CN117442966A - Information display method and device in game and electronic equipment - Google Patents

Information display method and device in game and electronic equipment Download PDF

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Publication number
CN117442966A
CN117442966A CN202310976748.4A CN202310976748A CN117442966A CN 117442966 A CN117442966 A CN 117442966A CN 202310976748 A CN202310976748 A CN 202310976748A CN 117442966 A CN117442966 A CN 117442966A
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CN
China
Prior art keywords
virtual object
user interface
graphical user
control
controlled
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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CN202310976748.4A
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Chinese (zh)
Inventor
周志旺
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310976748.4A priority Critical patent/CN117442966A/en
Publication of CN117442966A publication Critical patent/CN117442966A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/807Role playing or strategy games

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

Abstract

The invention provides an information display method, a device and electronic equipment in a game, wherein, firstly, in response to successful formation of a controlled virtual object, an object control of a first virtual object belonging to the same game formation as the controlled virtual object is displayed on a graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object; and then responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation. In the mode, the object controls for indicating the teammate information are intensively displayed in the graphical user interface, and the player can pay attention to a plurality of information points at the same time, so that the player can react to the object controls quickly, and the coordination degree and the game winning rate among the players can be improved.

Description

Information display method and device in game and electronic equipment
Technical Field
The present invention relates to the field of interactive game design, and in particular, to a method and apparatus for displaying information in a game, and an electronic device.
Background
Under team organization in athletic games, a high level of coordination between players and teammates helps to increase game winning rates. In the related art, a player can make a corresponding reaction or perform a corresponding game strategic deployment based on the teammate related information displayed in the game interface, wherein the teammate related information comprises information points such as teammate positions, teammate states, teammate speaking information and the like, but the information points of the teammate related information are displayed in the game interface too dispersedly, and in an emergency, the player is difficult to pay attention to a plurality of different information points at the same time, so that the player cannot quickly and accurately respond to the teammate related information, the players are difficult to highly cooperate, and the game success rate and the game experience sense of the player are influenced.
Disclosure of Invention
The invention aims to provide an information display method, an information display device and electronic equipment in a game, which are used for intensively displaying object controls of teammate virtual objects in a central area in a graphical user interface, so that a player can quickly respond to the object controls, the coordination degree among the players is improved, and the game experience is improved.
In a first aspect, the present invention provides a method for displaying information in a game, where a graphical user interface is provided by a terminal device, where a scene image of a part of a game scene is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; the method comprises the following steps: in response to successful formation of the controlled virtual object, displaying an object control of a first virtual object belonging to the same game formation as the controlled virtual object on the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object; and responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation.
In a second aspect, the present invention provides an information display apparatus in a game, providing a graphical user interface through a terminal device, wherein a scene picture of a part of a game scene is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; the device comprises: the information display module is used for responding to successful formation of the controlled virtual objects and displaying object controls of a first virtual object belonging to the same game formation with the controlled virtual objects on the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object; and the interaction control module is used for responding to the interaction operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interaction operation, and controlling the object control to change based on the interaction operation.
In a third aspect, the present invention provides an electronic device including a processor and a memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the information display method in a game as described above.
In a fourth aspect, the present invention provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement a method of displaying information in a game as described above.
The embodiment of the invention has the following beneficial effects:
the invention provides an information display method, a device and electronic equipment in a game, wherein, firstly, in response to successful formation of a controlled virtual object controlled by a terminal device, an object control of a first virtual object belonging to the same game formation with the controlled virtual object is displayed on a graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object; and then responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation. In the mode, the object controls indicating the teammate information are intensively displayed in the graphical user interface, and the player can pay attention to a plurality of information points at the same time, so that the player can react to the object controls quickly, and the coordination degree and the game success rate among the players can be improved.
Additional features and advantages of the invention will be set forth in the description which follows, or in part will be obvious from the description, or may be learned by practice of the invention.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, and it is obvious that the drawings in the description below are some embodiments of the present invention, and other drawings can be obtained according to the drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of a method for displaying information in a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of displaying an object control in an ultra-close mode according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of displaying an object control in a close range mode according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a remote mode object control display according to an embodiment of the present invention;
fig. 5 is a schematic diagram of lateral arrangement display of object controls in a close-range mode according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of a hybrid display of three display modes according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of a display after triggering an object control according to an embodiment of the present invention;
fig. 8 is a schematic diagram of information display after triggering an object control according to an embodiment of the present invention;
FIG. 9 is a schematic diagram showing a prompt identifier according to an embodiment of the present invention;
fig. 10 is a schematic illustration of a speech display according to an embodiment of the present invention;
fig. 11 is a schematic structural diagram of an information display device in a game according to an embodiment of the present invention;
fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Reference numerals:
1-a first virtual object having a distance to the controlled virtual object less than a first preset distance threshold; 2-object control of the first virtual object.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention. The components of the embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the invention, as presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Under team organization in athletic games, a high level of coordination between players and teammates helps to increase game winning rates. In the related technology, players can make corresponding reactions or perform corresponding game strategic deployment based on the teammate related information displayed in the game interface, wherein the teammate related information comprises information points such as teammate positions, teammate states, teammate speaking information and the like, but the information points of the teammate related information are respectively placed in different areas in the game interface, and the display is too scattered, so that the difficulty of information reading is higher; in emergency, it is difficult for players to pay attention to a plurality of different information points at the same time, so that teammate related information cannot be quickly and accurately reacted, and high coordination among players is difficult, and game success rate and game experience sense of players are affected.
In addition, when the information displayed in the graphical user interface is excessive or the information is more detoxified under the condition of multiple languages, the information reading burden of the player is increased, the player is difficult to quickly acquire important information, and the game experience of the player is poor. Meanwhile, the related art teammate indicator and interface information have the problem of stacked display, when teammates seek assistance, players are difficult to guide at the first time, and the danger that teammates seek scenes too much depending on a map is often easy to ignore. Moreover, the speaking information of the teammates in the related art only has the basic prompting or expressing function, so that players need to look at the head portrait or teammate name to know who is sent, and can know the direction of the players by comparing with the map or the position indication, and a certain time is needed for making the reactions. In the related art, help can be sought by observing a player status bar or teammates in a fixed phrase mode, when teammates need help, the teammates need to obtain information, view positions, think of strategies and provide help, many events in the games of the athletic type can often occur in short time and frequently, teammates cannot be supported quickly in the mode, and especially for players or novice players with halation 3D effects, the targets are difficult to clearly observe, so that the help is difficult to be given timely.
