CN113694515B - Interface display method, device, terminal and storage medium - Google Patents

Interface display method, device, terminal and storage medium Download PDF

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Publication number
CN113694515B
CN113694515B CN202111116961.5A CN202111116961A CN113694515B CN 113694515 B CN113694515 B CN 113694515B CN 202111116961 A CN202111116961 A CN 202111116961A CN 113694515 B CN113694515 B CN 113694515B
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Prior art keywords
virtual object
state
playback
virtual
target
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CN113694515A (en
Inventor
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • 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
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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

Abstract

The application discloses an interface display method, an interface display device, a terminal and a storage medium, and relates to the technical fields of computers and Internet. The method comprises the following steps: displaying a user interface in which a screen for observing the virtual environment from the perspective of the first virtual object is displayed; in response to an operation for the first control, if a second virtual object in a target state exists in the virtual environment, playback information is displayed in a playback interface, the playback information being used to show a history of the second virtual object entering the target state. According to the method and the device, through triggering the playback function corresponding to the first control, the history process that other virtual objects enter the target state (such as the knocked down state, the death state, the attacked state and the like) can be checked, so that the associated information (such as the position information and the weapon information) of an attacker is determined, the information acquisition difficulty is reduced, the information acquisition efficiency is improved, and the information acquisition convenience is improved.

Description

Interface display method, device, terminal and storage medium
Technical Field
The embodiment of the application relates to the technical fields of computers and the Internet, in particular to an interface display method, an interface display device, a terminal and a storage medium.
Background
Currently, in some games, players can control their corresponding virtual objects to rescuing the virtual objects controlled by the teammates in the knocked down state, so that teammates can control their corresponding virtual objects to continue to participate in the game. Wherein, the knocked down state refers to a state between a living state and a dead state.
Taking shooting games as an example, when a second virtual object controlled by a player's teammate is knocked down by an attacker, the player can control the corresponding first virtual object to move to the side of the second virtual object, and rescue the second virtual object. However, in the rescue process, the first virtual object and the second virtual object cannot move, so in order to prevent the first virtual object and the second virtual object from being attacked again by an attacker in the rescue process, the player needs to determine the position information of the attacker so as to rescue the second virtual object at a position where the attacker can be avoided from attacking.
However, the difficulty of searching for an attacker, especially a hidden attacker, in the virtual environment is high, and the acquisition efficiency of the position information is low.
Disclosure of Invention
The embodiment of the application provides an interface display method, an interface display device, a terminal and a storage medium, which can reduce the difficulty in acquiring associated information (such as position information, weapon information and the like) of an attacker, thereby improving the information acquisition efficiency. The technical scheme is as follows:
According to an aspect of the embodiments of the present application, there is provided an interface display method, including:
displaying a user interface, wherein a virtual environment picture and a first control are displayed in the user interface, and the virtual environment picture is a picture for observing the virtual environment from the view angle of a first virtual object;
responsive to an operation for the first control, displaying a playback interface if a second virtual object in a target state exists in the virtual environment;
and displaying playback information in the playback interface, wherein the playback information is used for displaying the history process of the second virtual object entering the target state.
According to an aspect of the embodiments of the present application, there is provided an interface display device, including:
the user interface display module is used for displaying a user interface, wherein a virtual environment picture and a first control are displayed in the user interface, and the virtual environment picture is a picture for observing the virtual environment from the view angle of a first virtual object;
a playback interface display module, configured to display a playback interface if a second virtual object in a target state exists in the virtual environment in response to an operation for the first control;
And the playback information display module is used for displaying playback information in the playback interface, and the playback information is used for displaying the history process of the second virtual object entering the target state.
According to an aspect of the embodiments of the present application, there is provided a terminal, including a processor and a memory, where the memory stores at least one instruction, at least one section of program, a code set, or an instruction set, and the at least one instruction, the at least one section of program, the code set, or the instruction set is loaded and executed by the processor to implement the above interface display method.
According to an aspect of the embodiments of the present application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, a code set, or an instruction set, which is loaded and executed by a processor to implement the above interface display method.
According to an aspect of embodiments of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions so that the terminal performs the interface display method described above.
The technical scheme provided by the embodiment of the application can comprise the following beneficial effects:
by triggering the playback function corresponding to the first control, the history process of other virtual objects entering the target state (such as the knocked down state, the death state, the attacked state and the like) can be checked, so that the associated information (such as the position information, the weapon information and the like) of the attacker can be determined, the function of acquiring the associated information of the attacker by one key is realized, the information acquisition difficulty is reduced, the information acquisition efficiency is improved, and the information acquisition convenience is improved.
In addition, based on the history process that other virtual objects enter the target state, the associated information of the attacker can be judged more intuitively, and the associated information of the attacker does not need to be judged indirectly based on sound, trajectory and the like, so that the accuracy of information judgment is improved, and the accuracy of information is further improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of an implementation environment for an embodiment provided herein;
FIG. 2 is a flow chart of an interface display method provided in one embodiment of the present application;
FIGS. 3 and 4 schematically illustrate a user interface;
FIG. 5 illustrates a schematic diagram of a second virtual object in a knocked down state;
FIG. 6 illustrates a schematic diagram of a playback interface;
FIG. 7 illustrates a schematic diagram of determining whether a distance between a first virtual object and a second virtual object is less than a threshold;
FIG. 8 illustrates a schematic diagram of a playback information display;
FIG. 9 is a schematic diagram of a storage manner of a circular queue according to one embodiment of the present application;
FIG. 10 is a flow chart of an interface display method provided in another embodiment of the present application;
FIG. 11 is a block diagram of an interface display device provided in one embodiment of the present application;
FIG. 12 is a block diagram of an interface display device provided in another embodiment of the present application;
fig. 13 is a block diagram of a terminal provided in one embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
Before describing embodiments of the present application, related terms referred to in the present application will be first described.
