specifically performed according to actual requirements, and is not limited herein.
In the above manner, the moving path is displayed between the controlled virtual object and the rescue target object, so that a player can control the moving direction of the controlled virtual object more conveniently, the operation prompting manner is more intuitive, and the player can reach the position of the rescue target object more quickly only by controlling the controlled virtual object to move along the moving path so as to rescue the rescue target object, so that the rescue efficiency can be improved, and the game experience of the player can be improved.
Further, the rescue target object comprises a plurality of objects; after the controlled virtual object is displayed to move to the moving path of each rescue target object, the moving path can be further processed, so that the prompt effect of the operation prompt information is more obvious, and specifically, priority prompt information is displayed at the specified position of the moving path corresponding to each rescue target object; wherein, the priority prompt message is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
The designated position of the moving path may be any position close to the moving path, such as the left side or the right side of the moving path, or any position on the moving path; the priority prompt information may be in a text form, a digital form, or a display form with different shapes, for example, if the text form is adopted, different rescue priorities may be represented by characters such as "highest", "high", "medium", "low", "lowest", and the like, where "highest" may represent the highest rescue priority, and "lowest" may represent the lowest rescue priority, and the like; if the digital form is adopted, different rescue priorities can be represented by numbers of 1, 2, 3 and the like, wherein, 1 can represent the highest rescue priority, and the corresponding rescue priority is lower along with the increasing numbers; if the display forms with different shapes are adopted, the triangle can represent that the rescue priority is highest, the circle represents that the rescue priority is lowest, and the like, and the display forms can be flexibly arranged according to actual requirements and are not limited herein.
In actual implementation, the number of the rescue target objects selected by the player may include a plurality of rescue target objects, the positions of the plurality of rescue target objects are usually distributed, the player needs to control the controlled virtual object to rescue one of the rescue target objects first and then to rescue another rescue target object, after the moving path corresponding to each rescue target object is displayed, priority prompt information capable of indicating rescue priority may be displayed at the specified position of the moving path corresponding to each rescue target object, and the player may control the controlled virtual object to perform rescue operation on the plurality of rescue target objects according to the priority prompt information and the sequence of the rescue priorities from high to low. For example, taking a plurality of rescue target objects as teammates 1, 2, and 3 as examples, three teammates are all good teammates, and the rescue priorities may be determined according to the order from high to low of the specific value of the fighting capacity of each rescue target object, for example, the specific value of the fighting capacity of the teammate 1 is 100, the specific value of the fighting capacity of the teammate 2 is 90, and the specific value of the fighting capacity of the teammate 3 is 95, the rescue priority for performing the rescue operation on the teammate 1 may be determined to be the highest, the rescue priority for performing the rescue operation on the teammate 2 may be determined to be the lowest, and accordingly, "high" may be displayed at the designated position of the moving path corresponding to the teammate 1, "medium" may be displayed at the designated position of the moving path corresponding to the teammate 3, and "low" may be displayed at the designated position of the moving path corresponding to the teammate 2.
Specifically, referring to another interactive schematic diagram of display control in a game shown in fig. 6, a graphical user interface in fig. 6 includes a controlled virtual object, and teammates 1, 2, and 3 in a state to be rescued, a player selects the teammate 1 and 2 for rescue, moving paths are respectively displayed between the controlled virtual object and the teammates 1 and 2, wherein a high is displayed on the left side of the moving path between the controlled virtual object and the teammate 1, and a low is displayed on the left side of the moving path between the controlled virtual object and the teammate 2, which indicates that the rescue priority for performing the rescue operation on the teammate 1 is higher than the rescue priority for performing the rescue operation on the teammate 2.
In the above manner, if the number of the rescue target objects is multiple, the priority prompt information is displayed at the designated position of the moving path corresponding to each rescue target object, so that a player can make a decision to rescue which rescue target object in the limited rescue time, and the fighting capacity of a team can be better maintained, thereby improving the game experience of the player.
As another implementation, the rescue target object comprises a plurality of objects; the moving path corresponding to each rescue target object can be displayed according to a preset format; wherein the preset format is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
The preset format may be in any form, for example, may be in a solid line form, a dashed line form, an arrow form, or the like, and may also be in different display colors, and the preset format may be specifically set according to actual requirements, and is not limited herein. In actual implementation, if the number of the rescue target objects selected by the player is multiple, the player can only rescue one of the rescue target objects first and then another rescue target object, so that after the moving path corresponding to each rescue target object is displayed, the moving path corresponding to each rescue target object can be displayed according to a preset format, and the rescue priority for executing rescue operation on the corresponding rescue target object is determined by displaying different formats for each moving path; for example, assuming that different colors are displayed for each moving path to determine the rescue priority, the moving path corresponding to the rescue target object with the highest priority may be displayed in red, the moving path corresponding to the rescue target object with the lowest priority may be displayed in blue, and the like, which may be specifically set according to actual requirements, and is not limited herein.
