WO2018103566A1 - Object display method and device - Google Patents

Object display method and device Download PDF

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Publication number
WO2018103566A1
WO2018103566A1 PCT/CN2017/113603 CN2017113603W WO2018103566A1 WO 2018103566 A1 WO2018103566 A1 WO 2018103566A1 CN 2017113603 W CN2017113603 W CN 2017113603W WO 2018103566 A1 WO2018103566 A1 WO 2018103566A1
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WIPO (PCT)
Prior art keywords
target object
attribute information
application window
display
character
Prior art date
Application number
PCT/CN2017/113603
Other languages
French (fr)
Chinese (zh)
Inventor
毛信良
周田伟
陈二喜
Original Assignee
上海逗屋网络科技有限公司
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Application filed by 上海逗屋网络科技有限公司 filed Critical 上海逗屋网络科技有限公司
Publication of WO2018103566A1 publication Critical patent/WO2018103566A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/14Digital output to display device ; Cooperation and interconnection of the display device with other functional units
    • G06F3/147Digital output to display device ; Cooperation and interconnection of the display device with other functional units using display panels

Definitions

  • the present application relates to the field of computers, and in particular, to an object display method and device.
  • An object of the present application is to provide an object display method and apparatus.
  • an object display method comprising:
  • the target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display method comprising:
  • the target object When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display method comprising:
  • an object display device comprising:
  • a first device configured to determine, according to a first operation of the user, a corresponding target object in the application window
  • a second device configured to distinguish the target object, wherein at least one of the target objects
  • the item attribute information is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a ninth device configured to: when the user selects the corresponding object as the target object in the application window, separately display the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window .
  • an object display device comprising:
  • the seventeenth device is configured to distinguish the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the present application realizes the display by distinguishing and displaying the display object.
  • the distinguishing between the object and its attribute values relative to other display objects on the screen can significantly reduce the user operation error rate, improve user operation efficiency, and improve the user experience.
  • FIG. 1 shows a flow chart of an object display method according to an embodiment of the present application
  • FIG. 2 is a flow chart showing an object display method according to another embodiment of the present application.
  • FIG. 3 is a flowchart of an object display method according to still another embodiment of the present application.
  • FIG. 4 is a flow chart showing an object display method according to another embodiment of the present application.
  • FIG. 5 is a flowchart of an object display method according to still another embodiment of the present application.
  • FIG. 6 is a flowchart of an object display method according to still another embodiment of the present application.
  • FIG. 7 is a flowchart of an object display method according to another embodiment of the present application.
  • FIG. 8 is a flowchart of an object display method according to an embodiment of the present application.
  • FIG. 9 is a flowchart of an object display method according to another embodiment of the present application.
  • FIG. 10 is a structural diagram of an object display device according to an embodiment of the present application.
  • FIG. 11 is a structural diagram of an object display device according to another embodiment of the present application.
  • FIG. 12 is a structural diagram of an object display device according to still another embodiment of the present application.
  • FIG. 13 is a structural diagram of an object display device according to another embodiment of the present application.
  • FIG. 14 is a structural diagram of an object display device according to still another embodiment of the present application.
  • FIG. 15 is a structural diagram of an object display device according to still another embodiment of the present application.
  • FIG. 16 is a structural diagram of an object display device according to another embodiment of the present application.
  • FIG. 17 is a structural diagram of an object display device according to an embodiment of the present application.
  • FIG. 18 is a structural diagram of an object display device according to another embodiment of the present application.
  • Figure 19 shows a screenshot of a game in which objects in the left circle in the picture are not distinguishable
  • Figure 20 shows a screenshot of a game in which objects in the left circle in the picture are displayed separately;
  • the terminal, the device of the service network, and the trusted party each include one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
  • processors CPUs
  • input/output interfaces network interfaces
  • memory volatile and non-volatile memory
  • the memory may include non-persistent memory, random access memory (RAM), and/or non-volatile memory in a computer readable medium, such as read only memory (ROM) or flash memory.
  • RAM random access memory
  • ROM read only memory
  • Memory is an example of a computer readable medium.
  • Computer readable media includes both permanent and non-persistent, removable and non-removable media.
  • Information storage can be implemented by any method or technology.
  • the information can be computer readable instructions, data structures, modules of programs, or other data.
  • Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory. (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, compact disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical storage,
  • computer readable media does not include non-transitory computer readable media, such as modulated data signals and carrier waves.
  • the device referred to in the present application includes but is not limited to a user equipment, a network device, or a device formed by integrating a user equipment and a network device through a network.
  • the user equipment includes, but is not limited to, any mobile electronic product that can perform human-computer interaction with the user (for example, human-computer interaction through a touchpad), such as a smart phone, a tablet computer, etc., and the mobile electronic product can be operated by any operation.
  • System such as android operating system, iOS operating system, etc.
  • the network device includes an electronic device capable of automatically performing numerical calculation and information processing according to an instruction set or stored in advance, and the hardware includes but is not limited to a microprocessor, an application specific integrated circuit (ASIC), and programmable logic.
  • ASIC application specific integrated circuit
  • the network device includes, but is not limited to, a computer, a network host, a single network server, a plurality of network server sets, or a plurality of servers; wherein the cloud is composed of a large number of computers or network servers based on Cloud Computing.
  • cloud computing is a kind of distributed computing, consisting of a group of pines.
  • a virtual supercomputer consisting of a set of loosely coupled computers.
  • the network includes, but is not limited to, the Internet, a wide area network, a metropolitan area network, a local area network, a VPN network, a wireless ad hoc network (Ad Hoc network), and the like.
  • the device may also be a program running on the user equipment, the network device, or the user equipment and the network device, the network device, the touch terminal, or the network device and the touch terminal integrated through the network.
  • the first device 1 shows a flow chart of an object display method according to an aspect of the present application, the method including step S10 and step S20.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user in step S10; the first device 1 distinguishes and displays the target object in step S20, wherein at least one item of the target object
  • the attribute information is displayed differently from other objects in the application window.
  • the first device 1 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, and passing
  • the interacting device such as the mouse, the trackball, the touchpad or the sensory sensor specifies the target object in the application window, and inputs an instruction through the physical keyboard or the virtual keyboard to specify the target object in the application window.
  • the display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein the target pair At least one attribute information of the image is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the bar display area representing the life value and the mana attribute attribute above the character in the left circle of the picture is boldly displayed, and a border is added, and the color and background color of the frame are added.
  • a border is added, and the color and background color of the frame are added.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the object display method further includes step S30 and step S40.
  • step S30 the first device 1 acquires the second operation of the target object by the user; the first device 1 performs the second operation on the target object in step S40, wherein the at least An attribute information is displayed differentially during execution of the second operation.
  • step S30 the first device 1 acquires the second operation of the target object by the user.
  • the user specifies that the display object is the target object, performing a second operation on the target object, including at least one of: adjusting attribute information of the target object; adjusting the at least one attribute information Property information; move the target object.
  • the user has chosen and applied to our/enemy role or other objects in the interface. Select as the target object, then attack, skill/magic damage or reply to the target object.
  • the first device 1 performs the second operation on the target object in step S40, wherein the at least one piece of attribute information is displayed differently during execution of the second operation.
  • the at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the second operation.
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life character bar of the game character, adding a border, or expanding the display size, the second operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist.
  • the target object itself has also been displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head”, the circle added under the character “foot”, etc., in the second operation It still exists during execution.
  • the object display method includes step S10, step S20, and step S50.
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed.
  • An attribute information is displayed separately from other objects in the application window; in step S50, the first device 1 performs the first operation on the target object, wherein the at least one attribute information follows the The execution result of an operation is adjusted.
  • the first device 1 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen,
  • An interactive device such as an operating mouse, trackball, trackpad, or a sensory sensor specifies a target object in the application window, and inputs an instruction through a physical keyboard or a virtual keyboard to specify a target object in the application window.
  • the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an unidentified state, the character There are several attribute information displayed at the top: role name, health value, mana value, and character level; the user selects the character by touching the screen.
  • role name the name
  • health value the value
  • mana value the value of the character
  • character level the level
  • the user selects the character by touching the screen.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the first device 1 performs the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  • the first operation includes a selection instruction and an operation instruction.
  • the mouse is used to point to the enemy's character, or click/draw over the position corresponding to the character on the touch screen, thereby implementing an attack operation on the enemy character.
  • the operation instruction corresponds to at least one of the following operations: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply.
  • the object display method includes step S10, step Step S20 and step S60 (not shown).
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed.
  • An attribute information is displayed separately from other objects in the application window; in step S60, the first device 1 removes the at least one attribute information from other objects in the application window according to the third operation of the user The distinction is shown.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; Ways include, but are not limited to, changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, enclosing it with an open or closed circle, for example, changing the color of the game character itself, adding a border, zooming in, in the character "Head” adds arrows and adds a circle under the character's "foot".
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the first device 1 removes the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user. For example, in the game interface, the player's or enemy's character is selected and differentiated from the display state, the health bar is thicker, the border is added, or the display size is enlarged; the game player executes the character. Deselect the selected action, or select other characters, then remove the distinguishing display of the character relative to other characters on the interface, such as restoring the thickened health bar or the expanded display size, or removing the border .
  • the third operation includes moving the target object, wherein step S60 includes step S61 and step S62, with reference to FIG. 4.
  • step S61 the first device 1 moves the target object to the corresponding position according to the third operation; in step S62, the distance between the corresponding position and the current position of the first device 1 is equal to Or greater than the distance threshold, removing the distinguishing display of the at least one attribute information from other objects in the application window.
  • step S61 the first device 1 moves the target object to the corresponding position according to the third operation.
  • the third operation comprises a move instruction to the target object.
  • step S62 the first device 1 removes the at least one attribute information from other objects in the application window when a distance between the corresponding position and the current position is equal to or greater than a distance threshold.
  • the object display method includes step S10, step S20, and step S70 (not shown).
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes Displaying the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window; in step S70, the first device 1 performs a hidden display operation on the target object, Removing the distinguishing display of the at least one attribute information from other objects in the application window.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, changing the color of the game character itself, Add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the foot of the character.
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • step S70 the first device 1 removes the distinguishing display of the at least one attribute information from other objects in the application window according to the hidden display operation on the target object. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character. The distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • an object display method includes step S10, step S20, and step S80 (not shown).
