WO2018103514A1 - 一种对象显示的方法、终端设备及计算机存储介质 - Google Patents
一种对象显示的方法、终端设备及计算机存储介质 Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling 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 for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- G—PHYSICS
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- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5378—Controlling 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 for displaying an additional top view, e.g. radar screens or maps
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
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- G06F—ELECTRIC DIGITAL DATA PROCESSING
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- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04817—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
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- G06F—ELECTRIC DIGITAL DATA PROCESSING
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- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
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Abstract
Description
Claims (12)
- 一种对象显示的方法,其特征在于,包括:获取目标对象,所述目标对象位于图层上,所述图层的至少部分区域显示于第一显示区域,所述图层为地图图层;确定第二显示区域,所述第二显示区域位于所述第一显示区域内,区域获取与所述目标对象对应的目标显示模式,所述目标显示模式用于标识所述目标对象的状态;将所述目标对象及其位置映射到所述第二显示区域内,且所述目标对象以所述目标显示模式显示在所述第二显示区域内。
- 根据权利要求1所述的方法,其特征在于,所述将所述目标对象及其位置映射到所述第二显示区域内包括:获取第一坐标,所述第一坐标为所述目标对象显示在所述图层上的坐标;根据所述第一坐标获取第二坐标,所述第二坐标为所述目标对象显示在所述第二显示区域内的坐标;将位于第二坐标的所述目标对象显示于所述区域目标区域内。
- 根据权利要求1所述的方法,其特征在于,所述获取与所述目标对象对应的目标显示模式之前,所述方法还包括:获取显示模式对应关系列表,所述显示模式对应关系列表包括所述目标对象和所述目标显示模式的对应关系。
- 根据权利要求3所述的方法,其特征在于,所述显示模式对应关系列表包括目标对象的至少一个状态,以及与所述目标对象的至少一个状态中的任一状态对应的显示模式,所述获取与所述目标对象对应的目标显示模式包括:获取目标对象的属性信息,所述目标对象的属性信息与所述目标对象的至少一个状态中的一个状态对应;根据所述属性信息确定目标对象当前的状态;根据所述显示模式对应关系列表确定与所述目标对象当前的状态对应的所述目标显示模式。
- 根据权利要求4所述的方法,其特征在于,所述目标对象的属性信息包括以下所示的至少一项:所述目标对象显示在所述图层上的第一坐标、所述目标对象的图标、第一 次生成所述目标对象的起始时刻以及生成所述目标对象的时长。
- 根据权利要求1至5任一项所述的方法,其特征在于,所述目标显示模式包括所述目标对象的图标及以下所示的至少一项:所述目标对象的图标的颜色以及所述目标对象的图标的大小,所述目标对象的图标的闪烁状态,所述目标对象的图标的动画状态、所述目标对象的图标的形状。
- 一种终端设备,其特征在于,包括:第一获取单元,用于获取目标对象,所述目标对象位于图层上,所述图层的至少部分区域显示于第一显示区域;第一确定单元,用于确定第二显示区域,所述第二显示框位于所述第一显示区域内;第二获取单元,用于获取与所述目标对象对应的目标显示模式,所述目标显示模式用于标识所述目标对象当前的状态;映射单元,用于将所述目标对象及其位置映射到所述第二显示区域内,且所述目标对象以所述目标显示模式显示在所述第二显示区域内。
- 根据权利要求7所述的终端设备,其特征在于,所述映射单元包括:第一获取模块,用于获取第一坐标,所述第一坐标为所述目标对象显示在所述图层上的坐标;第一确定模块,用于根据所述第一坐标获取第二坐标,所述第二坐标为所述目标对象显示在所述第二显示区域内的坐标;显示模块,用于将所述目标对象以所述第二坐标显示在所述第二显示区域内。
- 根据权利要求7所述的终端设备,其特征在于,所述终端设备还包括:第三获取单元,用于获取显示模式对应关系列表,所述显示模式对应关系列表包括所述目标对象和所述目标显示模式的对应关系。
- 根据权利要求9所述的终端设备,其特征在于,所述显示模式对应关系列表包括目标对象的至少一个状态,以及与所述目标对象的至少一个状态中的任一状态对应的显示模式,所述第二获取单元包括:第二获取模块,用于获取目标对象的属性信息,所述目标对象的属性信息与所述目标对象的至少一个状态中的一个状态对应;第二确定模块,用于根据所述属性信息确定目标对象当前的状态,所述目 标对象当前的状态为与所述目标对象的属性信息对应的目标对象的状态;第三确定模块,用于根据所述显示模式对应关系列表确定与所述目标对象的当前状态对应的所述目标显示模式。
- 一种终端设备,其特征在于,包括:存储器,用于存储计算机可执行程序代码;收发器,以及处理器,与所述存储器和所述收发器耦合;其中所述程序代码包括指令,当所述处理器执行所述指令时,所述指令使所述终端设备执行如权利要求1至6中任一项所述的方法。
- 一种计算机存储介质,其特征在于,用于储存终端设备所用的计算机软件指令,其包含用于执行如权利要求1至6中任一项所述的方法所设计的程序。
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JP2019528143A JP6976329B2 (ja) | 2016-12-06 | 2017-11-15 | オブジェクト表示方法、端末デバイス、及びコンピュータ記憶媒体 |
CA3042322A CA3042322C (en) | 2016-12-06 | 2017-11-15 | Object display method, terminal device, and computer storage medium |
MYPI2019002424A MY193559A (en) | 2016-12-06 | 2017-11-15 | Object display method, terminal device, and computer storage medium |
KR1020197015128A KR102289887B1 (ko) | 2016-12-06 | 2017-11-15 | 객체 디스플레이 방법, 단말 장치 및 컴퓨터 저장 매체 |
EP17877408.9A EP3552678A4 (en) | 2016-12-06 | 2017-11-15 | OBJECT DISPLAY METHOD, TERMINAL DEVICE AND COMPUTER STORAGE MEDIUM |
US16/299,849 US10990257B2 (en) | 2016-12-06 | 2019-03-12 | Object displaying method, terminal device, and computer storage medium |
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CN106730827B (zh) | 2016-12-06 | 2018-10-19 | 腾讯科技(深圳)有限公司 | 一种对象显示的方法以及终端设备 |
CN107441705B (zh) | 2017-07-27 | 2018-07-20 | 腾讯科技(深圳)有限公司 | 对象显示方法和装置及存储介质 |
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CA3042322C (en) | 2023-08-22 |
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TW201821975A (zh) | 2018-06-16 |
CA3042322A1 (en) | 2018-06-14 |
CN106730827A (zh) | 2017-05-31 |
US10990257B2 (en) | 2021-04-27 |
TWI643121B (zh) | 2018-12-01 |
JP2024061726A (ja) | 2024-05-08 |
KR102289887B1 (ko) | 2021-08-12 |
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KR20190067911A (ko) | 2019-06-17 |
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