1. Virtual environment
A virtual environment is an environment that a client of an application (e.g., a game application) displays (or provides) while running on a terminal, and refers to an environment created for a virtual object to perform an activity (e.g., a game competition), such as a virtual house, a virtual island, a virtual map, etc. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment. The virtual environment may be a 3-dimensional virtual environment or a 2.5-dimensional virtual environment, which is not limited in the embodiment of the present application.
2. Virtual object
The virtual object refers to a virtual role that the user account controls in the application. Taking an application as a game application as an example, a virtual object refers to a game character that a user account controls in the game application. The virtual object may be in the form of a character, which may be an animal, a cartoon, or other form, and embodiments of the present application are not limited in this regard. The virtual objects may be presented in 3-dimensional form or 2-dimensional form, which is not limited in this embodiment of the present application.
The operations that the user account can perform to control the virtual object may also vary among different game applications. For example, in a shooting-type game application, a user account may control a virtual object to perform shooting, running, jumping, picking up firearms, applying skills, and so forth.
Of course, other types of applications besides game applications may expose virtual objects to users and provide corresponding functionality to the virtual objects. For example, AR (Augmented Reality ) class applications, social class applications, interactive entertainment class applications, and the like, to which embodiments of the present application are not limited. In addition, for different applications, the forms of the virtual objects provided by the application programs are different, and the corresponding functions are also different, which can be configured in advance according to actual requirements, which is not limited in the embodiment of the present application.
3. Virtual prop
Virtual props refer to props that an application (e.g., a game application) provides to a user for use, such as virtual weapons, virtual objects, virtual vehicles, and so forth.
4. Virtual firearm
The virtual firearm refers to a virtual weapon provided by shooting game application, and can simulate a virtual object shot by a real firearm. The virtual firearm may be a three-dimensional model of a real firearm, the virtual object being able to carry the virtual firearm and control the virtual firearm to shoot towards a certain target.
Virtual firearms may include a variety of different firearm categories, such as rifles, submachine guns, machine guns, shotgun guns, handguns, and the like. The firearm class can be divided according to actual demands, for example, the rifle can be further divided into different classes such as assault rifle and sniper rifle, and the machine gun can be further divided into different classes such as light machine gun and heavy machine gun.
Referring to fig. 1, a schematic diagram of an implementation environment of an embodiment of the present application is shown. The implementation environment may include: a terminal 10 and a server 20.
The terminal 10 may be an electronic device such as a cell phone, tablet computer, game console, multimedia player device, PC (Personal Computer ) or the like. A client of a game application, such as a client of a shooting game application, may be installed in the terminal 10.
The server 20 is used to provide background services for clients of applications (e.g., gaming applications) in the terminal 10. For example, the server 20 may be a background server for the application (e.g., gaming application) described above. The server 20 may be a server, a server cluster comprising a plurality of servers, or a cloud computing service center.
The terminal 10 and the server 20 can communicate with each other via a network 30. The network 30 may be a wired network or a wireless network.
By way of example, taking a client side to which a game application program is applied as an example, in a case where a teammate is knocked down (or knocked down or attacked) by an attacker, in response to an operation of the player on the first control, a history of the teammate entering a knocked down state (or a dead state or an attacked state) is displayed in a playback interface, so that the player can judge position information, weapon information, and the like of the attacker based on the history, and thereby rescue the teammate in a targeted manner. For example, teammates may be rescued at locations that cannot be attacked by an attacker, or may be killed or driven away before the teammates are rescued.
Referring to fig. 2, a flowchart of an interface display method according to an embodiment of the present application is shown, where the main execution body of each step of the method may be the terminal 10 in the implementation environment of the solution shown in fig. 1, and the method may include the following steps (steps 201 to 203):
step 201, displaying a user interface, wherein a virtual environment screen and a first control are displayed in the user interface, and the virtual environment screen is a screen for observing the virtual environment from the perspective of the first virtual object.
The user interface refers to a display interface of an application program. For example, taking a shooter-type game application as an example, the user interface may be a game-pair display interface for presenting a virtual environment of a game-pair to a user.
Optionally, the user interface includes a display layer and a control layer. The display level of the control layer is higher than that of the display layer. The display layer is used for displaying a virtual environment (such as a virtual environment picture), and the control layer is used for displaying a UI (User Interface) control (such as a first control). Of course, the control layer may include other controls besides the first control, for example, a control for controlling the gesture of the virtual object, a control for attacking other virtual objects, and so on, which is not limited in the embodiment of the present application.
The virtual environment picture refers to a display picture corresponding to the virtual environment, and is used for displaying the virtual environment and elements located in the virtual environment, such as a virtual building, a virtual prop, a virtual object and the like. In this embodiment of the present application, the virtual environment screen is displayed at an angle of the first virtual object, such as a first person name, a third person name, or the like, corresponding to the first virtual object. The first virtual object is a virtual object controlled by a user account that the client currently logs in.
Optionally, the first control is a control with a target function, and the target function corresponding to the first control can be triggered by operating the first control, where the operation may be clicking, pressing, sliding, and the like of the pointer on the first control. In the embodiment of the present application, the target function includes a playback function, that is, a function of triggering display of playback information hereinafter. Wherein the playback information refers to history information related to an action object (hereinafter, second virtual object) corresponding to the first control, such as history combat information, knocked-down information, attacked information, attacker information (hereinafter, third virtual object) of the action object, and the like. Alternatively, the history information may be displayed in text form or displayed in picture form, which is not limited herein.