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed.
  • An attribute information is displayed separately from other objects in the application window; in step S80, the first device 1 removes at least one of the attribute information of the at least one piece of attribute information to a predetermined threshold Item attribute information is displayed relative to other objects in the application window.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • step S80 the first device 1 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • an object display method includes step S90.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application. Other objects in the window are displayed separately. Wherein, the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is Other users are selected as the target object. At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the object display method includes step S91 and step S90.
  • step S91 the second device 2 detects whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied; in step S90, the second device 2 separately displays the said condition when the trigger condition is satisfied.
  • a target object wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • the second device 2 distinguishes and displays the target object when the trigger condition is met, wherein at least one attribute information of the target object is displayed differently from other objects in the application window, wherein At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the trigger condition is considered to be satisfied: the corresponding object is selected as the target object by the application in the application window; the corresponding object is selected by the user as the target object in the application window; The corresponding object in the application window is selected as the target object by other users in the application; in the application window, the user corresponding object has The highest priority.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the user, the computer, the mobile terminal or the cloud, or selected as the target object by other users; or the user corresponding object is included in the target object candidate sequence with the highest priority. Level, then the trigger condition is considered to be satisfied.
  • the user directly specifies a character in the game, and the character is selected; the character controlled by the user in the game has the highest attack priority in the selected list, and the user is selected after the other user specifies the target object candidate sequence. The character controlled in the game.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • an object display method includes step S90, step S100, and step S110.
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately; in step S100, the second device 2 acquires a movement operation of the target object by the user; in step S110, the second device 2 moves the target object to correspond according to the movement operation Positioning, and removing the distinguishing display of the at least one attribute information from other objects in the application window.
  • the second device 2 distinguishes and displays the target object when the user is selected as the target object in the application window, wherein at least one of the target objects is displayed.
  • the item attribute information is displayed differently from other objects in the application window.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S100 the second device 2 acquires a moving operation of the user on the target object.
  • the application acquires a user's movement operation on the corresponding character, wherein the character is already in the selected state, and its life value, mana value, and the like are displayed differently with respect to other characters in the interface.
  • step S110 the second device 2 moves the target object to the corresponding position according to the moving operation, and removes the distinguishing display of the at least one attribute information from other objects in the application window, for example, becomes thicker.
  • the health bar or the expanded display size is restored, or the border is removed.
  • step S110 includes step S111 and step S112.
  • step S111 the second device 2 moves the target object from the current position to the corresponding position according to the moving operation; in step S112, the second device 2 is between the corresponding position and the current position.
  • the distance is equal to or greater than the distance threshold, and the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed.
  • a distance threshold is specified in advance, and in step S112, the second device 2 removes the at least one attribute information from the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. The distinction between other objects is displayed.
  • the object display method includes step S90, step S120 (not shown), and step S130 (not shown).
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • Other objects are displayed separately; in step S120, the second device 2 acquires a hidden display operation of the target object by the user; in step S130, the second device 2 removes the at least one item according to the hidden display operation The attribute information is displayed relative to the other objects in the application window.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application.
  • Other objects in the window are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the lower circle adds.
  • the character "under the foot” adds an outer ring, wherein the outer ring is displayed separately from the background color, for example, a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S120 the second device 2 acquires a hidden display operation of the target object by the user, and in step S130, the second device 2 removes the at least one attribute information from the application according to the hidden display operation.
  • the distinguishing of other objects in the window is displayed. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character.
  • the distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display method includes step S90 and step S140 (not shown).
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • Other objects are displayed separately; in step S140, the second device 2 removes the at least one attribute information from the application window when one of the at least one attribute information is reduced to a predetermined threshold The distinction between objects is displayed.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to Corner The color was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S140 the second device 2 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display method includes step S90 and step S150 (not shown).
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • the other object is displayed separately;
  • step S150 the second device 2 performs a fourth operation on the target object, wherein the at least one piece of attribute information is displayed separately during execution of the fourth operation, wherein
  • the fourth operation includes at least one of: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • Other objects in the middle are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object relative to the application window Other objects in the middle are displayed separately.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S150 the second device 2 performs a fourth operation on the target object, wherein the at least one attribute information is differentiated and displayed during execution of the fourth operation, wherein the fourth operation includes At least one of the following: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • the at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the fourth operation.
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life bar of the game character, adding a border, or expanding the display size, the fourth operation is performed.
  • the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclosing, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head", the circle added under the character "foot”, etc., in the fourth operation Still in the process of execution in.
  • an object display method includes step S160.
  • the third device 3 distinguishes the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • FIG. 10 shows a block diagram of an object display device including a first device 11 and a second device 12, in accordance with an aspect of the present application.
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed differently from other objects in the application window.
  • the first device 11 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, by using the operated mouse, Interactive device such as trackball, trackpad or body sensor Specify the target object in the application window, and input instructions through the physical keyboard or virtual keyboard to specify the target object in the application window.
  • Interactive device such as trackball, trackpad or body sensor
  • the target object in the application window and input instructions through the physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the bar display area representing the life value and the mana attribute attribute above the character in the left circle of the picture is boldly displayed, and a border is added, and the color and background color of the frame are added.
  • a border is added, and the color and background color of the frame are added.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad shape of the game character. State, the position of the game character on the screen, etc.
  • the object display device further includes a third device 13 and a fourth device 14.
  • the third device 13 in the first device 1 acquires the second operation of the target object by the user; the fourth device 14 in the first device 1 performs the second operation on the target object, where The at least one attribute information is displayed differentially during execution of the second operation.
  • the third device 13 acquires the second operation of the target object by the user. After the user specifies that the display object is the target object, performing a second operation on the target object, including at least one of: adjusting attribute information of the target object; adjusting the at least one attribute information Property information; move the target object. For example, in a game, a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply. Then, the fourth device 14 performs the second operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the second operation.
  • the at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the second operation.
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life character bar of the game character, adding a border, or expanding the display size, the second operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist.
  • the target object itself has also been displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head”, the circle added under the character “foot”, etc., in the second operation It still exists during execution.
  • an object display device includes a first device 11, a second device 12, and a fifth device 15.
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window; the fifth device 15 in the first device 1 is for the mesh
  • the target object performs the first operation, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  • the first device 11 determines a target object in the application window according to the first operation of the user, wherein the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, by using the operated mouse, the track
  • An interactive device such as a ball, a touchpad, or a sensory sensor specifies a target object in the application window, and inputs an instruction through a physical keyboard or a virtual keyboard to specify a target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "under the foot” adds an outer ring, wherein the outer ring is distinguished from the background color. Display, for example with a red outer ring.
  • the first device 1 performs the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  • the first operation includes a selection instruction and an operation instruction.
  • the mouse is used to point to the enemy's character, or click/draw over the position corresponding to the character on the touch screen, thereby implementing an attack operation on the enemy character.
  • the operation instruction corresponds to at least one of the following operations: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply.
  • the object display device includes a first device 11, a second device 12, and a sixth device 16 (not shown).
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user;
  • the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window;
  • the sixth device 16 in the first device 1 removes the at least one attribute information from the application window according to the third operation of the user The distinction between other objects in the display.
  • the first device 11 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - For example, if you have the least amount of health and are suitable for priority attacks, then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the sixth device 16 removes the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user. For example, in the game interface, the player's or enemy's character is selected and differentiated from the display state, the health bar is thicker, the border is added, or the display size is enlarged; the game player executes the character. Deselect the selected action, or select other characters, then remove the distinguishing display of the character relative to other characters on the interface, such as restoring the thickened health bar or the expanded display size, or removing the border .
  • the third operation includes moving the target object, wherein the sixth device 16 includes a sixth unit 161 and a sixth unit 162, with reference to the figure. 13.
  • the sixth unit 161 of the first device 1 moves the target object to a corresponding position according to the third operation; the sixth two unit 162 of the first device 1 when the corresponding position and the current position
  • the distance between the distances is equal to or greater than the distance threshold, and the distinguishing display of the at least one attribute information relative to other objects in the application window is removed.
  • the sixth unit 161 moves the target object to correspond according to the third operation. position.
  • the third operation comprises a move instruction to the target object.
  • a distance threshold is specified in advance, and the sixth two unit 162 removes the distinguishing display of the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold.
  • a distance threshold is specified in advance
  • the sixth two unit 162 removes the distinguishing display of the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold.
  • the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker.
  • the health bar or the expanded display size is restored, or the border is removed.
  • the object display device includes a first device 11, a second device 12, and a seventh device 17 (not shown).
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user;
  • the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window;
  • the seventh device 17 in the first device 1 removes the at least one attribute information from the hidden display operation according to the target object The distinguishing display of other objects in the application window.
  • the first device 11 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the seventh device 17 removes the distinguishing display of the at least one attribute information from other objects in the application window according to a hidden display operation on the target object. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character.
  • the distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display device includes a first device 11, a second device 12, and an eighth device 18 (not shown).
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user;
  • the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed differently from other objects in the application window;
  • the eighth device 18 in the first device 1 reduces one attribute information in the at least one attribute information to a predetermined threshold, and removes the The at least one attribute information is displayed relative to the other objects in the application window.
  • the first device 11 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • Object including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to one or some of the display objects on the screen with the mouse, and clicks the left mouse button or Right-click to identify the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the eighth device 18 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • an object display device includes a ninth device 21.
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • an object display device includes a tenth device 22 and a ninth device 21.
  • the tenth device 22 in the second device 2 detects whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied; the ninth device 21 in the second device 2 distinguishes the display when the trigger condition is satisfied.
  • the target object wherein At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the ninth device 21 distinguishes and displays the target object when the trigger condition is met, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window, wherein the target object At least one attribute information is displayed differently from other objects in the application window.
  • the trigger condition is considered to be satisfied: the corresponding object is selected as the target object by the application in the application window; the corresponding object is selected by the user as the target object in the application window; The corresponding object in the application window is selected as the target object by other users in the application; in the application window, the user corresponding object has the highest priority.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the user, the computer, the mobile terminal or the cloud, or selected as the target object by other users; or the user corresponding object is included in the target object candidate sequence with the highest priority. Level, then the trigger condition is considered to be satisfied.