Based on the above problems, the embodiment of the invention provides a method, a device and an electronic device for displaying information in a game, which can be applied to competitive games, especially in a scene of game fight by team.
The method for displaying information in a game in one embodiment of the present disclosure may be executed on a local terminal device or a server. When the information display method in the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, 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 presentation main body are separated, the storage and running of the information display method in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing a game, 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, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. 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 by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides an information display method in a game, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system. A scene picture of a part of game scenes is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; as shown in fig. 1, the method comprises the following specific steps:
Step S102, in response to successful formation of the controlled virtual objects, displaying object controls of a first virtual object belonging to the same game formation as the controlled virtual object on a graphical user interface; the object control is used to indicate an object position and an object state of the first virtual object.
In a specific implementation, the virtual object to be controlled may be a game character in a game, which is controlled by a player through a terminal device. In team games, the controlled virtual objects and the first virtual objects controlled by other players can form a game team, the number of objects and the object level which can be contained in the game team can be determined according to game rules, and when the game starts, the virtual objects possibly belonging to the same game team are scattered around a game scene, but once the team is successful, object controls are displayed in a graphical user interface provided by a terminal device controlling each virtual object in the game team. Specifically, the object control may be displayed at a corresponding position in the target area in the graphical user interface based on the relative positional relationship and the relative distance between the controlled virtual object and the first virtual object, so that the player can determine the current position of the teammate according to the position of the object control. The target area may be the entire graphical user interface or may be a fixed area in the graphical user interface.
The object controls generally include, but are not limited to, an object orientation and an object state of the first virtual object; the object azimuth comprises a direction indication mark and a distance indication mark; wherein the direction indication identifier is used for indicating the direction of the first virtual object relative to the controlled virtual object in the game scene; the distance indication identifier is used for indicating the distance between the first virtual object and the controlled virtual object. The object state is used to indicate the life value of the first virtual object, whether to zoom in or out, or in other special states, including poisoning, forbidden to speak, asleep, etc.
And step S104, responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation.
The interactive operation may be determined according to a specific operation of the player, for example, the interactive operation may be a click operation for a certain object control displayed in the graphical user interface, or an operation in which the player performs movement control or support of the controlled virtual object based on an object state of a certain first virtual object. Meanwhile, different interactive operations correspond to different interactive effects, and the interactive effect corresponding to each interactive operation can be determined according to research and development requirements. The interactive effect includes, but is not limited to, controlling the controlled virtual object to perform a corresponding action based on the interactive operation, controlling the object control displayed by the graphical user interface to change based on the interactive operation, and the like. For example, the player clicks the object control of the target first virtual object, the direction of the controlled virtual object faces the position of the target first virtual object, and the direction indicated by the direction indication mark in the object control displayed by the graphical user interface changes according to the change of the direction of the controlled virtual object.
In the information display method in the game provided by the embodiment of the invention, the object controls are intensively displayed in the central area of the graphical user interface, and the player can pay attention to a plurality of information points of teammates at the same time, so that the player can react to the object controls conveniently and quickly, and the coordination degree and the game success rate among the players can be improved.
The following preferred embodiments describe how object controls are displayed within a graphical user interface.
Specifically, the object control of the first virtual object is displayed in a target area of the graphical user interface, the target area comprising: interface regions within a specified range centered about the center of the graphical user interface. Specifically, the specified range may be determined according to the development requirement, for example, the target area may be a circular interface area with the center of the graphical user interface as a center and the preset length as a radius, or may be a square interface area with the center of the graphical user interface as a center and the preset length as a side length. The preset length may be determined according to development requirements, for example, the preset length may be 3cm or 2.5cm, etc.
The integrated information reading experience in the target area is easier for the player to concentrate information attention on the first virtual object, so that the contact among teammates is enhanced, and the cooperative awareness is enhanced. The object controls displayed within the target area of the graphical user interface generally include: an object control of each first virtual object other than the controlled virtual object belonging to the same game group as the controlled virtual object; moreover, the display position of the object control of each first virtual object in the target area is generally determined according to the position of the first virtual object in the game scene relative to the controlled virtual object, for example, the first virtual object is located on the right side of the controlled virtual object, and then the object control of the first virtual object is displayed in a position on the right side in the target area.
When the method is specifically implemented, teammates are scattered around a game scene when the game is started, and the object control is displayed around the center of the graphical user interface (which is equivalent to displaying the object control in a target area); as the game is continuously carried out, various conditions, information sending and other contents of the first controlled virtual object can appear, and the first controlled virtual object can be presented on the corresponding object control in an interactive mode and changed in real time; the player takes the thinking and actions of the relevant strategy by observing the presentation of the object control. When the player changes the scene direction, the direction indicated by the teammate direction indication mark also changes.
In particular implementations, a distance value between a first virtual object and a controlled virtual object needs to be determined before an object control is displayed within a graphical user interface; determining a display mode of the object control of the first virtual object in the graphical user interface according to the distance value, so as to display the object control of the first virtual object in the graphical user interface according to the display mode; the display mode is used for indicating the display style and the display position of the object control of the first virtual object in the graphical user interface.
In a specific implementation, the display mode of the object control of the first virtual object in the graphical user interface is determined by the distance range where the distance value between the first virtual object and the controlled virtual object is located, and generally, different distance ranges correspond to different display modes. Meanwhile, the display style and the display position of each display mode in the graphical user interface are different, and the display style and the display position of each display mode in the graphical user interface can be determined according to research and development requirements.
In one embodiment, the display mode includes: ultra-close range mode, and far range mode. If the distance value between the first virtual object and the controlled virtual object is smaller than a first preset distance threshold value, determining that the display mode of the object control of the first virtual object is an ultra-short distance mode; in the super close range mode, the first virtual object is displayed in the graphical user interface and the object control of the first virtual object is displayed at a specified location in the graphical user interface.
In a specific implementation, the specific value corresponding to the first preset distance threshold may be determined according to a development requirement. For example, the first preset threshold is typically a first distance value between each boundary of the graphical user interface and the controlled virtual object, while different boundaries may correspond to different first distance values, such that the distance value between the first virtual object and the controlled virtual object is less than the first preset distance threshold when the first virtual object is displayed in the graphical user interface. In the ultra-close mode, the object mode of the first virtual object is displayed in the graphical user interface, and the object control of the first virtual object is displayed at a designated position in the graphical user interface, where the specific position of the designated position may be determined according to development requirements, for example, the designated position may be a certain area above the graphical user interface or a certain fixed position in the graphical user interface. Fig. 2 is a schematic diagram of displaying an object control in a super-close mode according to an embodiment of the present invention. The virtual object in the rectangular frame with the reference number 1 in fig. 2 is a first virtual object whose distance from the controlled virtual object is smaller than a first preset distance threshold, and the object control of the first virtual object is displayed above the graphical user interface, that is, the object control of the first virtual object is displayed in the rectangular frame corresponding to the reference number 2.