Referring to fig. 7, another interactive schematic diagram of display control in a game is shown, where a graphical user interface in fig. 7 includes a controlled virtual object, and teammates 1, 2, and 3 in a state to be rescued, a player selects the teammate 1 and 2 for rescue, and moving paths are respectively displayed between the controlled virtual object and the teammates 1 and 2, where the moving path between the controlled virtual object and the teammate 1 is a solid line, and the moving path between the controlled virtual object and the teammate 2 is a dashed line, which indicates that a rescue priority for performing a rescue operation on the teammate 1 is higher than a rescue priority for performing a rescue operation on the teammate 2.
In the above manner, if the rescue target objects include a plurality of rescue target objects, the moving path corresponding to each rescue target object is displayed in the preset format, so that a player can make a decision to rescue which first object in the limited rescue time, and the fighting capacity of a team can be better maintained, and the game experience of the player is improved.
The following describes a specific implementation manner of automatically controlling a controlled virtual object to go to the position of a rescue target object, where the rescue target object includes a plurality of objects, and a rescue priority for executing a rescue operation on each rescue target object is displayed at a designated position of the rescue target object; for example, if a moving path is displayed between the controlled virtual object and each rescue target object, rescue prompt information may be displayed on each moving path to prompt a rescue priority for each rescue target object; or, a rescue priority and the like for performing rescue operation on each rescue target object may be displayed at a designated position such as the top of the head of the rescue target object, and the like, and may be specifically set according to actual requirements; automatically controlling the controlled virtual objects to move to the positions of all rescue target objects in sequence according to the sequence of the rescue priorities from high to low; and controlling the controlled virtual object to execute a rescue operation aiming at the specified rescue target object in response to the controlled virtual object moving to the position where the specified rescue target object is located.
The above-mentioned specified rescue target object may be any one of a plurality of rescue target objects; because each rescue target object has the corresponding rescue priority, the player can control the controlled virtual object to sequentially execute the rescue operation on each rescue target object according to the sequence from high rescue priority to low rescue priority; for example, taking a plurality of rescue target objects as teammates 1, 2, and 3 as an example, the team mate 1 has the highest rescue priority, the team mate 2 has the lowest rescue priority, and the player can control the controlled virtual object to move to the position of the team mate 1 first to perform the rescue operation on the team mate 1, and after the rescue operation on the team mate 1 is completed, control the controlled virtual object to move to the position of the team mate 3 to perform the rescue operation on the team mate 3, and after the rescue operation on the team mate 3 is completed, control the controlled virtual object to move to the position of the team mate 2 to perform the rescue operation on the team mate 2. If corresponding moving paths are respectively displayed between the controlled virtual object and the teammates 1, 2 and 3, the moving paths between the other two teammates and the controlled virtual object move along with the position movement of the controlled virtual object in the process that the player moves to one of the teammates. If the teammate 2 dies in the process of rescuing the teammate 1, the moving path between the controlled virtual object and the teammate 2 disappears, that is, the moving path is updated in real time.
In the above manner, if the rescue target objects include a plurality of rescue target objects, as each rescue target object has a corresponding rescue priority, the player can automatically control the controlled virtual object to sequentially execute the rescue operation on each rescue target object according to the sequence from high rescue priority to low rescue priority, and the manner of automatically controlling the controlled virtual object can save the operation steps of the player, thereby more effectively maintaining the fighting capacity of the team and improving the game experience of the player.
Corresponding to the above method embodiment, referring to fig. 8, a schematic structural diagram of a display control device in a game is shown, the device includes: a control module 80, configured to control the controlled virtual object to move in a game scene of the game in response to a movement control instruction for the controlled virtual object; the first determining module 81 is used for determining a target object which is in a state to be rescued and is within a target range of the controlled virtual object; the display module 82 is used for displaying a rescue selection control for the target object, wherein the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition; the second determining module 83 is configured to determine a target rescue selection sub-control in response to the selected instruction for the rescue selection control; a third determining module 84, configured to determine a rescue target object in the target objects according to the attribute condition corresponding to the target rescue selection sub-control; and the display control module 85 displays the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controls the controlled virtual object to go to the position of the rescue target object.