  • the user directly specifies a character in the game, and the character is selected; the character controlled by the user in the game has the highest attack priority in the selected list, and the user is selected after the other user specifies the target object candidate sequence. The character controlled in the game.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • an object display device includes a ninth device 21, a first device 110, and a twelfth device 24.
  • the ninth device 21 in the second device 2 When the user is selected as the target object in the application window, the target object is displayed differently, wherein at least one attribute information of the target object is displayed differently from other objects in the application window; in the second device 2
  • the eleventh device 23 acquires a movement operation of the target object by the user; the twelfth device 24 in the second device 2 moves the target object to a corresponding position according to the moving operation, and removes the at least A piece of attribute information is displayed relative to other objects in the application window.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the eleventh device 23 acquires a movement operation of the user on the target object. For example, in the game interface, the application acquires a user's moving operation on the corresponding character, wherein the character is already selected. State, and its health or mana, etc. are displayed relative to other characters in the interface.
  • the twelfth device 24 moves the target object to a corresponding position according to the moving operation, and removes a distinguishing display of the at least one attribute information from other objects in the application window, for example, a thickened vital value bar or The expanded display size is restored, or the border is removed.
  • the twelfth device 24 includes a twelfth unit 241 and a twelfth unit 242.
  • the twelfth unit 241 of the second device 2 moves the target object from the current position to the corresponding position according to the moving operation; the twelfth unit 242 of the second device 2 when the corresponding position is The distance between the current locations is equal to or greater than a distance threshold, and the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed.
  • a distance threshold is specified in advance, and the twelfth unit 242 removes the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. Distinguish the display. For example, in a game, when a game character in a distinguishing display state is moved out of the range of "lock”, "attack” or "release skill", the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker. The health bar or the expanded display size is restored, or the border is removed.
  • the object display device includes a ninth device 21, a thirteenth device 25 (not shown), and a fourteenth device 26 (not shown).
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • the other objects are displayed separately; the thirteenth device 25 in the second device 2 acquires the hidden display operation of the target object by the user; the fourteenth device 26 in the second device 2 removes according to the hidden display operation The at least one attribute information is displayed relative to the other objects in the application window.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; and the manner of distinguishing the display includes but is not limited to: changing the color, adding Thick fonts, add borders, change display size, etc., for example, thicken the health of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the thirteenth device 25 acquires a hidden display operation of the target object by the user, and the fourteenth device 26 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window according to the hidden display operation.
  • the fourteenth device 26 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window according to the hidden display operation. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character.
  • the distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display device includes a ninth device 21 and a fifteenth device 27 (not shown).
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • the other objects are displayed separately; the fifteenth device 27 in the second device 2 removes the at least one attribute information from the application when one of the at least one attribute information is reduced to a predetermined threshold The distinguishing of other objects in the window is displayed.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the Other objects in the application window are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the fifteenth device 27 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window when one of the at least one piece of attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display device includes a ninth device 21 and a sixteenth device 28 (not shown).
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately; the second setting The sixteenth device 28 in the second device performs a fourth operation on the target object, wherein the at least one attribute information is separately displayed during execution of the fourth operation, wherein the fourth operation includes At least one of the following: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is distinguished from other objects in the application window. display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the sixteenth device 28 performs a fourth operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the fourth operation, wherein the fourth operation comprises at least one of Item: adjusting attribute information of the target object; adjusting attribute information in the at least one attribute information; and moving the target object.
  • the at least one attribute information is distinguished
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life bar of the game character, adding a border, or expanding the display size, the fourth operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc.
  • the target object itself has also been displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclosing, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head”, the circle added under the character “foot”, etc., in the fourth operation It still exists during execution.
  • an object display device includes a seventeenth device 31.
  • the seventeenth device 31 in the third device 3 distinguishes the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad shape of the game character. State, the position of the game character on the screen, etc.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device wherein the device includes:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device wherein the device includes:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the present application can be implemented in software and/or a combination of software and hardware, for example, using an application specific integrated circuit (ASIC), a general purpose computer, or any other similar hardware device.
  • the software program of the present application can be executed by a processor to implement the steps or functions described above.
  • the software program (including related data structures) of the present application can be stored in a computer readable recording medium, such as RAM memory, magnetic Or optical drives or floppy disks and similar devices.
  • some of the steps or functions of the present application may be implemented in hardware, for example, as a circuit that cooperates with a processor to perform various steps or functions.
  • a portion of the present application can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide a method and/or technical solution in accordance with the present application.
  • the program instructions for invoking the method of the present application may be stored in a fixed or removable recording medium, and/or transmitted by a data stream in a broadcast or other signal bearing medium, and/or stored in a The working memory of the computer device in which the program instructions are run.
  • an embodiment in accordance with the present application includes a device including a memory for storing computer program instructions and a processor for executing program instructions, wherein when the computer program instructions are executed by the processor, triggering
  • the apparatus operates based on the aforementioned methods and/or technical solutions in accordance with various embodiments of the present application.

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Abstract

An object display method and device, which are used for determining, according to a first operation of a user, a corresponding target object in an application window (S10), and differentially displaying the target object, wherein at least one piece of attribute information about the target object, with respect to other objects in the application window, is differentially displayed (S20). The method can significantly reduce the error rate of a user operation, increase the efficiency of the user operation and improve the usage experience of a user.

Description

一种对象显示方法与设备Object display method and device 技术领域Technical field
本申请涉及计算机领域,尤其涉及一种对象显示方法与设备。The present application relates to the field of computers, and in particular, to an object display method and device.
背景技术Background technique
随着时代的发展,各类智能终端产品进入人们的生活,尤其是带有显示屏的电子终端设备,提供了多样化的信息展现形式,极大地方便和丰富了人们的物质文化生活。然而,当显示屏上具有大量信息,每项信息的变动就不是很明显,用户很容易忽视关键信息的变动而造成损失,操作错误率高、用户体验差;但是若一直将用户所关心的关键信息突显,则又会引起用户注意力的疲劳,降低操作效率甚至引起用户的反感情绪。With the development of the times, all kinds of intelligent terminal products have entered people's lives, especially electronic terminal devices with display screens, providing a variety of information display forms, which greatly facilitate and enrich people's material and cultural life. However, when there is a large amount of information on the display screen, the change of each information is not obvious. It is easy for the user to ignore the change of the key information and cause loss, the operation error rate is high, and the user experience is poor; but if the user is always concerned about the key When the information is highlighted, it will cause the user's attention to fatigue, reduce the operating efficiency and even cause the user's resentment.
发明内容Summary of the invention
本申请的一个目的是提供一种对象显示方法与设备。An object of the present application is to provide an object display method and apparatus.
根据本申请的一个方面,提供了一种对象显示方法,该方法包括:According to an aspect of the present application, an object display method is provided, the method comprising:
根据用户的第一操作确定应用窗口中对应的目标对象;Determining a corresponding target object in the application window according to the first operation of the user;
区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。The target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的另一个方面,提供了一种对象显示方法,该方法包括:According to another aspect of the present application, an object display method is provided, the method comprising:
当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的再一个方面,提供了一种对象显示方法,该方法包括:According to still another aspect of the present application, an object display method is provided, the method comprising:
区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Distinguishing the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的一个方面,提供了一种对象显示设备,该设备包括:According to an aspect of the present application, an object display device is provided, the device comprising:
第一装置,用于根据用户的第一操作确定应用窗口中对应的目标对象;a first device, configured to determine, according to a first operation of the user, a corresponding target object in the application window;
第二装置,用于区分显示所述目标对象,其中,所述目标对象的至少一 项属性信息相对所述应用窗口中其他对象被区分显示。a second device, configured to distinguish the target object, wherein at least one of the target objects The item attribute information is displayed differently from other objects in the application window.
根据本申请的另一个方面,提供了一种对象显示设备,该设备包括:According to another aspect of the present application, an object display device is provided, the device comprising:
第九装置,用于当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。a ninth device, configured to: when the user selects the corresponding object as the target object in the application window, separately display the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window .
根据本申请的再一个方面,提供了一种对象显示设备,该设备包括:According to still another aspect of the present application, an object display device is provided, the device comprising:
第十七装置,用于区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。The seventeenth device is configured to distinguish the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的一个方面,提供了一种对象显示设备,该设备包括:According to an aspect of the present application, an object display device is provided, the device comprising:
处理器;以及Processor;
被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
根据用户的第一操作确定应用窗口中对应的目标对象;Determining a corresponding target object in the application window according to the first operation of the user;
区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。The target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的另一个方面,提供了一种对象显示设备,该设备包括:According to another aspect of the present application, an object display device is provided, the device comprising:
处理器;以及Processor;
被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的再一个方面,提供了一种对象显示设备,该设备包括:According to still another aspect of the present application, an object display device is provided, the device comprising:
处理器;以及Processor;
被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Distinguishing the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
与现有技术相比,本申请通过对显示对象进行区分显示,实现对显示 对象及其属性值相对于屏幕上其他显示对象的区分显示,能显著降低用户操作错误率、提高用户操作效率、改善用户使用体验。Compared with the prior art, the present application realizes the display by distinguishing and displaying the display object. The distinguishing between the object and its attribute values relative to other display objects on the screen can significantly reduce the user operation error rate, improve user operation efficiency, and improve the user experience.
附图说明DRAWINGS
通过阅读参照以下附图所作的对非限制性实施例所作的详细描述,本申请的其它特征、目的和优点将会变得更明显:Other features, objects, and advantages of the present application will become more apparent from the detailed description of the accompanying drawings.
图1示出根据本申请一个实施例的一种对象显示方法流程图;1 shows a flow chart of an object display method according to an embodiment of the present application;
图2示出根据本申请另一个实施例的一种对象显示方法流程图;2 is a flow chart showing an object display method according to another embodiment of the present application;
图3示出根据本申请再一个实施例的一种对象显示方法流程图;FIG. 3 is a flowchart of an object display method according to still another embodiment of the present application; FIG.