If the distance value is not smaller than the first preset distance threshold value and is not larger than the second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a close range mode; in close range mode, the object control of the first virtual object is displayed at a first distance from the center of the graphical user interface. Wherein the first preset distance threshold is less than the second preset distance threshold. In a specific implementation, the specific value corresponding to the second preset distance threshold may be determined according to the development requirement. For example, the second preset threshold may be 500 meters or 600 meters, etc., and the second preset distance threshold may be determined according to the game map size. In close range mode, the object control of the first virtual object is displayed at a first distance from the center of the graphical user interface, a specific value of the first distance being determinable from the development requirements and the interface size of the graphical user interface. Fig. 3 is a schematic diagram of displaying object controls in a close range mode according to an embodiment of the present invention, a controlled virtual object is displayed in a middle position in a graphical user interface in fig. 3, three object controls with object avatars are displayed around the controlled virtual object, that is, object controls with first virtual objects in three close range modes are displayed, each object control includes not only an object avatars but also an object azimuth and an object state, the object azimuth includes a direction indication identifier and a distance indication identifier, a triangle identifier displayed at the object control in fig. 3 is an azimuth specification identifier, and a distance value displayed at the object control in fig. 3 is a distance indication identifier; the object state includes a first virtual object life value, and a ring identifier including two parts of black and white in the object control in fig. 3 is used for representing a life progress bar. The close range mode is a normal mode, and is a display mode with the largest display frequency.
If the distance value is larger than a second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a long-distance mode; in the remote mode, the object control of the first virtual object is displayed at a position at a second distance from the center of the graphical user interface, and the display size of the object control of the first virtual object is smaller than the display size of the object control in the close mode; the second distance threshold is smaller than a third preset distance threshold; the first distance is less than the second distance.
The specific value of the second distance can be determined according to the development requirement and the interface size of the graphical user interface. Fig. 4 is a schematic diagram of displaying an object control in a remote mode according to an embodiment of the present invention, where two object controls with object numbers (that is, two object controls with object numbers 2 and 4 on the left side of a controlled virtual object in fig. 4) are displayed in a graphical user interface in fig. 4, that is, an object control with a first virtual object in two remote modes is displayed, and each object control includes not only an object number but also a direction indication identifier and a distance indication identifier. To facilitate a player in determining how far or near the distance between the first virtual object and the controlled virtual object, the object control of the first virtual object in the far mode is displayed in a smaller size than the object control in the near mode.
In an optional embodiment, an object identifier is displayed in the object control; in the ultra-short distance mode and the long distance mode, an object identifier in the object control is an object number; in close range mode, the object identification in the object control includes an object avatar and an object number. The object number is the number of the first virtual object in the game team to which the first virtual object belongs, the object numbers corresponding to different virtual objects in one game team are different, namely the object numbers have uniqueness in the game team, and a player can know which virtual object corresponds to the first virtual object through the object numbers.
In an alternative embodiment, the object orientation includes a direction indication identifier and a distance indication identifier; wherein the direction indication identifier is used for indicating the direction of the first virtual object relative to the controlled virtual object in the game scene; the distance indication identifier is used for indicating the distance between the first virtual object and the controlled virtual object; in the super close range mode, since the first virtual object is displayed in the graphical user interface, in order to save interface display space, the display object orientation may be canceled in the object control.
In an alternative embodiment, in the close-range mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a first distance from the center of the graphical user interface; in the remote mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a second distance from the center of the graphical user interface. The application is not considered for ultra-close range.
Fig. 5 is a schematic diagram of lateral arrangement display of object controls in a close range mode provided by the embodiment of the present invention, where two object controls laterally arranged on the left side in fig. 5, that is, object controls of two first virtual objects in the same azimuth range, specifically, the direction range may be a specific direction or a specific direction range, and may be specifically determined according to research and development requirements. When the two first virtual objects are in the same display mode, the two first virtual objects are transversely and automatically arranged in the same azimuth range, and the problems of unclear information, shielding and the like generated by information stacking can be avoided.
For ease of understanding, as shown in fig. 6, a schematic diagram of a hybrid display of three display modes is provided, where the virtual object corresponding to the teammate in fig. 6 is a first virtual object displayed in the ultra-close mode, and the object of the first virtual object is displayed directly above the graphical user interface; the object control with the object head image displayed in fig. 6 is the object control of the first virtual object displayed in the close-range mode; the object control with the object number 4 displayed in the size smaller than the object control in the close range mode is shown in fig. 6, and is the object control of the first virtual object displayed in the far range mode.
The method comprises the following steps of switching three display modes with distance as a core: when the distance value between the first virtual object and the controlled virtual object is larger than a second preset distance threshold value, a long-distance mode is adopted for display, when the distance value is smaller than the second preset distance threshold value but the first virtual object is not in the screen range, a short-distance mode is adopted, when the first virtual object is displayed in the screen, a super-short-distance mode is adopted, and the display modes can be overlapped and presented according to independent individuals or can be singly presented. These display modes can be presented in superposition, resulting in smooth interaction of the information areas. Whether the teammate (equivalent to the first virtual object) is at the controlled virtual object or not is intuitively judged through the distance (form change) of the distance, so that the enemy (the teammate must appear at the position indicated by the teammate and change the position and form of the information bar) is easily and quickly distinguished, and particularly, the emergency avoidance can be realized in an indoor or terrain complex area; meanwhile, when teammates send out help, the rescue time and the scheme can be judged through the distance quickly, and when teammates are far away, players can be prompted visually through the movement of the mode superposition presentation, and the game experience is improved.
Meanwhile, the object control is presented in the target area in the mode, and the direction indication is carried out around the position of the controlled virtual object at the moment; the visual range is established by taking the controlled virtual object as the center, the visual range extends to the periphery, and the side information display content is in a fixed UI layout, so that the change is less; the information points which are frequently changed and integrated are arranged in the center to improve the attention and perfect the mechanism of team interaction. The method focuses vision in the center, and when an emergency such as a fight happens, the change of the object control can be focused, so that the possibility of mutual assistance is increased, and the team concept is enhanced.