In one example, the arming process of the target function corresponding to the first control may be as follows: in the preparation stage of the game, displaying an article selection interface, wherein the article selection interface comprises at least one virtual article, and different virtual articles are used for realizing different functions; acquiring a selection operation aiming at a target virtual object, wherein the target virtual object is used for realizing a target function, and the target function comprises triggering and displaying playback information; in the office progress stage, a first control for realizing a target function is displayed. Wherein the item selection interface refers to an interface for providing a user to select a virtual item. The virtual items include, but are not limited to, virtual props (e.g., skill chips), virtual equipment, and the like.
Illustratively, the item selection interface includes an item list that includes a skills chip 1, a skills chip 2, a skills chip 3, etc., with different skills chips having different functions. For example, the skills chip 1 may blackout a small map of nearby hostile virtual objects, the skills chip 2 may hide the first virtual object, and the skills chip 3 may protect the first virtual object from toxic fog. For example, after the user selects the skill chip 2, a first control with a first virtual object that can be obscured is displayed in the user interface.
Optionally, the first control is displayed with a different display icon for different virtual items. Illustratively, referring to FIG. 3, after selecting a skills chip with playback functionality, a first control 302 is displayed in a user interface 301, the first control 302 being displayed as an icon (e.g., a reverse time stream) for representing information playback. In embodiments of the present application, the first control may include a disabled state and an available state. And under the condition that the first control is in a disabled state, the target function corresponding to the first control cannot be triggered. In the case that the first control is in an available state, a target function corresponding to the first control may be triggered. Alternatively, where the first control is in a disabled state, the prompt may be presented in text (e.g., displaying a "disable" text), a disable indication (e.g., displaying an "x" symbol on an icon), brightness (e.g., a low-light display), etc. For example, referring to fig. 3 and 4, with the first control 302 in a disabled state, the icon of the first control 302 is displayed in grayscale. With the first control 302 in the available state, the icon of the first control 302 is highlighted in the user interface 301.
Optionally, the triggerable times of the target functions corresponding to the first control are not limited, after the corresponding skill chip is selected, the target functions corresponding to the skill chip can be infinitely used, but after the skill chip is used, time is required to cool, and during the cooling, the first control is in a disabled state.
In one example, the switching process of the state of the first control may be as follows: responsive to an operation for the first control, switching the first control from the available state to the disabled state; and when the time length of the first control in the disabled state is greater than or equal to the cooling time length, switching the first control from the disabled state to the available state. The cooling time length can be adaptively set and adjusted according to actual use conditions. Optionally, when the target function corresponding to the first control is triggered, whether the target function is played or not, the state of the first control is switched to the disabled state, so that the strategic performance and the balance performance of the game are ensured.
Alternatively, the user may reduce the cooling duration by completing tasks issued by the system. For example, when the user completes task A, the cooling time period is reduced to half of the original cooling time period, and when the user completes task B, the cooling time period is reduced to one fourth of the original cooling time period. The user may also reduce the cooling time period by killing the player. For example, when the number of killers satisfies 3, the cooling time period is reduced by 1 second, when the number of killers satisfies 10, the cooling time period is reduced by 5 seconds, etc. The user may also exchange for a reduced cooling duration by reducing the virtual resource value (e.g., virtual gold, etc.), embodiments of the present application are not limited herein.
In response to the operation for the first control, a playback interface is displayed if there is a second virtual object in a target state in the virtual environment, step 202.
Optionally, the first control in step 202 is in an available state. The second virtual object refers to a virtual object controlled by a user account participating in the game by other clients. The second virtual object and the first virtual object may be hostile or cooperative, which is not limited herein.
In one example, the target state may be a knockdown state, which refers to an intermediate state between a surviving state and a dead state. Illustratively, in a game with team mode, the death process of a virtual object may include three phases: an attacked phase, a knocked down phase, and a death phase. Under the condition that the virtual object is in the knockdown stage (i.e. the knockdown state), the remaining survivable time of the virtual object is gradually smaller, and under the condition that no teammate is involved and the remaining survivable time is reduced to zero, the virtual object actually dies (i.e. the life value is actually zero), and the virtual object in the knockdown state cannot normally act (i.e. cannot attack, recover the life value, run, etc.), which is the knockdown state.
For example, referring to fig. 5, in the user interface 501, the second virtual object 502 is in a knocked down state, and the second virtual object 502 is in a knocked down state and can only be moved by crawling. The upper left corner of the user interface 501 displays a status prompt 503, which status prompt 503 may be used to prompt the status of the virtual object, and an icon (medical icon) corresponding to the status prompt 503 indicates that the second virtual object 502 is in a knocked down state. Alternatively, in the case where the first virtual object 504 and the second virtual object 502 are in a cooperative relationship, the player may observe that the second virtual object 502 is in the knocked-down state from the perspective of the first virtual object 504, and may also determine that the second virtual object 502 is in the knocked-down state through the state prompt information 503. In the case where the first virtual object 504 and the second virtual object 502 are in hostile relationship, the player may observe that the second virtual object 502 is in a knocked down state from the perspective of the first virtual object 504.
The player may also obtain location information (e.g., azimuth information, distance information, etc.) of the second virtual object 502 relative to the first virtual object 504 through azimuth information displayed above the user interface 501, or may obtain the distance between the first virtual object 504 and the second virtual object 502 directly through distance information (e.g., above the second virtual object 502) displayed with the second virtual object 502. In response to a user operation of the first control 505 (in an available state), a playback interface is displayed.
The target state may be a death state, and the death state refers to a state in which the life value is reduced to zero. The target state may also be an attacked state, where the attacked state refers to a state that is attacked by another virtual object.