图4示出根据本申请另一个实施例的一种对象显示方法流程图;4 is a flow chart showing an object display method according to another embodiment of the present application;
图5示出根据本申请再一个实施例的一种对象显示方法流程图;FIG. 5 is a flowchart of an object display method according to still another embodiment of the present application;
图6示出根据本申请又一个实施例的一种对象显示方法流程图;FIG. 6 is a flowchart of an object display method according to still another embodiment of the present application;
图7示出根据本申请另一个实施例的一种对象显示方法流程图;FIG. 7 is a flowchart of an object display method according to another embodiment of the present application;
图8示出根据本申请一个实施例的一种对象显示方法流程图;FIG. 8 is a flowchart of an object display method according to an embodiment of the present application;
图9示出根据本申请另一个实施例的一种对象显示方法流程图;FIG. 9 is a flowchart of an object display method according to another embodiment of the present application;
图10示出根据本申请一个实施例的一种对象显示设备结构图;FIG. 10 is a structural diagram of an object display device according to an embodiment of the present application; FIG.
图11示出根据本申请另一个实施例的一种对象显示设备结构图;FIG. 11 is a structural diagram of an object display device according to another embodiment of the present application;
图12示出根据本申请再一个实施例的一种对象显示设备结构图;FIG. 12 is a structural diagram of an object display device according to still another embodiment of the present application;
图13示出根据本申请另一个实施例的一种对象显示设备结构图;FIG. 13 is a structural diagram of an object display device according to another embodiment of the present application;
图14示出根据本申请再一个实施例的一种对象显示设备结构图;FIG. 14 is a structural diagram of an object display device according to still another embodiment of the present application;
图15示出根据本申请又一个实施例的一种对象显示设备结构图;FIG. 15 is a structural diagram of an object display device according to still another embodiment of the present application;
图16示出根据本申请另一个实施例的一种对象显示设备结构图;FIG. 16 is a structural diagram of an object display device according to another embodiment of the present application;
图17示出根据本申请一个实施例的一种对象显示设备结构图;FIG. 17 is a structural diagram of an object display device according to an embodiment of the present application;
图18示出根据本申请另一个实施例的一种对象显示设备结构图;FIG. 18 is a structural diagram of an object display device according to another embodiment of the present application;
图19示出某款游戏的屏幕截图,其中图片中左侧圆圈内的对象未区分显示;Figure 19 shows a screenshot of a game in which objects in the left circle in the picture are not distinguishable;
图20示出某款游戏的屏幕截图,其中图片中左侧圆圈内的对象已区分显示;Figure 20 shows a screenshot of a game in which objects in the left circle in the picture are displayed separately;
附图中相同或相似的附图标记代表相同或相似的部件。 The same or similar reference numerals in the drawings denote the same or similar components.
具体实施方式detailed description
下面结合附图对本申请作进一步详细描述。The present application is further described in detail below with reference to the accompanying drawings.
在本申请一个典型的配置中,终端、服务网络的设备和可信方均包括一个或多个处理器(CPU)、输入/输出接口、网络接口和内存。In a typical configuration of the present application, the terminal, the device of the service network, and the trusted party each include one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
内存可能包括计算机可读介质中的非永久性存储器,随机存取存储器(RAM)和/或非易失性内存等形式,如只读存储器(ROM)或闪存(flash RAM)。内存是计算机可读介质的示例。The memory may include non-persistent memory, random access memory (RAM), and/or non-volatile memory in a computer readable medium, such as read only memory (ROM) or flash memory. Memory is an example of a computer readable medium.
计算机可读介质包括永久性和非永久性、可移动和非可移动媒体可以由任何方法或技术来实现信息存储。信息可以是计算机可读指令、数据结构、程序的模块或其他数据。计算机的存储介质的例子包括,但不限于相变内存(PRAM)、静态随机存取存储器(SRAM)、动态随机存取存储器(DRAM)、其他类型的随机存取存储器(RAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、快闪记忆体或其他内存技术、只读光盘只读存储器(CD-ROM)、数字多功能光盘(DVD)或其他光学存储、磁盒式磁带,磁带磁盘存储或其他磁性存储设备或任何其他非传输介质,可用于存储可以被计算设备访问的信息。按照本文中的界定,计算机可读介质不包括非暂存电脑可读媒体(transitory media),如调制的数据信号和载波。Computer readable media includes both permanent and non-persistent, removable and non-removable media. Information storage can be implemented by any method or technology. The information can be computer readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory. (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, compact disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, A magnetic tape cartridge, magnetic tape storage or other magnetic storage device or any other non-transportable medium that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include non-transitory computer readable media, such as modulated data signals and carrier waves.
本申请所指设备包括但不限于用户设备、网络设备、或用户设备与网络设备通过网络相集成所构成的设备。所述用户设备包括但不限于任何一种可与用户进行人机交互(例如通过触摸板进行人机交互)的移动电子产品,例如智能手机、平板电脑等,所述移动电子产品可以采用任意操作系统,如android操作系统、iOS操作系统等。其中,所述网络设备包括一种能够按照事先设定或存储的指令,自动进行数值计算和信息处理的电子设备,其硬件包括但不限于微处理器、专用集成电路(ASIC)、可编程逻辑器件(PLD)、现场可编程门阵列(FPGA)、数字信号处理器(DSP)、嵌入式设备等。所述网络设备包括但不限于计算机、网络主机、单个网络服务器、多个网络服务器集或多个服务器构成的云;在此,云由基于云计算(Cloud Computing)的大量计算机或网络服务器构成,其中,云计算是分布式计算的一种,由一群松 散耦合的计算机集组成的一个虚拟超级计算机。所述网络包括但不限于互联网、广域网、城域网、局域网、VPN网络、无线自组织网络(Ad Hoc网络)等。优选地,所述设备还可以是运行于所述用户设备、网络设备、或用户设备与网络设备、网络设备、触摸终端或网络设备与触摸终端通过网络相集成所构成的设备上的程序。The device referred to in the present application includes but is not limited to a user equipment, a network device, or a device formed by integrating a user equipment and a network device through a network. The user equipment includes, but is not limited to, any mobile electronic product that can perform human-computer interaction with the user (for example, human-computer interaction through a touchpad), such as a smart phone, a tablet computer, etc., and the mobile electronic product can be operated by any operation. System, such as android operating system, iOS operating system, etc. The network device includes an electronic device capable of automatically performing numerical calculation and information processing according to an instruction set or stored in advance, and the hardware includes but is not limited to a microprocessor, an application specific integrated circuit (ASIC), and programmable logic. Devices (PLDs), Field Programmable Gate Arrays (FPGAs), Digital Signal Processors (DSPs), embedded devices, and more. The network device includes, but is not limited to, a computer, a network host, a single network server, a plurality of network server sets, or a plurality of servers; wherein the cloud is composed of a large number of computers or network servers based on Cloud Computing. Among them, cloud computing is a kind of distributed computing, consisting of a group of pines. A virtual supercomputer consisting of a set of loosely coupled computers. The network includes, but is not limited to, the Internet, a wide area network, a metropolitan area network, a local area network, a VPN network, a wireless ad hoc network (Ad Hoc network), and the like. Preferably, the device may also be a program running on the user equipment, the network device, or the user equipment and the network device, the network device, the touch terminal, or the network device and the touch terminal integrated through the network.
当然,本领域技术人员应能理解上述设备仅为举例,其他现有的或今后可能出现的设备如可适用于本申请,也应包含在本申请保护范围以内,并在此以引用方式包含于此。Of course, those skilled in the art should understand that the above-mentioned devices are only examples, and other existing or future devices may be applicable to the present application, and are also included in the scope of the present application, and are hereby incorporated by reference. this.
在本申请的描述中,“多个”的含义是两个或更多个,除非另有明确具体的限定。In the description of the present application, the meaning of "a plurality" is two or more unless specifically defined otherwise.
图1示出了根据本申请一个方面的一种对象显示方法流程图,该方法包括步骤S10和步骤S20。其中,第一设备1在步骤S10中根据用户的第一操作确定应用窗口中对应的目标对象;第一设备1在步骤S20中区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。1 shows a flow chart of an object display method according to an aspect of the present application, the method including step S10 and step S20. The first device 1 determines a corresponding target object in the application window according to the first operation of the user in step S10; the first device 1 distinguishes and displays the target object in step S20, wherein at least one item of the target object The attribute information is displayed differently from other objects in the application window.
具体而言,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中的目标对象,其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, in step S10, the first device 1 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, and passing The interacting device such as the mouse, the trackball, the touchpad or the sensory sensor specifies the target object in the application window, and inputs an instruction through the physical keyboard or the virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对 象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图20,相对于其他角色,图片中左侧圆圈内角色上方代表生命值和魔法值属性的条形显示区域被加粗显示,并且加上了边框,并且该边框的颜色与背景颜色相区分,例如采用红色边框;角色名称两侧也增加箭头以与其他角色区分显示,该箭头也与背景颜色相区分,例如采用红色箭头。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。In step S20, the first device 1 distinguishes and displays the target object, wherein the target pair At least one attribute information of the image is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 20, relative to other characters, the bar display area representing the life value and the mana attribute attribute above the character in the left circle of the picture is boldly displayed, and a border is added, and the color and background color of the frame are added. Differentiate, for example, with a red border; arrows are added to the sides of the character name to distinguish it from other characters. The arrow is also distinguished from the background color, such as a red arrow. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
优选地,参考图2,根据本申请另一个方面的对象显示方法还包括步骤S30和步骤S40。其中,在步骤S30中,第一设备1获取所述用户对所述目标对象的第二操作;第一设备1在步骤S40中对所述目标对象执行所述第二操作,其中,所述至少一项属性信息在所述第二操作的执行过程中被区分显示。Preferably, referring to FIG. 2, the object display method according to another aspect of the present application further includes step S30 and step S40. In step S30, the first device 1 acquires the second operation of the target object by the user; the first device 1 performs the second operation on the target object in step S40, wherein the at least An attribute information is displayed differentially during execution of the second operation.