The team friend state area, short term prompts and the like are combined with each other and placed in the target area in a position indication mode, and team information integrated communication experience is formed through interaction with the controlled virtual object; any things happening to teammates (equivalent to the first virtual object) can be visually presented through the central visual angles which are integrated with each other, and three modes are designed according to the distance between the teammates and the virtual object for real-time controlling the distance between the teammates and distinguishing the relationship between the enemy and the like, so that when the teammates need to support, the policy can be quickly adjusted and the team can arrive immediately; this new approach allows players to more clearly and quickly view teammate situations, thereby enhancing the interactive nature of the collaboration and highlighting key information by simplifying the native UI layer, making the experience deeper into the battle itself.
The following preferred embodiments describe the manner in which the interaction is performed with respect to the object control.
Specifically, the above object orientations include: a direction indication mark; the specific process of controlling the controlled virtual object to execute corresponding actions based on the interaction operation and controlling the object control to change based on the interaction operation according to the interaction operation aiming at the object control can comprise the following steps: and responding to the triggering operation of an object control of the target first virtual object displayed on the graphical user interface, adjusting the direction of the controlled virtual object in the game scene to be the direction indicated by the direction indication mark facing the target first virtual object, and controlling the game scene displayed on the graphical user interface to change based on the change of the direction of the controlled virtual object.
The triggering operation may be a clicking operation, a long-press operation, etc. of the object control of the target first virtual object displayed on the graphical user interface by the player, or a clicking operation, etc. of a control, where a specific triggering operation may be determined according to a research and development requirement. The target first virtual object may be any virtual object belonging to the same game team as the controlled virtual object, and specifically, which virtual object may be determined according to the player operation. When the method is specifically implemented, after the speaking information prompt of the target first virtual object is obtained, the azimuth of the target first virtual object can be locked through the triggering operation of the object control of the target first virtual object, and the direction of the current controlled virtual object is automatically adjusted, so that the controlled virtual object faces the azimuth of the target first virtual object, a player can directly run forward to approach the target first virtual object, the mechanism does not need to observe a small map after receiving help information (equivalent to the speaking information), and a series of judgment and action start, so that the probability of rescuing the target first virtual object is improved.
In an alternative embodiment, in response to a triggering operation of the object control of the target first virtual object displayed on the graphical user interface, the object control of the target first virtual object may be further displayed in front of the controlled virtual object, and the object control of the target first virtual object may be controlled to be at a specified distance from the controlled virtual object. The specific value of the specified distance may be determined according to the development requirements, and is not specifically limited herein. Fig. 7 is a schematic display diagram after triggering an object control, where the object control clicked by the finger position in fig. 7 is the object control of the target first virtual object, and after clicking the object control of the target first virtual object, the object control of the target first virtual object moves to above the controlled virtual object pointed by the arrow, so that a player is convenient to pay attention to the object control of the target first virtual object.
In a specific embodiment, in response to a triggering operation of an object control for a target first virtual object displayed on a graphical user interface, a direction indication identifier corresponding to other first virtual objects except the target first virtual object in the first virtual objects belonging to the same game team of the controlled virtual object is controlled to change along with the change of the orientation of the controlled virtual object in a game scene. Specifically, after the player triggers the object control of the target first virtual object, the direction of the controlled virtual object changes, the scene image of the game scene displayed in the graphic user interface changes, the display position and the direction indication identifier of the natural first virtual object in the graphic user interface change, as shown in fig. 8, which is an information display schematic diagram after the object control is triggered, according to the embodiment of the invention, after the player clicks the object control of the target first virtual object corresponding to the finger position in fig. 7, the change schematic diagram of the object control displayed in the graphic user interface is shown, in fig. 8, after clicking the object control of the target first virtual object, the object control of the target first virtual object is displayed in front of the controlled virtual object, and the direction indication identifier in the object control of the target first virtual object is enlarged, and deleted, and the distance indication identifier is displayed by specifying the display format. The designated display format may be enlarged display or display with a designated color, for example, in fig. 8, the distance indication identifier 120m in the object control of the target first virtual object is enlarged display, so that the player can be reminded of how long the player needs to advance currently to reach the position where the target first virtual object is located. The display positions of the object controls of the two first virtual objects in fig. 8 except the target first virtual object and the display contents of the object controls are changed in fig. 7.
In a specific embodiment, after the player triggers the object control of the target first virtual object displayed by the graphical user interface, the direction of the controlled virtual object in the game scene is adjusted to face the direction indicated by the direction indication mark of the target first virtual object, and then the movement of the controlled virtual object towards the direction indicated by the direction indication mark of the target first virtual object is controlled in response to the movement control operation for the controlled virtual object; responsive to the direction of movement of the controlled virtual object deviating from the direction indicated by the direction indication identifier of the target first virtual object, displaying a hint identifier in the graphical user interface; the prompt identifier is used for indicating the moving direction of the controlled virtual object in the process of moving to the position of the target first virtual object.
Fig. 9 is a schematic diagram showing a display of a prompt identifier provided in an embodiment of the present invention, when the direction of a controlled virtual object in a game scene is adjusted to face the direction indicated by the direction indication identifier of a target first virtual object, a player can directly control the controlled virtual object to move forward, and if the moving direction of the controlled virtual object deviates from the direction indicated by the direction indication identifier of the target first virtual object during the moving process, a landmark prompt (corresponding to the prompt identifier) is displayed in a graphical user interface, and two dashed line identifiers in fig. 9 are the landmark prompt.
The method can focus the player's attention on the atmosphere of the first virtual object of the current rescue target, and running towards the first virtual object of the target is an important thing (first time action) at present; meanwhile, the dependence on the map can be reduced, surrounding dangers are needed to be focused in the game scene at any time, the mechanism focuses on the center of the visual scene, and when the dangers are temporarily ignored because of focusing on the map or teammate, the game experience of the player is improved.
The following embodiments focus on the manner in which the display of an object control changes.
After the object control is displayed by the graphical user interface, responding to the object state of the first virtual object to meet the specified condition, and displaying the object state in the object control displayed by the graphical user interface in a first display format; the object state is used for indicating a life value of the first virtual object and/or an attack state and an attacked state of the first virtual object. Specifically, the object state may be used only to indicate a life value of the first virtual object, or may be used only to indicate an attack state and an attacked state of the first virtual object; the method can be used for indicating the life value of the first virtual object, the attack state, the attacked state and the like of the first virtual fragrance drop.
The above specified conditions and the first display format may be determined according to the development requirement, and the specified conditions satisfied by different object states are different, and when the specified conditions are satisfied by different object states, the first display format of the object state is different from the display format when the specified conditions are not satisfied, and the first display format corresponding to each object state may be determined according to the development requirement.