Alternatively, the playback interface refers to an interface that displays playback information. Illustratively, referring to fig. 6, playback information (such as a playback screen hereinafter) related to a second virtual object 602 (an attacked party) and information such as virtual equipment (such as a virtual firearm), location information, name information, virtual articles, and the like of the attacker 603 are displayed in the playback interface 601, and the display content of the playback interface is not limited in the embodiment of the present application.
In one example, in response to an operation for the first control, if there is a second virtual object in a target state in the virtual environment and a distance between the second virtual object and the first virtual object is less than a threshold, a playback interface is displayed. The threshold value can be adaptively set and adjusted according to actual use requirements.
For example, referring to fig. 7, the second virtual object 701 is in a knocked down state (or a dead state or an attacked state), the second virtual object 701 is taken as a center, the threshold R is a circular area 702 with a radius, and then is a detection area, the first virtual object is controlled to move into the circular area 702, and the playback interface is displayed in response to the operation for the first control, that is, in response to the operation for the first control in a case where the distance between the first virtual object and the second virtual object 701 is smaller than the threshold R. Alternatively, a regular or irregular area centered on the second virtual object 701 may also be set as a display condition of the playback interface, which is not limited herein.
In step 203, playback information is displayed in the playback interface, where the playback information is used to show a history of the second virtual object entering the target state.
In this embodiment of the present application, the history process may be a history process of the second virtual object entering the knocked-down state, or may be a history process of the second virtual object entering the dead state, or may be a history process of the second virtual object entering the attacked state. Alternatively, the entire content of the history process may be displayed, and only a part of the content of the history process may be displayed.
In one example, the playback information display process may be as follows: displaying a playback screen within a target period in a playback interface, the playback screen being a screen from which a second virtual object is viewed from a perspective of a third virtual object in the virtual environment; wherein the third virtual object is a virtual object that knocks down or kills or attacks the second virtual object, and the target period refers to a period of time from the first time to a time when the second virtual object enters the target state.
The first time is a time before the time when the second virtual object enters the target state, and the first time and the time when the second virtual object enters the target state are separated by a set value, and the set value can be adaptively set and adjusted by a developer, such as 4 seconds, 5 seconds, 6 seconds, and the like.
Illustratively, referring to fig. 8, a playback time duration prompt 802 is displayed in the playback interface 801, and is used to prompt the remaining presentation time duration of the playback information, where the playback time duration prompt 802 corresponds to the same time duration as the target time duration. Alternatively, a playback screen of the third virtual object that attacks the second virtual object by means of the mirror function of the virtual firearm is being presented in the playback interface 801, and the playback screen may be a screen from the first 5 seconds when the second virtual object is knocked down to when the second virtual object is knocked down, and is displayed at the perspective of the third virtual object.
In another example, the playback information display process may also be as follows: in a playback interface, based on the trajectory of a virtual prop attacking the second virtual object, starting with the second virtual object as a lens, ending with the third virtual object as a lens, and displaying a picture of the attack of the third virtual object on the second virtual object; wherein the third virtual object is a virtual object that knocks down or kills or attacks the second virtual object. Alternatively, the screen may refer to a screen at any time during the attack, such as the time corresponding to the last click, the time corresponding to the first click, and so on.
Alternatively, without a distance limitation, playback information of a second virtual object closest to the first virtual object may be presented in the playback interface, or playback information of a second virtual object (may be one or more) smaller than the set value in distance from the first virtual object may be presented in the playback interface. Alternatively, in a state where the first virtual object is in a team, only playback information of teammates of the first virtual object may be displayed.
In case of a distance limitation, playback information of all second virtual objects having a distance to the first virtual object smaller than a threshold value or only playback information of second virtual objects having a closest distance to the first virtual object may be presented in the playback interface. Alternatively, in a state where the first virtual object is in a team, only playback information of teammates of the first virtual object may be displayed.
In one example, the exit procedure of the playback interface may be as follows: in response to a skip operation for playback information during display of the playback information, the playback interface is canceled from being displayed. The skip operation may be directed to the playback interface, to a set region in the playback interface, or to a set control in the playback interface. Illustratively, referring to fig. 8, in response to a double click operation for the playback interface, the playback interface is canceled from being displayed.
Or, in the case that the display duration of the playback information is equal to the set duration, the playback interface is canceled from being displayed. Illustratively, referring to FIG. 8, in response to the progress of the playback duration cue 802 running out, the playback interface is canceled from being displayed.
Optionally, the first virtual object and the second virtual object belong to a first camp, the third virtual object belongs to a second camp, the first camp and the second camp are hostile, that is, the first virtual object and the second virtual object are teammate, and the third virtual object is hostile to the first virtual object and the second virtual object. Optionally, the first virtual object, the second virtual object and the third virtual object may be in hostile relation with each other, and the target state may include a death state and an attacked state.
In summary, according to the technical scheme provided by the embodiment of the application, by triggering the playback function corresponding to the first control, the history process of other virtual objects entering the target state (such as the knocked down state, the death state, the attacked state and the like) can be checked, so that the associated information (such as the position information and the weapon information) of the attacker can be determined, the function of acquiring the associated information of the attacker by one key is realized, the information acquisition difficulty is reduced, the information acquisition efficiency is improved, and the information acquisition convenience is improved.
In addition, based on the history process that other virtual objects enter the target state, the associated information of the attacker can be judged more intuitively, and the associated information of the attacker does not need to be judged indirectly based on sound, trajectory and the like, so that the accuracy of information judgment is improved, and the accuracy of information is further improved.
In one exemplary embodiment, the playback information acquisition process may be as follows:
1. and sending a playback information acquisition request to the server so as to forward the playback information acquisition request to the target client through the server.
The target client is a client corresponding to an attacker corresponding to the second virtual object, and the playback information obtaining request is used for requesting to obtain the playback information. The second virtual object may be any virtual object other than the first virtual object, where the first virtual object refers to a virtual object corresponding to a client (hereinafter referred to as a first client) that sends a playback information obtaining request.