具体来说,在步骤S30中,第一设备1获取所述用户对所述目标对象的第二操作。其中,所述用户指定显示对象为所述目标对象后,对所述目标对象进行第二操作,包括至少以下任一项:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。例如,在游戏中,用户对我方/敌方的角色或界面中的其他对象实施了选择并将其 选定为目标对象,再对该目标对象进行攻击、技能/魔法伤害或回复等操作。然后,第一设备1在步骤S40中对所述目标对象执行所述第二操作,其中,所述至少一项属性信息在所述第二操作的执行过程中被区分显示。其中,所述至少一项属性信息被区分显示后,在所述第二操作执行过程中仍然保持区分显示的状态。区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸后,第二操作执行的过程之中,变粗的生命值条、加上的边框、扩大的显示尺寸等仍然存在。特别地,所述目标对象本身在应用窗口中也已经被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将已改变颜色的游戏角色本身、增加的边框、放大后的显示方式、在角色“头顶”增加的箭头、在角色“脚下”增加的圆圈等,在所述第二操作的执行过程中仍然存在。Specifically, in step S30, the first device 1 acquires the second operation of the target object by the user. After the user specifies that the display object is the target object, performing a second operation on the target object, including at least one of: adjusting attribute information of the target object; adjusting the at least one attribute information Property information; move the target object. For example, in a game, the user has chosen and applied to our/enemy role or other objects in the interface. Select as the target object, then attack, skill/magic damage or reply to the target object. Then, the first device 1 performs the second operation on the target object in step S40, wherein the at least one piece of attribute information is displayed differently during execution of the second operation. The at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the second operation. The manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life character bar of the game character, adding a border, or expanding the display size, the second operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist. In particular, the target object itself has also been displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head", the circle added under the character "foot", etc., in the second operation It still exists during execution.
优选地,参考图3,根据本申请的另一个方面的对象显示方法包括步骤S10、步骤S20和步骤S50。其中,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中对应的目标对象;在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S50中,第一设备1对所述目标对象执行所述第一操作,其中,所述至少一项属性信息随所述第一操作的执行结果被调整。Preferably, referring to FIG. 3, the object display method according to another aspect of the present application includes step S10, step S20, and step S50. In step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed. An attribute information is displayed separately from other objects in the application window; in step S50, the first device 1 performs the first operation on the target object, wherein the at least one attribute information follows the The execution result of an operation is adjusted.
具体地,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中的目标对象,其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色 上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, in step S10, the first device 1 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, An interactive device such as an operating mouse, trackball, trackpad, or a sensory sensor specifies a target object in the application window, and inputs an instruction through a physical keyboard or a virtual keyboard to specify a target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an unidentified state, the character There are several attribute information displayed at the top: role name, health value, mana value, and character level; the user selects the character by touching the screen. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。In step S20, the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
在步骤S50中,第一设备1对所述目标对象执行所述第一操作,其中,所述至少一项属性信息随所述第一操作的执行结果被调整。所述第一操作包含选择指令和操作指令。例如,在游戏中,玩家选取攻击指令后,使用鼠标指向敌方的角色,或点击/划过触摸屏上对应于该角色的位置,从而对敌方角色实现攻击操作。其中,所述操作指令对应至少以下任一项操作:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。例如,在游戏中,用户对我方/敌方的角色或界面中的其他对象实施了选择并将其选定为目标对象,再对该目标对象进行攻击、技能/魔法伤害或回复等操作。In step S50, the first device 1 performs the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation. The first operation includes a selection instruction and an operation instruction. For example, in the game, after the player selects the attack command, the mouse is used to point to the enemy's character, or click/draw over the position corresponding to the character on the touch screen, thereby implementing an attack operation on the enemy character. The operation instruction corresponds to at least one of the following operations: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object. For example, in a game, a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply.
优选地,根据本申请的另一个方面的对象显示方法包括步骤S10、步 骤S20和步骤S60(未示出)。其中,在步骤S10,第一设备1中根据用户的第一操作确定应用窗口中对应的目标对象;在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S60中,第一设备1根据所述用户的第三操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display method according to another aspect of the present application includes step S10, step Step S20 and step S60 (not shown). In step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed. An attribute information is displayed separately from other objects in the application window; in step S60, the first device 1 removes the at least one attribute information from other objects in the application window according to the third operation of the user The distinction is shown.
具体而言,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中对应的目标对象。其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, in step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user. The first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示 的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。In step S20, the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; Ways include, but are not limited to, changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, enclosing it with an open or closed circle, for example, changing the color of the game character itself, adding a border, zooming in, in the character "Head" adds arrows and adds a circle under the character's "foot". For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
在步骤S60中,第一设备1根据所述用户的第三操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,游戏界面中相对于玩家而言,我方或敌方的角色处于选中并区分显示的状态,其生命值条变粗、加上边框,或者扩大了显示尺寸;游戏玩家对该角色执行了取消选定的操作,或者对其他角色进行了选中操作,那么去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。In step S60, the first device 1 removes the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user. For example, in the game interface, the player's or enemy's character is selected and differentiated from the display state, the health bar is thicker, the border is added, or the display size is enlarged; the game player executes the character. Deselect the selected action, or select other characters, then remove the distinguishing display of the character relative to other characters on the interface, such as restoring the thickened health bar or the expanded display size, or removing the border .
优选地,根据本申请的另一个方面的对象显示方法中,所述第三操作包括移动所述目标对象,其中,步骤S60中包括步骤S61和步骤S62,参考图4。其中,在步骤S61中,第一设备1根据所述第三操作将所述目标对象移动至对应位置;在步骤S62中,第一设备1当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, in the object display method according to another aspect of the present application, the third operation includes moving the target object, wherein step S60 includes step S61 and step S62, with reference to FIG. 4. Wherein, in step S61, the first device 1 moves the target object to the corresponding position according to the third operation; in step S62, the distance between the corresponding position and the current position of the first device 1 is equal to Or greater than the distance threshold, removing the distinguishing display of the at least one attribute information from other objects in the application window.
具体地,在步骤S61中,第一设备1根据所述第三操作将所述目标对象移动至对应位置。其中,所述第三操作包括对所述目标对象的移动指令。事先指定一个距离阈值,在步骤S62中,第一设备1当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,当处于区分显示状态的游戏角色被移出“锁定”、“攻击”或“释放技能”的范围,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。Specifically, in step S61, the first device 1 moves the target object to the corresponding position according to the third operation. Wherein the third operation comprises a move instruction to the target object. Determining a distance threshold in advance, in step S62, the first device 1 removes the at least one attribute information from other objects in the application window when a distance between the corresponding position and the current position is equal to or greater than a distance threshold The distinction is shown. For example, in a game, when a game character in a distinguishing display state is moved out of the range of "lock", "attack" or "release skill", the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker. The health bar or the expanded display size is restored, or the border is removed.
优选地,根据本申请的一个方面的对象显示方法包括步骤S10、步骤S20和步骤S70(未示出)。其中,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中对应的目标对象;在步骤S20中,第一设备1区分 显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S70中,第一设备1根据对所述目标对象的隐藏显示操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display method according to an aspect of the present application includes step S10, step S20, and step S70 (not shown). Wherein, in step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes Displaying the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window; in step S70, the first device 1 performs a hidden display operation on the target object, Removing the distinguishing display of the at least one attribute information from other objects in the application window.
具体地,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中对应的目标对象。其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, in step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user. The first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、 增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。In step S20, the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, changing the color of the game character itself, Add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the foot of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
在步骤S70中,第一设备1根据对所述目标对象的隐藏显示操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,玩家对屏幕上被选中并处于区分显示状态的角色加上了“隐身”状态而不再显示在“对手”的屏幕上,那么去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。In step S70, the first device 1 removes the distinguishing display of the at least one attribute information from other objects in the application window according to the hidden display operation on the target object. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character. The distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
优选地,参考图7,根据本申请的一个方面的对象显示方法包括步骤S10、步骤S20和步骤S80(未示出)。其中,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中对应的目标对象;在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S80中,第一设备1当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, referring to FIG. 7, an object display method according to an aspect of the present application includes step S10, step S20, and step S80 (not shown). In step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed. An attribute information is displayed separately from other objects in the application window; in step S80, the first device 1 removes at least one of the attribute information of the at least one piece of attribute information to a predetermined threshold Item attribute information is displayed relative to other objects in the application window.
具体而言,在步骤S10中,第一设备1根据用户的第一操作确定应用窗口中对应的目标对象。其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。 Specifically, in step S10, the first device 1 determines a corresponding target object in the application window according to the first operation of the user. The first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
在步骤S20中,第一设备1区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。In step S20, the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
在步骤S80中,第一设备1当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,设定所述目标对象的其中一项属性信息“生命值”的预定阈值为0,当目标对象的“生命值”属性信息减少到0,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。In step S80, the first device 1 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value" attribute information of the target object is reduced to 0, removing the relative interface to the character The distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
参考图5,根据本申请的又一个方面的对象显示方法包括步骤S90。其中,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Referring to FIG. 5, an object display method according to still another aspect of the present application includes step S90. In step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately.
具体而言,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被 其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, in step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application. Other objects in the window are displayed separately. Wherein, the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is Other users are selected as the target object. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
优选地,参考图6,根据本申请的另一个方面的对象显示方法包括步骤S91和步骤S90。其中,在步骤S91中,第二设备2检测是否满足将用户在应用窗口中对应对象选中为目标对象的触发条件;在步骤S90中,第二设备2当满足所述触发条件,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Preferably, referring to FIG. 6, the object display method according to another aspect of the present application includes step S91 and step S90. In step S91, the second device 2 detects whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied; in step S90, the second device 2 separately displays the said condition when the trigger condition is satisfied. a target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
其中,在步骤S90中,第二设备2当满足所述触发条件,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,当满足以下至少任一项,即可认为所述触发条件被满足:用户在应用窗口中对应对象被应用选中为目标对象;用户在应用窗口中对应对象被所述用户选中为目标对象;用户在应用窗口中对应对象被应用中的其他用户选中为目标对象;在应用窗口中用户对应对象具有 最高优先级。In the step S90, the second device 2 distinguishes and displays the target object when the trigger condition is met, wherein at least one attribute information of the target object is displayed differently from other objects in the application window, wherein At least one attribute information of the target object is displayed differently from other objects in the application window. For example, when at least one of the following items is satisfied, the trigger condition is considered to be satisfied: the corresponding object is selected as the target object by the application in the application window; the corresponding object is selected by the user as the target object in the application window; The corresponding object in the application window is selected as the target object by other users in the application; in the application window, the user corresponding object has The highest priority.