The display control device in the game firstly responds to a movement control instruction aiming at the controlled virtual object and controls the controlled virtual object to move in a game scene of the game; determining a target object in a to-be-rescued state in a target range of the controlled virtual object; displaying a rescue selection control aiming at the target object, wherein the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition; responding to a selected instruction aiming at the rescue selection control, and determining a target rescue selection sub-control; determining a rescue target object in the target object according to the attribute condition corresponding to the target rescue selection sub-control; and displaying the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controlling the controlled virtual object to go to the position of the rescue target object. In the mode, after the target object in the to-be-rescued state in the target range of the controlled virtual object is determined, the rescue selection control for the target object can be displayed, and as the rescue selection sub-control contained in the rescue selection control corresponds to the attribute condition, a player can determine which teammate or teammates can be rescued first according to the attribute condition to better maintain the fighting capacity of the teams, so that the game experience of the player can be improved.
The first determining module is further configured to: responding to the movement of the controlled virtual object in a game scene of a game, and detecting whether an object in a state to be rescued exists in a target range away from the controlled virtual object; and in response to the fact that the object in the state to be rescued exists within the target range of the controlled virtual object, determining the object in the state to be rescued as the target object in the state to be rescued within the target range of the controlled virtual object.
The first determining module is further configured to: and in response to the object in the state to be rescued appearing in the graphical user interface, determining the object in the state to be rescued as a target object in the state to be rescued within the target range of the controlled virtual object.
The device provides a graphical user interface through terminal equipment; the graphical user interface comprises an information display control; the display module is further configured to: and responding to the touch operation aiming at the information display control, and displaying the rescue selection control aiming at the target object.
The attribute conditions are used for prompting: and at least one target object in a state to be rescued, wherein the attribute value of the designated object attribute reaches a preset condition.
The attribute conditions include: the target object with high fighting capacity, the target object with more rescue resources and/or the target object for rescuing the offensive occupation can be rescued.
The display control module is further configured to: and displaying the moving path of the controlled virtual object moving to the rescue target object according to the position of the rescue target object.
The rescue target objects comprise a plurality of objects; the display control module is further configured to: displaying priority prompt information at the designated position of the moving path corresponding to each rescue target object; wherein, the priority prompt message is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
The rescue target objects comprise a plurality of objects; the display control module is further configured to: displaying the moving path corresponding to each rescue target object according to a preset format; wherein the preset format is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
The rescue target objects comprise a plurality of rescue target objects, and the designated position of each rescue target object displays the rescue priority for executing the rescue operation on the rescue target object; the display control module is further configured to: automatically controlling the controlled virtual objects to move to the positions of all rescue target objects in sequence according to the sequence of the rescue priorities from high to low; and controlling the controlled virtual object to execute a rescue operation aiming at the specified rescue target object in response to the controlled virtual object moving to the position where the specified rescue target object is located.
The implementation principle and the technical effect of the display control device in the game are the same as those of the embodiment of the display control method in the game, and for the sake of brief description, reference may be made to the corresponding contents in the embodiment of the display control method in the game.
One embodiment of the present disclosure further provides an electronic device, which includes a processor and a memory, where the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the display control method in the game. The electronic device may be a server or a terminal device.
Referring to fig. 9, the electronic device includes a processor 130 and a memory 131, the memory 131 stores machine executable instructions capable of being executed by the processor 130, and the processor 130 executes the machine executable instructions to implement the display control method in the game.
Further, the electronic device shown in fig. 9 further includes a bus 132 and a communication interface 133, and the processor 130, the communication interface 133, and the memory 131 are connected through the bus 132.
The Memory 131 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 133 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 132 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 9, but this does not indicate only one bus or one type of bus.
The processor 130 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 130. The Processor 130 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. The various methods, steps, and logic blocks disclosed in the embodiments of the present disclosure may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present disclosure may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 131, and the processor 130 reads the information in the memory 131 and completes the steps of the method of the foregoing embodiment in combination with the hardware thereof.
The embodiment of the disclosure also provides a machine-readable storage medium, where the machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the display control method in the game.
The display control method, apparatus, electronic device and computer program product of a storage medium in a game provided in the embodiments of the present disclosure include a computer-readable storage medium storing program codes, where instructions included in the program codes may be used to execute the methods described in the foregoing method embodiments, and specific implementations may refer to the method embodiments and are not described herein again.
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 disclosure may be embodied in the form of a software product, which is stored in a storage medium and includes several 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 disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present disclosure, and not for limiting the same; while the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art will understand that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present disclosure.