Playback information, which may be a playback screen in which the second virtual object is knocked down, and attacked, is used to show a history of the second virtual object entering a target state, such as a history of the second virtual object being knocked down, and attacked. Optionally, the playback picture may be displayed at a view angle of the second virtual object, may be displayed at a view angle of an attacker corresponding to the second virtual object, or may be displayed at an OB (Observer) view angle, which is not limited herein.
Alternatively, the server may refer to the server 20 in the implementation environment of the solution shown in fig. 1, which may be used to provide background services for clients of applications (e.g., game applications) in the terminal 10.
Optionally, the playback information obtaining request further includes a timestamp that the second virtual object enters a target state, where the target state may be a knocked down state, a dead state, or an attacked state.
2. And receiving playback information from the target client, wherein the playback information from the target client is obtained from a circular queue corresponding to the target client by the target client.
In this embodiment of the present application, the circular queue refers to a queue obtained by storing data by a target client in a circular queue manner, where a client corresponding to each virtual object in a virtual environment image obtains a set of display data at intervals of a set time interval, and each set of display data includes a timestamp, location information and image information, and stores the display data in a circular queue manner.
The set time interval can be adaptively set and adjusted according to actual use requirements. The time stamp refers to a time stamp determined at a set time interval, the position information refers to position information of the virtual object under the time stamp, and the picture information refers to a picture observed at a view angle of the virtual object, such as an attack picture (e.g., fire, mirror, etc.), a moving picture, etc.
Optionally, the playback information obtaining request further includes identification information (such as account information and name information) of the second virtual object and identification information of an attacker corresponding to the second virtual object, and after receiving the playback information obtaining request, the server may identify the target client through the identification information of the attacker and send the playback information obtaining request to the target client. The target client determines the starting time and the ending time of the target period based on the time stamp of the second virtual object entering the target state and the set value (such as 4 seconds, 5 seconds, 6 seconds and the like), and then matches with the time stamp in the circular queue, so that the picture information corresponding to the target period is extracted from the circular queue, and further the picture information is combined to generate playback information, namely the display data in the circular queue can be used for generating the playback information. The location information in the circular queue may be used to determine a distance between the first virtual object and the second virtual object.
And finally, the target client sends the generated playback information to the first client for display by the first client.
In this way, the embodiment of the application reduces the pressure of data storage and processing at the server side by storing the display data at the client side.
In another exemplary embodiment, the playback information acquisition process may further be as follows:
1. and sending a playback information acquisition request to the server.
The present step is the same as the above step, and will not be described here again.
2. And receiving playback information from the server, wherein the playback information from the server is acquired from a circular queue corresponding to the target client stored in the server by the server.
In this embodiment of the present application, the circular queue refers to a queue obtained by storing data by a server in a circular queue manner, and a specific generation process of the circular queue may be as follows: the first client acquires a group of display data at intervals of a set time interval, and sends the display data to the server, and the server stores the display data in a circulating queue mode.
After receiving the playback information obtaining request, the server can identify the circulation queue corresponding to the target client through the identification information of the attacker, determine the starting time and the ending time of the target period based on the timestamp of the second virtual object entering the target state and the set value (such as 4 seconds, 5 seconds, 6 seconds and the like), and then match with the timestamp in the circulation queue, so that the picture information corresponding to the target period is extracted from the circulation queue corresponding to the target client, and then the generated playback information is combined and generated, and then the server sends the generated playback information to the first client for display of the first client.
In this way, the embodiment of the application stores the display data on the server side, and the target client is not required to be accessed in the process of acquiring the playback information, so that the process of acquiring the playback information is simplified, and the efficiency of acquiring the playback information is improved.
In one example, the storage of display data may be as follows:
the cyclic queue is initialized, and the values pointed by the front (i.e. the head of the queue) and the rear (i.e. the tail of the queue) of the cyclic queue are initialized to 0.
And then carrying out enqueuing processing on the acquired display data. If the storage position in the circular queue is not full, performing queue tail transfer value, and then determining the value pointed by the rear, wherein the calculation formula of the value pointed by the rear can be expressed as follows: the method comprises the steps of (rear+1)% maxsize, wherein rear represents a value pointed by rear, maxsize is an actual length of a circular queue, and the actual length can be set according to the target period and the duration of the target state, so that in the case that playback information needs to be acquired, enough playback information is generated by display data in the circular queue.
If the storage location in the circular queue is full (or not empty), the data in the queue head storage location may be removed first, and then the value pointed to by front may be determined, where the calculation formula of the value pointed to by front may be expressed as follows: front= (front+1)% maxsize, then tail the value to the queue and update the value pointed to by the return.
When rear=front, the storage position in the circular queue is full if the stored length of the circular queue is equal to maxsize, and the storage position in the circular queue is empty if the stored length of the circular queue is equal to 0. That is, if the stored length of the circular queue is not equal to maxsize, the storage location in the circular queue is not full, and if the stored length of the circular queue is not equal to 0, the storage location in the circular queue is not empty. Wherein the stored length of the circular queue is: (rear+maxsize-front)% maxsize.
Alternatively, it is also possible to determine that the storage location in the ring queue is full by determining front= (rear+1)% mazsize, i.e. if front +.! = (rear+1)% mazsize, then the storage location in the circular queue is not full.
Illustratively, referring to FIG. 9, both front and rear are initially pointed to the first storage location (corresponding to data [0] in FIG. 9). Sequentially enqueuing data: a. b, c, and d), then the rear update is directed to the 5 th storage location (i.e., the storage location after the storage location corresponding to data d). Dequeue data a, then forward update is pointed to the storage location corresponding to data b.