其中,用户在应用窗口中对应对象被该用户、计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象;或用户对应对象包含在目标对象候选序列中具有最高优先级,则认为所述触发条件被满足。例如:用户在游戏中直接指定了某角色,该角色被选中;用户在游戏中所控制的角色在被选中列表中具有最高的攻击优先级,则在其他用户指定目标对象候选序列后,选中用户在游戏中所控制的角色。The corresponding object in the application window is selected as the target object by the selected instruction of the user, the computer, the mobile terminal or the cloud, or selected as the target object by other users; or the user corresponding object is included in the target object candidate sequence with the highest priority. Level, then the trigger condition is considered to be satisfied. For example, the user directly specifies a character in the game, and the character is selected; the character controlled by the user in the game has the highest attack priority in the selected list, and the user is selected after the other user specifies the target object candidate sequence. The character controlled in the game.
所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
参考图7,根据本申请的另一个方面的对象显示方法,包括步骤S90、步骤S100和步骤S110。其中,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S100中,第二设备2获取所述用户对所述目标对象的移动操作;在步骤S110中,第二设备2根据所述移动操作将所述目标对象移动至对应位置,并去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Referring to FIG. 7, an object display method according to another aspect of the present application includes step S90, step S100, and step S110. In step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately; in step S100, the second device 2 acquires a movement operation of the target object by the user; in step S110, the second device 2 moves the target object to correspond according to the movement operation Positioning, and removing the distinguishing display of the at least one attribute information from other objects in the application window.
具体而言,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一 项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, in step S90, the second device 2 distinguishes and displays the target object when the user is selected as the target object in the application window, wherein at least one of the target objects is displayed. The item attribute information is displayed differently from other objects in the application window. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
在步骤S100中,第二设备2获取所述用户对所述目标对象的移动操作。例如,在游戏界面中,应用获取用户对对应角色的移动操作,其中,该角色已经处于选中状态,并且其生命值或魔法值等被相对于界面中其他角色区分显示。In step S100, the second device 2 acquires a moving operation of the user on the target object. For example, in the game interface, the application acquires a user's movement operation on the corresponding character, wherein the character is already in the selected state, and its life value, mana value, and the like are displayed differently with respect to other characters in the interface.
在步骤S110中,第二设备2根据所述移动操作将所述目标对象移动至对应位置,并去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。In step S110, the second device 2 moves the target object to the corresponding position according to the moving operation, and removes the distinguishing display of the at least one attribute information from other objects in the application window, for example, becomes thicker. The health bar or the expanded display size is restored, or the border is removed.
优选地,参考图8,步骤S110包括步骤S111和步骤S112。其中,在步骤S111中,第二设备2根据所述移动操作将所述目标对象从当前位置移动至对应位置;在步骤S112中,第二设备2当所述对应位置与所述当前位置间的 距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,事先指定一个距离阈值,在步骤S112中,第二设备2当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,当处于区分显示状态的游戏角色被移出“锁定”、“攻击”或“释放技能”的范围,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。Preferably, referring to FIG. 8, step S110 includes step S111 and step S112. Wherein, in step S111, the second device 2 moves the target object from the current position to the corresponding position according to the moving operation; in step S112, the second device 2 is between the corresponding position and the current position. The distance is equal to or greater than the distance threshold, and the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed. For example, a distance threshold is specified in advance, and in step S112, the second device 2 removes the at least one attribute information from the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. The distinction between other objects is displayed. For example, in a game, when a game character in a distinguishing display state is moved out of the range of "lock", "attack" or "release skill", the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker. The health bar or the expanded display size is restored, or the border is removed.
优选地,根据本申请的另一个方面的对象显示方法包括步骤S90、步骤S120(未示出)和步骤S130(未示出)。其中,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S120中,第二设备2获取所述用户对所述目标对象的隐藏显示操作;在步骤S130中,第二设备2根据所述隐藏显示操作去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display method according to another aspect of the present application includes step S90, step S120 (not shown), and step S130 (not shown). In step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately; in step S120, the second device 2 acquires a hidden display operation of the target object by the user; in step S130, the second device 2 removes the at least one item according to the hidden display operation The attribute information is displayed relative to the other objects in the application window.
具体而言,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚 下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, in step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application. Other objects in the window are displayed separately. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the character "head", and "foot" in the character The lower circle adds. For example, still referring to FIG. 20, with respect to FIG. 19, the character "under the foot" adds an outer ring, wherein the outer ring is displayed separately from the background color, for example, a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
在步骤S120中,第二设备2获取所述用户对所述目标对象的隐藏显示操作,在步骤S130中,第二设备2根据所述隐藏显示操作去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,玩家对屏幕上被选中并处于区分显示状态的角色加上了“隐身”状态而不再显示在“对手”的屏幕上,那么去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。In step S120, the second device 2 acquires a hidden display operation of the target object by the user, and in step S130, the second device 2 removes the at least one attribute information from the application according to the hidden display operation. The distinguishing of other objects in the window is displayed. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character. The distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
优选地,根据本申请的又一个方面的对象显示方法包括步骤S90和步骤S140(未示出)。其中,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S140中,第二设备2当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display method according to still another aspect of the present application includes step S90 and step S140 (not shown). In step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately; in step S140, the second device 2 removes the at least one attribute information from the application window when one of the at least one attribute information is reduced to a predetermined threshold The distinction between objects is displayed.
具体地,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角 色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, in step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to Corner The color was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
在步骤S140中,第二设备2当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,设定所述目标对象的其中一项属性信息“生命值”的预定阈值为0,当目标对象的“生命值”属性信息减少到0,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。In step S140, the second device 2 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value" attribute information of the target object is reduced to 0, removing the relative interface to the character The distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
根据本申请的再一个方面的对象显示方法包括步骤S90和步骤S150(未示出)。其中,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;在步骤S150中,第二设备2对所述目标对象执行第四操作,其中,所述至少一项属性信息在所述第四操作的执行过程中被区分显示,其中,所述第四操作包括以下至少任一项:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。The object display method according to still another aspect of the present application includes step S90 and step S150 (not shown). In step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. The other object is displayed separately; in step S150, the second device 2 performs a fourth operation on the target object, wherein the at least one piece of attribute information is displayed separately during execution of the fourth operation, wherein The fourth operation includes at least one of: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
具体地,在步骤S90中,第二设备2当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口 中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, in step S90, the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object relative to the application window Other objects in the middle are displayed separately. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
在步骤S150中,第二设备2对所述目标对象执行第四操作,其中,所述至少一项属性信息在所述第四操作的执行过程中被区分显示,其中,所述第四操作包括以下至少任一项:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。其中,所述至少一项属性信息被区分显示后,在所述第四操作执行过程中仍然保持区分显示的状态。区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸后,第四操作执行的过程之中,变粗的生命值条、加上的边框、扩大的显示尺寸等仍然存在。特别地,所述目标对象本身在应用窗口中也已经被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将已改变颜色的游戏角色本身、增加的边框、放大后的显示方式、在角色“头顶”增加的箭头、在角色“脚下”增加的圆圈等,在所述第四操作的执行过程中仍然存 在。In step S150, the second device 2 performs a fourth operation on the target object, wherein the at least one attribute information is differentiated and displayed during execution of the fourth operation, wherein the fourth operation includes At least one of the following: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object. The at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the fourth operation. The manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life bar of the game character, adding a border, or expanding the display size, the fourth operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist. In particular, the target object itself has also been displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclosing, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head", the circle added under the character "foot", etc., in the fourth operation Still in the process of execution in.
参考图9,根据本申请的还一个方面的一种对象显示方法包括步骤S160。其中,在步骤S160中,第三装置3区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Referring to FIG. 9, an object display method according to still another aspect of the present application includes step S160. Wherein, in step S160, the third device 3 distinguishes the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
具体地,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, at least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
图10示出了根据本申请一个方面的一种对象显示设备结构图,该设备包括第一装置11和第二装置12。其中,第一设备1中的第一装置11根据用户的第一操作确定应用窗口中对应的目标对象;第一设备1中的第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。FIG. 10 shows a block diagram of an object display device including a first device 11 and a second device 12, in accordance with an aspect of the present application. The first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed differently from other objects in the application window.
具体而言,第一装置11根据用户的第一操作确定应用窗口中的目标对象,其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置 指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, the first device 11 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, by using the operated mouse, Interactive device such as trackball, trackpad or body sensor Specify the target object in the application window, and input instructions through the physical keyboard or virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图20,相对于其他角色,图片中左侧圆圈内角色上方代表生命值和魔法值属性的条形显示区域被加粗显示,并且加上了边框,并且该边框的颜色与背景颜色相区分,例如采用红色边框;角色名称两侧也增加箭头以与其他角色区分显示,该箭头也与背景颜色相区分,例如采用红色箭头。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。The second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 20, relative to other characters, the bar display area representing the life value and the mana attribute attribute above the character in the left circle of the picture is boldly displayed, and a border is added, and the color and background color of the frame are added. Differentiate, for example, with a red border; arrows are added to the sides of the character name to distinguish it from other characters. The arrow is also distinguished from the background color, such as a red arrow. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状 态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad shape of the game character. State, the position of the game character on the screen, etc.
优选地,参考图11,根据本申请另一个方面的对象显示设备还包括第三装置13和第四装置14。其中,第一设备1中的第三装置13获取所述用户对所述目标对象的第二操作;第一设备1中的第四装置14对所述目标对象执行所述第二操作,其中,所述至少一项属性信息在所述第二操作的执行过程中被区分显示。Preferably, referring to FIG. 11, the object display device according to another aspect of the present application further includes a third device 13 and a fourth device 14. The third device 13 in the first device 1 acquires the second operation of the target object by the user; the fourth device 14 in the first device 1 performs the second operation on the target object, where The at least one attribute information is displayed differentially during execution of the second operation.