For example, when the life value of the first virtual object is greater than the preset life threshold, the life value of the first virtual object displayed in the graphical user interface is displayed in the first color or highlighted. When the attack state of the first virtual object is the enlarged poster, the object control of the first virtual object is highlighted or the object control of the first virtual object is framed with a border and the like. When the first virtual object is in a special state, a corresponding identifier is added to the object control of the first virtual object or the object control of the first virtual object is displayed in a second color, and the like. The special states include poisoning, forbidden speaking, and sleeping states.
In a specific embodiment, if the first virtual object corresponds to the speaking information, an information window is displayed at an associated position of the object control of the first virtual object, where the information window is used to display the speaking information of the first virtual object. The above-mentioned associated position is generally a position of the object control close to the first virtual object in the gui, and as shown in fig. 10, a display schematic diagram of a speaking display provided in an embodiment of the present invention is shown, and in fig. 10, a conversation bubble displayed in the vicinity of the object control of each first virtual object in the gui is a message window, where the message window is used to display speaking information of a teammate corresponding to the first virtual object.
The method establishes natural intuition based on the controlled virtual object through fusion presentation, namely when people shout themselves in different directions in a real environment, attention can be focused in the direction; and the information points can be focused in a fusion mode, so that the attention of a player is enhanced, and the real-time and easier-to-read current teammate information state is provided for the player.
Compared with the common page layout, the method weakens information on two sides, and meanwhile, the method of presenting the information in the information point mode is more expressive; the optimization of interface information is accomplished by subtracting teammate status bars, phrase outputs and related buttons on a fixed UI layer basis and integrating their content into the direction information indication with higher movement variation. Therefore, the method can enhance the information expression strength, simplify the fixation of UI layer information and improve the rapidness, the readability and the like of key information.
Corresponding to the embodiment of the method, the embodiment of the invention provides an information display device in a game, and a graphical user interface is provided through terminal equipment, wherein a scene picture of a part of game scenes is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by a terminal device; as shown in fig. 11, the apparatus includes:
An information display module 90, configured to display, in response to successful formation of the controlled virtual object, an object control of a first virtual object belonging to the same game formation as the controlled virtual object in the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object.
The interaction control module 91 is configured to respond to an interaction operation for the object control, control the controlled virtual object to perform a corresponding action based on the interaction operation, and control the object control to change based on the interaction operation.
In the information display device in the game, the object controls for indicating the information of the teammates are intensively displayed in the central area of the graphical user interface, and the player can pay attention to a plurality of information points of the teammates at the same time, so that the player can react to the object controls quickly, and the coordination degree and the game success rate among the players can be improved.
Specifically, the object control of the first virtual object is displayed in a target area of the graphical user interface, where the target area includes: interface regions within a specified range centered about the center of the graphical user interface.
Further, the device further comprises a display mode determining module, configured to determine a distance value between a first virtual object and a controlled virtual object before the object control of the first virtual object belonging to the same game team as the controlled virtual object is displayed on the graphical user interface; determining a display mode of the object control of the first virtual object according to the distance value, so as to display the object control of the first virtual object in the graphical user interface according to the display mode; the display mode is used for indicating the display style and the display position of the object control of the first virtual object in the graphical user interface.
In a specific implementation, the display modes include: ultra-close range mode, and far range mode; the display mode determining module is further configured to: if the distance value is smaller than a first preset distance threshold value, determining that the display mode of the object control of the first virtual object is an ultra-short distance mode; in the super-close mode, a first virtual object is displayed in the graphical user interface, and an object control of the first virtual object is displayed at a designated location in the graphical user interface; if the distance value is not smaller than the first preset distance threshold value and is not larger than the second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a close range mode; in the close-range mode, an object control of the first virtual object is displayed at a first distance from a center of the graphical user interface; if the distance value is larger than a second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a long-distance mode; in the remote mode, the object control of the first virtual object is displayed at a position at a second distance from the center of the graphical user interface, and the display size of the object control of the first virtual object is smaller than the display size of the object control in the close mode; wherein the first preset distance threshold is less than the second preset distance threshold; the first distance is less than the second distance.
In practical application, the object control is displayed with an object identifier; in the ultra-short distance mode and the long distance mode, an object identifier in the object control is an object number; in close range mode, the object identification in the object control includes an object avatar and an object number.
In practical application, the object azimuth comprises a direction indication mark and a distance indication mark; wherein the direction indication identifier is used for indicating the direction of the first virtual object relative to the controlled virtual object in the game scene; the distance indication identifier is used for indicating the distance between the first virtual object and the controlled virtual object; in the super close range mode, the display object orientation is canceled in the object control.
Further, in the close-range mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a first distance from the center of the graphical user interface; in the remote mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a second distance from the center of the graphical user interface.
In a specific implementation, the object orientations include: a direction indication mark; the interaction control module 91 is configured to: and responding to the triggering operation of the object control of the target first virtual object displayed on the graphical user interface, adjusting the direction of the controlled virtual object in the game scene to the direction indicated by the direction indication mark facing the target first virtual object, and controlling the game scene displayed in the graphical user interface to change based on the change of the direction of the controlled virtual object.
Further, the device further comprises a movement control module for: after adjusting the direction of the controlled virtual object in the game scene to be directed to the direction indicated by the direction indication mark of the target first virtual object in response to the triggering operation of the object control for the target first virtual object in the graphical user interface, and controlling the game scene displayed in the graphical user interface to change based on the change of the direction of the controlled virtual object, controlling the controlled virtual object to move towards the direction indicated by the direction indication mark of the target first virtual object in response to the movement control operation for the controlled virtual object; responsive to the direction of movement of the controlled virtual object deviating from the direction indicated by the direction indication identifier of the target first virtual object, displaying a hint identifier in the graphical user interface; the prompt identifier is used for indicating the moving direction of the controlled virtual object in the process of moving to the position of the target first virtual object.
Further, the device further comprises a display adjustment module for: and responding to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, displaying the object control of the target first virtual object in front of the controlled virtual object, and controlling the object control of the target first virtual object to be at a specified distance from the controlled virtual object.
Further, the device further comprises a display change module for: and controlling a direction indication mark corresponding to other first virtual objects except the target first virtual object in the first virtual objects belonging to the same game team of the controlled virtual object according to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, wherein the direction indication mark changes along with the change of the orientation of the controlled virtual object in a game scene.
In a specific implementation, the object azimuth further comprises a distance indication mark; and displaying the object control of the target first virtual object in front of the controlled virtual object, amplifying the object control of the target first virtual object, deleting the direction indication mark in the object control of the target first virtual object, and displaying the distance indication mark through a designated display format.