In summary, according to the technical scheme provided by the embodiment of the application, by triggering the playback function corresponding to the first control, the history process of other virtual objects entering the target state (such as the knocked down state, the death state, the attacked state and the like) can be checked, so that the associated information (such as the position information and the weapon information) of the attacker can be determined, the function of acquiring the associated information of the attacker by one key is realized, the information acquisition difficulty is reduced, the information acquisition efficiency is improved, and the information acquisition convenience is improved.
In addition, based on the history process that other virtual objects enter the target state, the associated information of the attacker can be judged more intuitively, and the associated information of the attacker does not need to be judged indirectly based on sound, trajectory and the like, so that the accuracy of information judgment is improved, and the accuracy of information is further improved.
In addition, the method and the device for storing the display data of the information in the circular queue have the advantages that part of needed display data is stored in the circular queue, and all display data are not needed to be stored, so that the data storage amount and the processing amount are reduced, and the information acquisition efficiency is improved.
Referring to fig. 10, a flowchart of an interface display method according to another embodiment of the present application is shown, where the main execution body of each step of the method may be the terminal 10 in the implementation environment of the solution shown in fig. 1, and the method may include the following:
1. and displaying a user interface of game play, wherein a virtual environment picture and a first control are displayed in the user interface.
Optionally, the game play may be a game play opened by a user through a shooting game application, and the virtual object controlled by the user is a first virtual object. The first control has an information playback display function. For example, a history of playing back the second virtual object into the target state described above. In the embodiment of the application, the second virtual object and the first virtual object are in a cooperative relationship (i.e., teammates).
2. And if the condition that the second virtual object is knocked down is detected, updating and displaying prompt information corresponding to the second virtual object in the user interface. Otherwise, continuing to detect whether the second virtual object is knocked down.
Alternatively, the prompt may include a status prompt for prompting the user of the status of the second virtual object and a location prompt for prompting the user of the location of the second virtual object (or the distance from the first virtual object). For example, in the case where the second virtual object is knocked down, the status hint information is updated to a knocked down status for indicating that the second virtual object is knocked down.
3. And detecting whether the distance between the first virtual object and the second virtual object is smaller than a threshold value, and if the distance between the first virtual object and the second virtual object is smaller than the threshold value, entering a step 4. Otherwise, continuing to detect whether the distance between the first virtual object and the second virtual object is less than a threshold.
4. And if the user performs trigger operation on the first control, displaying a playback interface and displaying playback information in the playback interface under the condition that the distance between the first virtual object and the second virtual object is smaller than a threshold value and the first control is in an available state (such as highlighting). Otherwise, continuing to detect whether the first control is triggered and whether the first control is in an available state.
5. And if the display duration of the playback information is equal to the set duration, canceling the display of the playback interface and displaying the user interface. Otherwise, continuing to display the playback interface.
Optionally, in the displaying process of the playback information, if the user performs double-click operation on the playback interface, the playback interface is canceled to be displayed, and the user interface is displayed. Otherwise, continuing to display the playback interface.
In summary, according to the technical scheme provided by the embodiment of the application, by triggering the playback function corresponding to the first control, the history process of other virtual objects entering the target state (such as the knocked down state, the death state, the attacked state and the like) can be checked, so that the associated information (such as the position information and the weapon information) of the attacker can be determined, the function of acquiring the associated information of the attacker by one key is realized, the information acquisition difficulty is reduced, the information acquisition efficiency is improved, and the information acquisition convenience is improved.
In addition, based on the history process that other virtual objects enter the target state, the associated information of the attacker can be judged more intuitively, and the associated information of the attacker does not need to be judged indirectly based on sound, trajectory and the like, so that the accuracy of information judgment is improved, and the accuracy of information is further improved.
The following are device embodiments of the present application, which may be used to perform method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
Referring to fig. 11, a block diagram of an interface display device according to an embodiment of the present application is shown. The device has the function of realizing the method example, and the function can be realized by hardware or can be realized by executing corresponding software by hardware. The device may be the terminal described above or may be provided in the terminal. As shown in fig. 11, the apparatus 1100 includes: a user interface display module 1101, a playback interface display module 1102, and a playback information display module 1103.
The user interface display module 1101 is configured to display a user interface, where a virtual environment screen and a first control are displayed, and the virtual environment screen is a screen for observing a virtual environment from a perspective of a first virtual object.
And the playback interface display module 1102 is configured to display a playback interface if a second virtual object in a target state exists in the virtual environment in response to an operation for the first control.
A playback information display module 1103, configured to display playback information in the playback interface, where the playback information is used to show a history of the second virtual object entering the target state.
In one exemplary embodiment, the target state is a knocked down state, which refers to an intermediate state between a surviving state and a dead state;
or the target state is the death state, and the death state refers to a state that a life value is reduced to zero;
or the target state is an attacked state, and the attacked state refers to a state attacked by other virtual objects.
In an exemplary embodiment, the playback information display module 1103 is configured to display, in the playback interface, a playback screen within a target period, where the playback screen is a screen in which the second virtual object is viewed from a perspective of a third virtual object in the virtual environment; wherein the third virtual object is a virtual object that knocks down or kills or attacks the second virtual object, and the target period refers to a period of time from a first time to a time when the second virtual object enters the target state.
In an exemplary embodiment, the playback information display module 1103 is further configured to, in the playback interface, based on a trajectory of a virtual prop that attacks the second virtual object, start with the second virtual object as a shot, end with a third virtual object as a shot, and display a picture that the third virtual object attacks the second virtual object; wherein the third virtual object is a virtual object that knocks down or kills or attacks the second virtual object.