Claims (13)
1. A display control method in a game, the method comprising:
controlling a controlled virtual object to move in a game scene of the game in response to a movement control instruction for the controlled virtual object;
determining a target object in a to-be-rescued state within the target range of the controlled virtual object;
displaying a rescue selection control aiming at the target object, wherein the rescue selection control comprises a rescue selection sub-control which corresponds to the attribute condition;
responding to a selected instruction aiming at the rescue selection control, and determining a target rescue selection sub-control;
determining a rescue target object in the target objects according to the attribute conditions corresponding to the target rescue selection sub-control;
and displaying the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controlling the controlled virtual object to move to the position of the rescue target object.
2. The method according to claim 1, wherein the step of determining a target object within the target range of the controlled virtual object in a state to be rescued comprises:
responding to the movement of the controlled virtual object in a game scene of the game, and detecting whether an object to be rescued exists in a target range of the controlled virtual object;
and in response to the fact that the object in the state to be rescued exists within the target range of the controlled virtual object, determining the object in the state to be rescued as the target object in the state to be rescued within the target range of the controlled virtual object.
3. The method of claim 1, wherein a graphical user interface is provided by the terminal device; the step of determining the target object in the state of waiting for rescue in the target range of the controlled virtual object comprises the following steps:
and in response to the object in the state to be rescued appearing in the graphical user interface, determining the object in the state to be rescued as a target object in the state to be rescued within the target range of the controlled virtual object.
4. The method of claim 1, wherein a graphical user interface is provided by the terminal device; the graphical user interface comprises an information display control; the step of displaying a rescue selection control for the target object comprises:
and responding to the touch operation aiming at the information display control, and displaying a rescue selection control aiming at the target object.
5. The method of claim 1, wherein the attribute condition is used to prompt: and specifying at least one target object in the state to be rescued, wherein the attribute value of the object attribute reaches a preset condition.
6. The method of claim 1, wherein the attribute conditions comprise: the target object with high fighting capacity, the target object with more rescue resources and/or the target object for rescuing the offensive occupation can be rescued.
7. The method according to claim 1, wherein the step of displaying the direction and/or the route finding prompt information according to the position of the rescue target object comprises:
and displaying a moving path of the controlled virtual object moving to the rescue target object according to the position of the rescue target object.
8. The method according to claim 7, wherein the rescue target object includes a plurality; the method further comprises the following steps:
displaying priority prompt information at the designated position of the moving path corresponding to each rescue target object; wherein the priority prompt information is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
9. The method according to claim 7, wherein the rescue target object includes a plurality; the method further comprises the following steps:
displaying the moving path corresponding to each rescue target object according to a preset format; wherein the preset format is used for indicating: a rescue priority of a rescue operation is performed on the rescue target object.
10. The method according to claim 1, wherein the rescue target object comprises a plurality of rescue targets, and a rescue priority for performing a rescue operation on each rescue target object is displayed at a designated position of the rescue target object; the step of automatically controlling the controlled virtual object to go to the position of the rescue target object comprises the following steps:
according to the sequence of the rescue priority from high to low, automatically controlling the controlled virtual objects to move to the positions of the rescue target objects in sequence;
and controlling the controlled virtual object to execute a rescue operation aiming at a specified rescue target object in response to the controlled virtual object moving to the position of the specified rescue target object.
11. An in-game display control apparatus, characterized in that the apparatus comprises:
the control module is used for responding to a movement control instruction aiming at a controlled virtual object and controlling the controlled virtual object to move in a game scene of the game;
the first determination module is used for determining a target object which is in a state to be rescued and is in the target range of the controlled virtual object;
the display module is used for displaying a rescue selection control aiming at the target object, the rescue selection control comprises a rescue selection sub-control, and the rescue selection sub-control corresponds to the attribute condition;
the second determination module is used for responding to the selected instruction aiming at the rescue selection control and determining a target rescue selection sub-control;
the third determining module is used for determining a rescue target object in the target objects according to the attribute condition corresponding to the target rescue selection sub-control;
and the display control module displays the direction and/or the route searching prompt information according to the position of the rescue target object, or automatically controls the controlled virtual object to move to the position of the rescue target object.
12. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the in-game display control method of any one of claims 1 to 10.
13. A machine-readable storage medium having stored thereon machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the in-game display control method of any one of claims 1 to 10.
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WO2023160049A1 (en) * | 2022-02-28 | 2023-08-31 | 腾讯科技(深圳)有限公司 | Virtual object control method and device, terminal, storage medium, and program product |
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