Further, the device further comprises a display conversion module for: after the object control of the first virtual object belonging to the same game team as the controlled virtual object is displayed on the graphical user interface in response to the success of the controlled virtual object team, the object state in the object control displayed on the graphical user interface is displayed in a first display format in response to the object state of the first virtual object meeting a specified condition; the object state is used for indicating a life value of the first virtual object and/or an attack state and an attacked state of the first virtual object.
In specific implementation, if the first virtual object corresponds to the speaking information, an information window is displayed at the associated position of the object control of the first virtual object, and the information window is used for displaying the speaking information of the first virtual object.
The information display device in the game provided by the embodiment of the invention has the same implementation principle and technical effects as those of the embodiment of the method, and for the sake of brevity, reference is made to the corresponding content in the embodiment of the method.
The embodiment of the invention also provides an electronic device, as shown in fig. 12, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information display method in the game.
Specifically, a graphical user interface is provided through the terminal equipment, and a scene picture of a part of game scenes is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; a method of displaying information in a game, comprising: in response to successful formation of the controlled virtual object, displaying an object control of a first virtual object belonging to the same game formation as the controlled virtual object on the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object; and responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation.
In the information display method in the game, the object controls for indicating the information of the teammates are intensively displayed in the central area of the graphical user interface, and the player can pay attention to a plurality of information points of the teammates at the same time, so that the player can respond to the object controls quickly, and the coordination degree and the game winning rate among the players can be improved.
In an alternative embodiment, the object control of the first virtual object is displayed in a target area of the graphical user interface, where the target area includes: interface regions within a specified range centered about the center of the graphical user interface.
In an alternative embodiment, before the graphical user interface displays the object control of the first virtual object belonging to the same game team as the controlled virtual object, the method further comprises: determining a distance value between the first virtual object and the controlled virtual object; determining a display mode of the object control of the first virtual object according to the distance value, so as to display the object control of the first virtual object in the graphical user interface according to the display mode; the display mode is used for indicating the display style and the display position of the object control of the first virtual object in the graphical user interface.
In an alternative embodiment, the display modes include: ultra-close range mode, and far range mode; determining a display mode of an object control of the first virtual object according to the distance value, wherein the method comprises the following steps: if the distance value is smaller than a first preset distance threshold value, determining that the display mode of the object control of the first virtual object is an ultra-short distance mode; in the super-close mode, a first virtual object is displayed in the graphical user interface, and an object control of the first virtual object is displayed at a designated location in the graphical user interface; if the distance value is not smaller than the first preset distance threshold value and is not larger than the second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a close range mode; in the close-range mode, an object control of the first virtual object is displayed at a first distance from a center of the graphical user interface; if the distance value is larger than a second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a long-distance mode; in the remote mode, the object control of the first virtual object is displayed at a position at a second distance from the center of the graphical user interface, and the display size of the object control of the first virtual object is smaller than the display size of the object control in the close mode; wherein the first preset distance threshold is less than the second preset distance threshold; the first distance is less than the second distance.
In an optional embodiment, an object identifier is displayed in the object control; in the ultra-short distance mode and the long distance mode, an object identifier in the object control is an object number; in close range mode, the object identification in the object control includes an object avatar and an object number.
In an alternative embodiment, the object azimuth includes a direction indication identifier and a distance indication identifier; wherein the direction indication identifier is used for indicating the direction of the first virtual object relative to the controlled virtual object in the game scene; the distance indication identifier is used for indicating the distance between the first virtual object and the controlled virtual object; in the super close range mode, the display object orientation is canceled in the object control.
In an alternative embodiment, in the close-range mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a first distance from the center of the graphical user interface; in the remote mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a second distance from the center of the graphical user interface.
In an alternative embodiment, the object orientations include: a direction indication mark; the step of responding to the interactive operation of the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation and controlling the object control to change based on the interactive operation comprises the following steps: and responding to the triggering operation of the object control of the target first virtual object displayed on the graphical user interface, adjusting the direction of the controlled virtual object in the game scene to the direction indicated by the direction indication mark facing the target first virtual object, and controlling the game scene displayed in the graphical user interface to change based on the change of the direction of the controlled virtual object.
In an optional embodiment, after the step of adjusting the direction of the controlled virtual object in the game scene to be the direction indicated by the direction indication identifier facing the target first virtual object in response to the triggering operation of the object control for the target first virtual object in the graphical user interface, and controlling the game scene displayed in the graphical user interface to change based on the change of the direction of the controlled virtual object, the method further includes: controlling the controlled virtual object to move towards the direction indicated by the direction indication mark of the target first virtual object in response to the movement control operation aiming at the controlled virtual object; responsive to the direction of movement of the controlled virtual object deviating from the direction indicated by the direction indication identifier of the target first virtual object, displaying a hint identifier in the graphical user interface; the prompt identifier is used for indicating the moving direction of the controlled virtual object in the process of moving to the position of the target first virtual object.
In an alternative embodiment, the method further comprises: and responding to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, displaying the object control of the target first virtual object in front of the controlled virtual object, and controlling the object control of the target first virtual object to be at a specified distance from the controlled virtual object.
In an alternative embodiment, the method further comprises: and controlling a direction indication mark corresponding to other first virtual objects except the target first virtual object in the first virtual objects belonging to the same game team of the controlled virtual object according to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, wherein the direction indication mark changes along with the change of the orientation of the controlled virtual object in a game scene.
In an optional embodiment, the object azimuth further includes a distance indication identifier; and displaying the object control of the target first virtual object in front of the controlled virtual object, amplifying the object control of the target first virtual object, deleting the direction indication mark in the object control of the target first virtual object, and displaying the distance indication mark through a designated display format.
In an optional embodiment, in response to successful formation of the controlled virtual object, after the graphical user interface displays the object control of the first virtual object belonging to the same game formation as the controlled virtual object, the method further includes: responsive to the object state of the first virtual object satisfying the specified condition, displaying the object state in the object control displayed by the graphical user interface in a first display format; the object state is used for indicating a life value of the first virtual object and/or an attack state and an attacked state of the first virtual object.
In an optional embodiment, if the first virtual object corresponds to the speaking information, an information window is displayed at an associated position of the object control of the first virtual object, where the information window is used to display the speaking information of the first virtual object.
Further, the electronic device shown in fig. 12 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
The memory 100 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 12, but not only one bus or type of bus.
The processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 101 or instructions in the form of software. The processor 101 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but may also be a digital signal processor (Digital Signal Processing, DSP for short), application specific integrated circuit (Application Specific Integrated Circuit, ASIC for short), off-the-shelf programmable gate array (Field-Programmable Gate Array, FPGA for short), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention 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 invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 100 and the processor 101 reads information in the memory 100 and in combination with its hardware performs the steps of the method of the previous embodiments.