In one exemplary embodiment, the first virtual object and the second virtual object belong to a first camp, the third virtual object belongs to a second camp, and the first camp and the second camp are hostile.
In an exemplary embodiment, the playback interface display module 1102 is configured to display, in response to an operation on the first control, the playback interface if there is a second virtual object in the target state in the virtual environment, and a distance between the second virtual object and the first virtual object is less than a threshold.
In an exemplary embodiment, as shown in fig. 12, the apparatus 1100 further includes: the control state switching module 1104.
A control state switching module 1104 for switching the first control from the available state to the disabled state in response to an operation on the first control.
The control state switching module 1104 is further configured to switch the first control from the disabled state to the available state if a duration of the first control in the disabled state is greater than or equal to a cooling duration.
In an exemplary embodiment, the playback interface display module 1102 is further configured to:
In the display process of the playback information, canceling the display of the playback interface in response to a skip operation for the playback information;
or, in the case that the display duration of the playback information is equal to the set duration, canceling the display of the playback interface.
In an exemplary embodiment, as shown in fig. 12, the apparatus 1100 further includes: a display data storage module 1105, the display data storage module 1105 being configured to:
acquiring a group of display data at intervals of a set time interval, wherein each group of display data comprises a time stamp, position information and picture information; storing the display data in a circular queue mode;
or, obtaining a group of display data at intervals of the set time interval; the display data are sent to a server, and the server stores the display data in a circulating queue mode; wherein the display data in the circular queue is used to generate the playback information.
In an exemplary embodiment, as shown in fig. 12, the apparatus 1100 further includes: a playback information acquisition module 1106, the playback information acquisition module 1106 being configured to:
sending a playback information acquisition request to a server, so as to forward the playback information acquisition request to a target client through the server; the target client is a client corresponding to an attacker corresponding to the second virtual object, and the playback information obtaining request is used for requesting to obtain the playback information; receiving playback information from the target client, wherein the playback information from the target client is obtained from a circulation queue corresponding to the target client by the target client;
Or sending the playback information acquisition request to the server; and receiving playback information from the server, wherein the playback information from the server is acquired from a circular queue corresponding to the target client stored in the server by the server.
In an exemplary embodiment, as shown in fig. 12, the apparatus 1100 further includes: virtual item selection module 1107.
A virtual item selection module 1107, configured to display an item selection interface during a game preparation stage, where the item selection interface includes at least one virtual item, and different virtual items are used to implement different functions; acquiring a selection operation for a target virtual object, wherein the target virtual object is used for realizing a target function, and the target function comprises triggering and displaying the playback information; and displaying the first control for realizing the target function in the office proceeding stage.
In summary, according to the technical scheme provided by the embodiment of the application, by triggering the playback function corresponding to the first control, the history process of other virtual objects entering the target state (such as the knocked down state, the death state, the attacked state and the like) can be checked, so that the associated information (such as the position information and the weapon information) of the attacker can be determined, the function of acquiring the associated information of the attacker by one key is realized, the information acquisition difficulty is reduced, the information acquisition efficiency is improved, and the information acquisition convenience is improved.
In addition, based on the history process that other virtual objects enter the target state, the associated information of the attacker can be judged more intuitively, and the associated information of the attacker does not need to be judged indirectly based on sound, trajectory and the like, so that the accuracy of information judgment is improved, and the accuracy of information is further improved.
It should be noted that, in the apparatus provided in the foregoing embodiment, when implementing the functions thereof, only the division of the foregoing functional modules is used as an example, in practical application, the foregoing functional allocation may be implemented by different functional modules, that is, the internal structure of the device is divided into different functional modules, so as to implement all or part of the functions described above. In addition, the apparatus and the method embodiments provided in the foregoing embodiments belong to the same concept, and specific implementation processes of the apparatus and the method embodiments are detailed in the method embodiments and are not repeated herein.
Referring to fig. 13, a block diagram of a terminal 1300 according to an embodiment of the present application is shown. The terminal is used for implementing the interface display method provided in the above embodiment. The terminal may be the terminal 10 in the implementation environment shown in fig. 1. Specifically, the present invention relates to a method for manufacturing a semiconductor device.
In general, the terminal 1300 includes: a processor 1301, and a memory 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. Processor 1301 may be implemented in hardware in at least one of DSP (Digital Signal Processing ), FPGA (Field Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). Processor 1301 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, processor 1301 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and rendering of content required to be displayed by the display screen. In some embodiments, the processor 1301 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1302 may include one or more computer-readable storage media, which may be non-transitory. Memory 1302 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1302 is used to store at least one instruction, at least one program, set of codes, or set of instructions configured to be executed by one or more processors to implement the interface display method described above.
In some embodiments, the terminal 1300 may further optionally include: a peripheral interface 1303 and at least one peripheral. The processor 1301, the memory 1302, and the peripheral interface 1303 may be connected by a bus or signal lines. The respective peripheral devices may be connected to the peripheral device interface 1303 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, a display screen 1305, a camera assembly 1306, audio circuitry 1307, a positioning assembly 1308, and a power supply 1309.
Those skilled in the art will appreciate that the structure shown in fig. 13 is not limiting of terminal 1300 and may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
In one exemplary embodiment, a computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions that when executed by a processor, implement an upper interface display method is also provided.
Alternatively, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives, solid State disk), optical disk, or the like. The random access memory may include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory ), among others.
In one exemplary embodiment, a computer program product or computer program is also provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the interface display method.
It should be understood that references herein to "a plurality" are to two or more. "and/or", describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. In addition, the step numbers described herein are merely exemplary of one possible execution sequence among steps, and in some other embodiments, the steps may be executed out of the order of numbers, such as two differently numbered steps being executed simultaneously, or two differently numbered steps being executed in an order opposite to that shown, which is not limited by the embodiments of the present application.