具体来说,第三装置13获取所述用户对所述目标对象的第二操作。其中,所述用户指定显示对象为所述目标对象后,对所述目标对象进行第二操作,包括至少以下任一项:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。例如,在游戏中,用户对我方/敌方的角色或界面中的其他对象实施了选择并将其选定为目标对象,再对该目标对象进行攻击、技能/魔法伤害或回复等操作。然后,第四装置14对所述目标对象执行所述第二操作,其中,所述至少一项属性信息在所述第二操作的执行过程中被区分显示。其中,所述至少一项属性信息被区分显示后,在所述第二操作执行过程中仍然保持区分显示的状态。区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸后,第二操作执行的过程之中,变粗的生命值条、加上的边框、扩大的显示尺寸等仍然存在。特别地,所述目标对象本身在应用窗口中也已经被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将已改变颜色的游戏角色本身、增加的边框、放大后的显示方式、在角色“头顶”增加的箭头、在角色“脚下”增加的圆圈等,在所述第二操作的执行过程中仍然存在。Specifically, the third device 13 acquires the second operation of the target object by the user. After the user specifies that the display object is the target object, performing a second operation on the target object, including at least one of: adjusting attribute information of the target object; adjusting the at least one attribute information Property information; move the target object. For example, in a game, a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply. Then, the fourth device 14 performs the second operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the second operation. The at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the second operation. The manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life character bar of the game character, adding a border, or expanding the display size, the second operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist. In particular, the target object itself has also been displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head", the circle added under the character "foot", etc., in the second operation It still exists during execution.
优选地,参考图12,根据本申请的另一个方面的对象显示设备包括第一装置11、第二装置12和第五装置15。其中,第一设备1中的第一装置11根据用户的第一操作确定应用窗口中对应的目标对象;第一设备1中的第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第一设备1中的第五装置15对所述目 标对象执行所述第一操作,其中,所述至少一项属性信息随所述第一操作的执行结果被调整。Preferably, referring to FIG. 12, an object display device according to another aspect of the present application includes a first device 11, a second device 12, and a fifth device 15. The first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window; the fifth device 15 in the first device 1 is for the mesh The target object performs the first operation, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
具体地,第一装置11根据用户的第一操作确定应用窗口中的目标对象,其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, the first device 11 determines a target object in the application window according to the first operation of the user, wherein the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, by using the operated mouse, the track An interactive device such as a ball, a touchpad, or a sensory sensor specifies a target object in the application window, and inputs an instruction through a physical keyboard or a virtual keyboard to specify a target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分 显示,例如采用红色外圈。The second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "under the foot" adds an outer ring, wherein the outer ring is distinguished from the background color. Display, for example with a red outer ring.
第一设备1在中对所述目标对象执行所述第一操作,其中,所述至少一项属性信息随所述第一操作的执行结果被调整。所述第一操作包含选择指令和操作指令。例如,在游戏中,玩家选取攻击指令后,使用鼠标指向敌方的角色,或点击/划过触摸屏上对应于该角色的位置,从而对敌方角色实现攻击操作。其中,所述操作指令对应至少以下任一项操作:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。例如,在游戏中,用户对我方/敌方的角色或界面中的其他对象实施了选择并将其选定为目标对象,再对该目标对象进行攻击、技能/魔法伤害或回复等操作。The first device 1 performs the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation. The first operation includes a selection instruction and an operation instruction. For example, in the game, after the player selects the attack command, the mouse is used to point to the enemy's character, or click/draw over the position corresponding to the character on the touch screen, thereby implementing an attack operation on the enemy character. The operation instruction corresponds to at least one of the following operations: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object. For example, in a game, a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply.
优选地,根据本申请的另一个方面的对象显示设备包括第一装置11、第二装置12和第六装置16(未示出)。其中,第一设备1中的第一装置11根据用户的第一操作确定应用窗口中对应的目标对象;第一设备1中的第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第一设备1中的第六装置16根据所述用户的第三操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display device according to another aspect of the present application includes a first device 11, a second device 12, and a sixth device 16 (not shown). The first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window; the sixth device 16 in the first device 1 removes the at least one attribute information from the application window according to the third operation of the user The distinction between other objects in the display.
具体而言,第一装置11根据用户的第一操作确定应用窗口中对应的目标对象。其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例 如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, the first device 11 determines a corresponding target object in the application window according to the first operation of the user. The first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after a number of roles are specified, a character has the highest release priority in the list of selected characters - For example, if you have the least amount of health and are suitable for priority attacks, then select the role.
第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。The second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
第六装置16根据所述用户的第三操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,游戏界面中相对于玩家而言,我方或敌方的角色处于选中并区分显示的状态,其生命值条变粗、加上边框,或者扩大了显示尺寸;游戏玩家对该角色执行了取消选定的操作,或者对其他角色进行了选中操作,那么去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。The sixth device 16 removes the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user. For example, in the game interface, the player's or enemy's character is selected and differentiated from the display state, the health bar is thicker, the border is added, or the display size is enlarged; the game player executes the character. Deselect the selected action, or select other characters, then remove the distinguishing display of the character relative to other characters on the interface, such as restoring the thickened health bar or the expanded display size, or removing the border .
优选地,根据本申请的另一个方面的对象显示设备中,所述第三操作包括移动所述目标对象,其中,第六装置16中包括第六一单元161和第六二单元162,参考图13。其中,第一设备1中的第六一单元161根据所述第三操作将所述目标对象移动至对应位置;第一设备1中的第六二单元162当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, in the object display device according to another aspect of the present application, the third operation includes moving the target object, wherein the sixth device 16 includes a sixth unit 161 and a sixth unit 162, with reference to the figure. 13. The sixth unit 161 of the first device 1 moves the target object to a corresponding position according to the third operation; the sixth two unit 162 of the first device 1 when the corresponding position and the current position The distance between the distances is equal to or greater than the distance threshold, and the distinguishing display of the at least one attribute information relative to other objects in the application window is removed.
具体地,第六一单元161根据所述第三操作将所述目标对象移动至对应 位置。其中,所述第三操作包括对所述目标对象的移动指令。事先指定一个距离阈值,第六二单元162当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,当处于区分显示状态的游戏角色被移出“锁定”、“攻击”或“释放技能”的范围,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。Specifically, the sixth unit 161 moves the target object to correspond according to the third operation. position. Wherein the third operation comprises a move instruction to the target object. A distance threshold is specified in advance, and the sixth two unit 162 removes the distinguishing display of the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. For example, in a game, when a game character in a distinguishing display state is moved out of the range of "lock", "attack" or "release skill", the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker. The health bar or the expanded display size is restored, or the border is removed.
优选地,根据本申请的一个方面的对象显示设备包括第一装置11、第二装置12和第七装置17(未示出)。其中,第一设备1中的第一装置11根据用户的第一操作确定应用窗口中对应的目标对象;第一设备1中的第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第一设备1中的第七装置17根据对所述目标对象的隐藏显示操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display device according to an aspect of the present application includes a first device 11, a second device 12, and a seventh device 17 (not shown). The first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window; the seventh device 17 in the first device 1 removes the at least one attribute information from the hidden display operation according to the target object The distinguishing display of other objects in the application window.
具体地,第一装置11根据用户的第一操作确定应用窗口中对应的目标对象。其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, the first device 11 determines a corresponding target object in the application window according to the first operation of the user. The first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window. For example, in a certain game, there are several display objects on the screen, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。 所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。The second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
第七装置17根据对所述目标对象的隐藏显示操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,玩家对屏幕上被选中并处于区分显示状态的角色加上了“隐身”状态而不再显示在“对手”的屏幕上,那么去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。The seventh device 17 removes the distinguishing display of the at least one attribute information from other objects in the application window according to a hidden display operation on the target object. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character. The distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
优选地,根据本申请的一个方面的对象显示设备包括第一装置11、第二装置12和第八装置18(未示出)。其中,第一设备1中的第一装置11根据用户的第一操作确定应用窗口中对应的目标对象;第一设备1中的第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第一设备1中的第八装置18当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display device according to an aspect of the present application includes a first device 11, a second device 12, and an eighth device 18 (not shown). The first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed differently from other objects in the application window; the eighth device 18 in the first device 1 reduces one attribute information in the at least one attribute information to a predetermined threshold, and removes the The at least one attribute information is displayed relative to the other objects in the application window.
具体而言,第一装置11根据用户的第一操作确定应用窗口中对应的目标对象。其中,用户的第一操作包括但不不限于:点击、滑动触摸屏上的相应区域,通过所操作的鼠标、轨迹球、触控板或者体感感应器等交互装置指定应用窗口中的目标对象,以及通过实体键盘或者虚拟键盘输入指令、指定应用窗口中的目标对象。例如,在某一款游戏中屏幕上有若干个显示 对象,包括代表玩家自己的角色、某个或某些友方角色、某个或某些敌方角色;游戏玩家通过鼠标指向屏幕上的某个或者某些显示对象,并单击鼠标左键或者右键,从而将该显示对象确定为目标对象。又例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,根据用户的第一操作,指定了若干个角色后,某个角色在这些被选中角色的列表中具有最高的释放优先级——例如,具有最少的生命值,适于优先进行攻击——则选中该角色。Specifically, the first device 11 determines a corresponding target object in the application window according to the first operation of the user. The first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window. For example, there are several displays on the screen in a certain game. Object, including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to one or some of the display objects on the screen with the mouse, and clicks the left mouse button or Right-click to identify the display object as the target object. For another example, referring to FIG. 19, the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected. In particular, according to the user's first operation, after specifying a number of roles, a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
第二装置12区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,第一设备1通过区分显示所述目标对象的至少一项属性信息,使得所述目标对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。The second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window. For example, the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
第八装置18当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,设定所述目标对象的其中一项属性信息“生命值”的预定阈值为0,当目标对象的“生命值”属性信息减少到0,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。 The eighth device 18 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value" attribute information of the target object is reduced to 0, removing the relative interface to the character The distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
参考图14,根据本申请的又一个方面的对象显示设备包括第九装置21。其中,第二设备2中的第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Referring to FIG. 14, an object display device according to still another aspect of the present application includes a ninth device 21. The ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately.
具体而言,第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
优选地,参考图15,根据本申请的另一个方面的对象显示设备包括第十装置22和第九装置21。其中,第二设备2中的第十装置22检测是否满足将用户在应用窗口中对应对象选中为目标对象的触发条件;第二设备2中的第九装置21当满足所述触发条件,区分显示所述目标对象,其中,所 述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Preferably, referring to FIG. 15, an object display device according to another aspect of the present application includes a tenth device 22 and a ninth device 21. The tenth device 22 in the second device 2 detects whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied; the ninth device 21 in the second device 2 distinguishes the display when the trigger condition is satisfied. The target object, wherein At least one attribute information of the target object is displayed differently from other objects in the application window.