The embodiment of the invention also provides a computer readable storage medium, which stores computer executable instructions that, when being called and executed by a processor, cause the processor to implement the information display method in the game, and the specific implementation can be seen in the method embodiment and will not be described herein.
Specifically, a graphical user interface is provided through the terminal equipment, and a scene picture of a part of game scenes is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; a method of displaying information in a game, comprising: in response to successful formation of the controlled virtual object, displaying an object control of a first virtual object belonging to the same game formation as the controlled virtual object on the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object; and responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation.
In the information display method in the game, the object controls for indicating the information of the teammates are intensively displayed in the central area of the graphical user interface, and the player can pay attention to a plurality of information points of the teammates at the same time, so that the player can respond to the object controls quickly, and the coordination degree and the game winning rate among the players can be improved.
In an alternative embodiment, the object control of the first virtual object is displayed in a target area of the graphical user interface, where the target area includes: interface regions within a specified range centered about the center of the graphical user interface.
In an alternative embodiment, before the graphical user interface displays the object control of the first virtual object belonging to the same game team as the controlled virtual object, the method further comprises: determining a distance value between the first virtual object and the controlled virtual object; determining a display mode of the object control of the first virtual object according to the distance value, so as to display the object control of the first virtual object in the graphical user interface according to the display mode; the display mode is used for indicating the display style and the display position of the object control of the first virtual object in the graphical user interface.
In an alternative embodiment, the display modes include: ultra-close range mode, and far range mode; determining a display mode of an object control of the first virtual object according to the distance value, wherein the method comprises the following steps: if the distance value is smaller than a first preset distance threshold value, determining that the display mode of the object control of the first virtual object is an ultra-short distance mode; in the super-close mode, a first virtual object is displayed in the graphical user interface, and an object control of the first virtual object is displayed at a designated location in the graphical user interface; if the distance value is not smaller than the first preset distance threshold value and is not larger than the second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a close range mode; in the close-range mode, an object control of the first virtual object is displayed at a first distance from a center of the graphical user interface; if the distance value is larger than a second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a long-distance mode; in the remote mode, the object control of the first virtual object is displayed at a position at a second distance from the center of the graphical user interface, and the display size of the object control of the first virtual object is smaller than the display size of the object control in the close mode; wherein the first preset distance threshold is less than the second preset distance threshold; the first distance is less than the second distance.
In an optional embodiment, an object identifier is displayed in the object control; in the ultra-short distance mode and the long distance mode, an object identifier in the object control is an object number; in close range mode, the object identification in the object control includes an object avatar and an object number.
In an alternative embodiment, the object azimuth includes a direction indication identifier and a distance indication identifier; wherein the direction indication identifier is used for indicating the direction of the first virtual object relative to the controlled virtual object in the game scene; the distance indication identifier is used for indicating the distance between the first virtual object and the controlled virtual object; in the super close range mode, the display object orientation is canceled in the object control.
In an alternative embodiment, in the close-range mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a first distance from the center of the graphical user interface; in the remote mode, if a plurality of first virtual objects exist in the same azimuth range, the object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position at a second distance from the center of the graphical user interface.
In an alternative embodiment, the object orientations include: a direction indication mark; the step of responding to the interactive operation of the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation and controlling the object control to change based on the interactive operation comprises the following steps: and responding to the triggering operation of the object control of the target first virtual object displayed on the graphical user interface, adjusting the direction of the controlled virtual object in the game scene to the direction indicated by the direction indication mark facing the target first virtual object, and controlling the game scene displayed in the graphical user interface to change based on the change of the direction of the controlled virtual object.
In an optional embodiment, after the step of adjusting the direction of the controlled virtual object in the game scene to be the direction indicated by the direction indication identifier facing the target first virtual object in response to the triggering operation of the object control for the target first virtual object in the graphical user interface, and controlling the game scene displayed in the graphical user interface to change based on the change of the direction of the controlled virtual object, the method further includes: controlling the controlled virtual object to move towards the direction indicated by the direction indication mark of the target first virtual object in response to the movement control operation aiming at the controlled virtual object; responsive to the direction of movement of the controlled virtual object deviating from the direction indicated by the direction indication identifier of the target first virtual object, displaying a hint identifier in the graphical user interface; the prompt identifier is used for indicating the moving direction of the controlled virtual object in the process of moving to the position of the target first virtual object.
In an alternative embodiment, the method further comprises: and responding to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, displaying the object control of the target first virtual object in front of the controlled virtual object, and controlling the object control of the target first virtual object to be at a specified distance from the controlled virtual object.
In an alternative embodiment, the method further comprises: and controlling a direction indication mark corresponding to other first virtual objects except the target first virtual object in the first virtual objects belonging to the same game team of the controlled virtual object according to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, wherein the direction indication mark changes along with the change of the orientation of the controlled virtual object in a game scene.
In an optional embodiment, the object azimuth further includes a distance indication identifier; and displaying the object control of the target first virtual object in front of the controlled virtual object, amplifying the object control of the target first virtual object, deleting the direction indication mark in the object control of the target first virtual object, and displaying the distance indication mark through a designated display format.
In an optional embodiment, in response to successful formation of the controlled virtual object, after the graphical user interface displays the object control of the first virtual object belonging to the same game formation as the controlled virtual object, the method further includes: responsive to the object state of the first virtual object satisfying the specified condition, displaying the object state in the object control displayed by the graphical user interface in a first display format; the object state is used for indicating a life value of the first virtual object and/or an attack state and an attacked state of the first virtual object.
In an optional embodiment, if the first virtual object corresponds to the speaking information, an information window is displayed at an associated position of the object control of the first virtual object, where the information window is used to display the speaking information of the first virtual object.
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 this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention, and are not intended to limit the scope of the present invention, but it should be understood by those skilled in the art that the present invention is not limited thereto, and that the present invention is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (17)

1. The information display method in the game is characterized in that a graphical user interface is provided through terminal equipment, and a scene picture of part of game scenes is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; the method comprises the following steps:
responsive to success of the controlled virtual object formation, displaying an object control of a first virtual object belonging to the same game formation as the controlled virtual object on the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object;
and responding to the interactive operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interactive operation, and controlling the object control to change based on the interactive operation.
2. The method of claim 1, wherein the object control of the first virtual object is displayed in a target area of the graphical user interface, the target area comprising: an interface region within a specified range centered about a center of the graphical user interface.