The foregoing description of the exemplary embodiments of the present application is not intended to limit the invention to the particular embodiments disclosed, but on the contrary, the intention is to cover all modifications, equivalents, alternatives, and alternatives falling within the spirit and scope of the invention.

Claims (8)

1. An interface display method, characterized in that the method comprises:
displaying a user interface, wherein a virtual environment picture and a first control are displayed in the user interface, and the virtual environment picture is a picture for observing the virtual environment from the view angle of a first virtual object;
switching the first control from an available state to a disabled state in response to an operation for the first control, and displaying a playback interface if a second virtual object in a target state exists in the virtual environment and the distance between the second virtual object and the first virtual object is less than a threshold value; the target state is a knocked down state or an attacked state, the knocked down state is an intermediate state between a survival state and a death state, and the attacked state is a state attacked by other virtual objects;
sending a playback information acquisition request to a server to forward the playback information acquisition request to a target client through the server, wherein the target client is a client corresponding to an attacker corresponding to the second virtual object, the playback information acquisition request is used for requesting to acquire playback information, the playback information comprises a playback picture in a target period, the playback picture is a picture of observing the second virtual object from the view angle of a third virtual object in the virtual environment, the third virtual object is a virtual object knocked down or attacked by the second virtual object, the target period is a period from a first moment to a moment when the second virtual object enters the target state, the first virtual object and the second virtual object belong to a first camp, the third virtual object belongs to a second camp, and the first camp and the second camp are in a hostile relationship;
Receiving playback information from the target client, wherein the playback information from the target client is obtained by the target client from a circulation queue corresponding to the target client according to the target period, the circulation queue is a queue obtained by storing display data of the target client in a circulation queue mode, the target client obtains a group of display data at intervals of a set time interval, and each group of display data comprises a time stamp, position information and picture information observed from the view angle of the third virtual object;
the playback information is displayed in the playback interface and used for displaying a history process of the second virtual object entering the target state, the history process is used for judging the position information and weapon information of the third virtual object, and further rescue is carried out on the second virtual object in a targeted mode, wherein rescue is carried out on teammates at positions which cannot be attacked by an attacker, or is carried out on the teammates after the attacker is firstly hit and then the teammates are carried out.
2. The method of claim 1, wherein displaying playback information in the playback interface comprises:
And in the playback interface, based on the trajectory of the virtual prop attacking the second virtual object, starting with the second virtual object as a lens, and displaying a picture of the attack of the third virtual object on the second virtual object by using the third virtual object as a lens end.
3. The method according to claim 1, wherein the method further comprises:
and switching the first control from the forbidden state to the available state under the condition that the duration of the first control in the forbidden state is greater than or equal to the cooling duration.
4. The method according to claim 1, wherein the method further comprises:
in the display process of the playback information, canceling the display of the playback interface in response to a skip operation for the playback information;
or alternatively, the process may be performed,
and canceling to display the playback interface under the condition that the display duration of the playback information is equal to the set duration.
5. The method according to claim 1, wherein the method further comprises:
in the preparation stage of the game, displaying an article selection interface, wherein the article selection interface comprises at least one virtual article, and different virtual articles are used for realizing different functions;
Acquiring a selection operation for a target virtual object, wherein the target virtual object is used for realizing a target function, and the target function comprises triggering and displaying the playback information;
and displaying the first control for realizing the target function in the office proceeding stage.
6. An interface display device, the device comprising:
the user interface display module is used for displaying a user interface, wherein a virtual environment picture and a first control are displayed in the user interface, and the virtual environment picture is a picture for observing the virtual environment from the view angle of a first virtual object;
a playback interface display module, configured to switch the first control from an available state to a disabled state in response to an operation on the first control, and if a second virtual object in a target state exists in the virtual environment and a distance between the second virtual object and the first virtual object is less than a threshold value, display a playback interface; the target state is a knocked down state or an attacked state, the knocked down state is an intermediate state between a survival state and a death state, and the attacked state is a state attacked by other virtual objects; sending a playback information acquisition request to a server to forward the playback information acquisition request to a target client through the server, wherein the target client is a client corresponding to an attacker corresponding to the second virtual object, the playback information acquisition request is used for requesting to acquire playback information, the playback information comprises a playback picture in a target period, the playback picture is a picture of observing the second virtual object from the view angle of a third virtual object in the virtual environment, the third virtual object is a virtual object knocked down or attacked by the second virtual object, the target period is a period from a first moment to a moment when the second virtual object enters the target state, the first virtual object and the second virtual object belong to a first camp, the third virtual object belongs to a second camp, and the first camp and the second camp are in a hostile relationship; receiving playback information from the target client, wherein the playback information from the target client is obtained by the target client from a circulation queue corresponding to the target client according to the target period, the circulation queue is a queue obtained by storing display data of the target client in a circulation queue mode, the target client obtains a group of display data at intervals of a set time interval, and each group of display data comprises a time stamp, position information and picture information observed from the view angle of the third virtual object;
The playback information display module is used for displaying the playback information in the playback interface, the playback information is used for displaying a history process of the second virtual object entering the target state, the history process is used for judging the position information and weapon information of the third virtual object, and further the second virtual object is pertinently rescued, and the rescue is to rescue teammates at positions which cannot be attacked by an attacker, or to rescue teammates after the attacker is struck first.
7. A terminal comprising a processor and a memory, wherein the memory stores at least one program, and wherein the at least one program is loaded and executed by the processor to implement the interface display method according to any one of claims 1 to 5.
8. A computer readable storage medium, characterized in that at least one program is stored in the computer readable storage medium, the at least one program being loaded and executed by a processor to implement the interface display method according to any one of the preceding claims 1 to 5.
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