3. The method of claim 1, wherein before the graphical user interface displays the object controls of the first virtual object belonging to the same game team as the controlled virtual object, the method further comprises:
Determining a distance value between the first virtual object and the controlled virtual object;
determining a display mode of the object control of the first virtual object according to the distance value, so as to display the object control of the first virtual object in the graphical user interface according to the display mode; the display mode is used for indicating a display style and a display position of an object control of the first virtual object in the graphical user interface.
4. A method according to claim 3, wherein the display mode comprises: ultra-close range mode, and far range mode; the step of determining the display mode of the object control of the first virtual object according to the distance value comprises the following steps:
if the distance value is smaller than a first preset distance threshold value, determining that the display mode of the object control of the first virtual object is a super-close range mode; in the super close range mode, the first virtual object is displayed in the graphical user interface, and an object control of the first virtual object is displayed at a designated location in the graphical user interface;
if the distance value is not smaller than the first preset distance threshold value and is not larger than a second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a close range mode; in the close-range mode, an object control of the first virtual object is displayed at a first distance from a center of the graphical user interface;
If the distance value is larger than the second preset distance threshold value, determining that the display mode of the object control of the first virtual object is a long-distance mode; in the remote mode, the object control of the first virtual object is displayed at a position at a second distance from the center of the graphical user interface, and the display size of the object control of the first virtual object is smaller than the display size of the object control in the close mode;
wherein the first preset distance threshold is less than the second preset distance threshold; the first distance is less than the second distance.
5. The method of claim 4, wherein the object control has an object identifier displayed therein; wherein, in the ultra-close mode and the remote mode, the object identification in the object control is an object number; in the close-range mode, the object identification in the object control includes an object avatar and an object number.
6. The method of claim 4, wherein the object bearing comprises a direction indication identifier and a distance indication identifier; wherein the direction indication identifier is used for indicating the direction of the first virtual object relative to the controlled virtual object in a game scene; the distance indication identifier is used for indicating the distance between the first virtual object and the controlled virtual object; in the ultra-close mode, the object orientation is canceled from being displayed in the object control.
7. The method of claim 4, wherein in the close-range mode, if there are a plurality of first virtual objects within a same azimuthal range, displaying an object control landscape of the plurality of first virtual objects at a first distance from a center of the graphical user interface;
in the remote mode, if a plurality of first virtual objects exist in the same azimuth range, object controls of the plurality of first virtual objects are horizontally arranged and displayed at a position which is a second distance from the center of the graphical user interface.
8. The method of claim 1, wherein the object orientation comprises: a direction indication mark;
the step of responding to the interaction operation of the object control, controlling the controlled virtual object to execute corresponding actions based on the interaction operation, and controlling the object control to change based on the interaction operation comprises the following steps:
and responding to the triggering operation of an object control of a target first virtual object displayed on the graphical user interface, adjusting the direction of the controlled virtual object in the game scene to be the direction indicated by a direction indication mark facing the target first virtual object, and controlling the game scene displayed on the graphical user interface to change based on the change of the direction of the controlled virtual object.
9. The method of claim 8, wherein after the step of adjusting the orientation of the controlled virtual object in the game scene to be oriented toward the direction indicated by the direction indication identifier of the target first virtual object in response to the triggering operation of the object control for the target first virtual object in the graphical user interface, and controlling the game scene displayed in the graphical user interface to change based on the change in the orientation of the controlled virtual object, the method further comprises:
controlling the controlled virtual object to move towards the direction indicated by the direction indication mark of the target first virtual object in response to the movement control operation aiming at the controlled virtual object;
responsive to the direction of movement of the controlled virtual object deviating from the direction indicated by the direction indication identifier of the target first virtual object, displaying a prompt identifier in the graphical user interface; the prompt identifier is used for indicating a moving direction of the controlled virtual object in the process of moving to the position of the target first virtual object.
10. The method of claim 8, wherein the method further comprises:
And responding to the triggering operation of the object control of the target first virtual object displayed by the graphical user interface, displaying the object control of the target first virtual object in front of the controlled virtual object, and controlling the object control of the target first virtual object to be separated from the controlled virtual object by a specified distance.
11. The method of claim 8, wherein the method further comprises:
and responding to the triggering operation of an object control of a target first virtual object displayed by the graphical user interface, and controlling a direction indication identifier corresponding to other first virtual objects except the target first virtual object in the first virtual objects belonging to the same game team, wherein the direction indication identifier changes along with the change of the orientation of the controlled virtual object in the game scene.
12. The method of claim 10, wherein the object bearing further comprises a distance indication identifier; and displaying the object control of the target first virtual object in front of the controlled virtual object, amplifying the object control of the target first virtual object, deleting the direction indication identifier in the object control of the target first virtual object, and displaying the distance indication identifier through a designated display format.
13. The method of claim 1, wherein in response to the controlled virtual object team success, after the graphical user interface displays an object control of a first virtual object that belongs to the same game team as the controlled virtual object, the method further comprises:
responsive to the object state of the first virtual object satisfying a specified condition, displaying the object state in the object control displayed by the graphical user interface in a first display format; the object state is used for indicating a life value of the first virtual object and/or an attack state and an attacked state of the first virtual object.
14. The method of claim 1, wherein if the first virtual object corresponds to utterance information, displaying an information window at an associated location of an object control of the first virtual object, the information window being used to display the utterance information of the first virtual object.
15. An information display device in a game is characterized in that a graphical user interface is provided through terminal equipment, and a scene picture of part of game scenes is displayed in the graphical user interface; the game scene comprises a controlled virtual object controlled by the terminal equipment; the device comprises:
The information display module is used for responding to successful formation of the controlled virtual objects and displaying object controls of a first virtual object belonging to the same game formation with the controlled virtual objects on the graphical user interface; the object control is used for indicating the object azimuth and the object state of the first virtual object;
and the interaction control module is used for responding to the interaction operation aiming at the object control, controlling the controlled virtual object to execute corresponding actions based on the interaction operation, and controlling the object control to change based on the interaction operation.
16. 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 information display method of any one of claims 1 to 14.
17. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of displaying information in a game of any one of claims 1 to 14.
CN202310976748.4A 2023-08-04 2023-08-04 Information display method and device in game and electronic equipment Pending CN117442966A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310976748.4A CN117442966A (en) 2023-08-04 2023-08-04 Information display method and device in game and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310976748.4A CN117442966A (en) 2023-08-04 2023-08-04 Information display method and device in game and electronic equipment

Publications (1)

Publication Number Publication Date
CN117442966A true CN117442966A (en) 2024-01-26

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN117442966A (en)

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