其中,第九装置21当满足所述触发条件,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。例如,当满足以下至少任一项,即可认为所述触发条件被满足:用户在应用窗口中对应对象被应用选中为目标对象;用户在应用窗口中对应对象被所述用户选中为目标对象;用户在应用窗口中对应对象被应用中的其他用户选中为目标对象;在应用窗口中用户对应对象具有最高优先级。The ninth device 21 distinguishes and displays the target object when the trigger condition is met, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window, wherein the target object At least one attribute information is displayed differently from other objects in the application window. For example, when at least one of the following items is satisfied, the trigger condition is considered to be satisfied: the corresponding object is selected as the target object by the application in the application window; the corresponding object is selected by the user as the target object in the application window; The corresponding object in the application window is selected as the target object by other users in the application; in the application window, the user corresponding object has the highest priority.
其中,用户在应用窗口中对应对象被该用户、计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象;或用户对应对象包含在目标对象候选序列中具有最高优先级,则认为所述触发条件被满足。例如:用户在游戏中直接指定了某角色,该角色被选中;用户在游戏中所控制的角色在被选中列表中具有最高的攻击优先级,则在其他用户指定目标对象候选序列后,选中用户在游戏中所控制的角色。The corresponding object in the application window is selected as the target object by the selected instruction of the user, the computer, the mobile terminal or the cloud, or selected as the target object by other users; or the user corresponding object is included in the target object candidate sequence with the highest priority. Level, then the trigger condition is considered to be satisfied. For example, the user directly specifies a character in the game, and the character is selected; the character controlled by the user in the game has the highest attack priority in the selected list, and the user is selected after the other user specifies the target object candidate sequence. The character controlled in the game.
所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
参考图16,根据本申请的另一个方面的对象显示设备,包括第九装置21、第一装置110和第十二装置24。其中,第二设备2中的第九装置21 当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第二设备2中的第十一装置23获取所述用户对所述目标对象的移动操作;第二设备2中的第十二装置24根据所述移动操作将所述目标对象移动至对应位置,并去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Referring to FIG. 16, an object display device according to another aspect of the present application includes a ninth device 21, a first device 110, and a twelfth device 24. Wherein the ninth device 21 in the second device 2 When the user is selected as the target object in the application window, the target object is displayed differently, wherein at least one attribute information of the target object is displayed differently from other objects in the application window; in the second device 2 The eleventh device 23 acquires a movement operation of the target object by the user; the twelfth device 24 in the second device 2 moves the target object to a corresponding position according to the moving operation, and removes the at least A piece of attribute information is displayed relative to other objects in the application window.
具体而言,第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
第十一装置23获取所述用户对所述目标对象的移动操作。例如,在游戏界面中,应用获取用户对对应角色的移动操作,其中,该角色已经处于选中 状态,并且其生命值或魔法值等被相对于界面中其他角色区分显示。The eleventh device 23 acquires a movement operation of the user on the target object. For example, in the game interface, the application acquires a user's moving operation on the corresponding character, wherein the character is already selected. State, and its health or mana, etc. are displayed relative to other characters in the interface.
第十二装置24根据所述移动操作将所述目标对象移动至对应位置,并去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。The twelfth device 24 moves the target object to a corresponding position according to the moving operation, and removes a distinguishing display of the at least one attribute information from other objects in the application window, for example, a thickened vital value bar or The expanded display size is restored, or the border is removed.
优选地,参考图17,第十二装置24包括第十二一单元241和第十二二单元242。其中,第二设备2中的第十二一单元241根据所述移动操作将所述目标对象从当前位置移动至对应位置;第二设备2中的第十二二单元242当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,事先指定一个距离阈值,第十二二单元242当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,当处于区分显示状态的游戏角色被移出“锁定”、“攻击”或“释放技能”的范围,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。Preferably, referring to FIG. 17, the twelfth device 24 includes a twelfth unit 241 and a twelfth unit 242. The twelfth unit 241 of the second device 2 moves the target object from the current position to the corresponding position according to the moving operation; the twelfth unit 242 of the second device 2 when the corresponding position is The distance between the current locations is equal to or greater than a distance threshold, and the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed. For example, a distance threshold is specified in advance, and the twelfth unit 242 removes the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. Distinguish the display. For example, in a game, when a game character in a distinguishing display state is moved out of the range of "lock", "attack" or "release skill", the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker. The health bar or the expanded display size is restored, or the border is removed.
优选地,根据本申请的另一个方面的对象显示设备包括第九装置21、第十三装置25(未示出)和第十四装置26(未示出)。其中,第二设备2中的第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第二设备2中的第十三装置25获取所述用户对所述目标对象的隐藏显示操作;第二设备2中的第十四装置26根据所述隐藏显示操作去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display device according to another aspect of the present application includes a ninth device 21, a thirteenth device 25 (not shown), and a fourteenth device 26 (not shown). The ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. The other objects are displayed separately; the thirteenth device 25 in the second device 2 acquires the hidden display operation of the target object by the user; the fourteenth device 26 in the second device 2 removes according to the hidden display operation The at least one attribute information is displayed relative to the other objects in the application window.
具体而言,第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加 粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; and the manner of distinguishing the display includes but is not limited to: changing the color, adding Thick fonts, add borders, change display size, etc., for example, thicken the health of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
第十三装置25获取所述用户对所述目标对象的隐藏显示操作,第十四装置26根据所述隐藏显示操作去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,玩家对屏幕上被选中并处于区分显示状态的角色加上了“隐身”状态而不再显示在“对手”的屏幕上,那么去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。The thirteenth device 25 acquires a hidden display operation of the target object by the user, and the fourteenth device 26 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window according to the hidden display operation. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character. The distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
优选地,根据本申请的又一个方面的对象显示设备包括第九装置21和第十五装置27(未示出)。其中,第二设备2中的第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第二设备2中的第十五装置27当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。Preferably, the object display device according to still another aspect of the present application includes a ninth device 21 and a fifteenth device 27 (not shown). The ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. The other objects are displayed separately; the fifteenth device 27 in the second device 2 removes the at least one attribute information from the application when one of the at least one attribute information is reduced to a predetermined threshold The distinguishing of other objects in the window is displayed.
具体地,第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述 应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the Other objects in the application window are displayed separately. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
第十五装置27当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。例如,在游戏中,设定所述目标对象的其中一项属性信息“生命值”的预定阈值为0,当目标对象的“生命值”属性信息减少到0,去除对该角色的相对于界面上其他角色的区分显示,例如将变粗的生命值条或被扩大的显示尺寸复原,或去掉边框。The fifteenth device 27 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window when one of the at least one piece of attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value" attribute information of the target object is reduced to 0, removing the relative interface to the character The distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
优选地,根据本申请的再一个方面的对象显示设备包括第九装置21和第十六装置28(未示出)。其中,第二设备2中的第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示;第二设 备2中的第十六装置28对所述目标对象执行第四操作,其中,所述至少一项属性信息在所述第四操作的执行过程中被区分显示,其中,所述第四操作包括以下至少任一项:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。Preferably, the object display device according to still another aspect of the present application includes a ninth device 21 and a sixteenth device 28 (not shown). The ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately; the second setting The sixteenth device 28 in the second device performs a fourth operation on the target object, wherein the at least one attribute information is separately displayed during execution of the fourth operation, wherein the fourth operation includes At least one of the following: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
具体地,第九装置21当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。其中,用户在应用窗口中对应对象被计算机、移动终端或云端的选中指令选中为目标对象,或被其他用户选中为目标对象。所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is distinguished from other objects in the application window. display. The corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
第十六装置28对所述目标对象执行第四操作,其中,所述至少一项属性信息在所述第四操作的执行过程中被区分显示,其中,所述第四操作包括以下至少任一项:调整所述目标对象的属性信息;调整所述至少一项属性信息中的属性信息;移动所述目标对象。其中,所述至少一项属性信息被区分 显示后,在所述第四操作执行过程中仍然保持区分显示的状态。区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸后,第四操作执行的过程之中,变粗的生命值条、加上的边框、扩大的显示尺寸等仍然存在。特别地,所述目标对象本身在应用窗口中也已经被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将已改变颜色的游戏角色本身、增加的边框、放大后的显示方式、在角色“头顶”增加的箭头、在角色“脚下”增加的圆圈等,在所述第四操作的执行过程中仍然存在。The sixteenth device 28 performs a fourth operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the fourth operation, wherein the fourth operation comprises at least one of Item: adjusting attribute information of the target object; adjusting attribute information in the at least one attribute information; and moving the target object. Wherein the at least one attribute information is distinguished After the display, the state of the display is still maintained during the execution of the fourth operation. The manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life bar of the game character, adding a border, or expanding the display size, the fourth operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist. In particular, the target object itself has also been displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclosing, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head", the circle added under the character "foot", etc., in the fourth operation It still exists during execution.
参考图18,根据本申请的还一个方面的一种对象显示设备包括第十七装置31。其中,第三设备3中的第十七装置31区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Referring to FIG. 18, an object display device according to still another aspect of the present application includes a seventeenth device 31. The seventeenth device 31 in the third device 3 distinguishes the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
具体地,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。所述属性信息是与所述目标对象相关联的信息,例如,游戏中角色的生命值、可用魔法值;区分显示的方式包括但不限于:改变颜色、加粗字体、增加边框、改变显示尺寸等,例如,将游戏角色的生命值条变粗、加上边框,或者扩大显示尺寸。例如,参考图19,图片中左侧圆圈内的游戏角色处于未被区分显示的状态,角色上方显示有若干属性信息:角色名称、生命值、魔法值、角色等级;用户通过触摸屏幕,对该角色进行了选定。特别地,所述目标对象本身在应用窗口中也同时被区分显示;区分显示的方式包括但不限于:改变颜色、增加边框、改变显示尺寸、增加指向目标对象的箭头、使用开放或封闭的圈围住,例如,将游戏角色本身改变颜色、增加边框、放大显示、在角色“头顶”增加箭头、在角色“脚下”增加圆圈。例如,仍然参考图20,相对于图19,角色“脚下”增加了外圈,其中该外圈与背景色区分显示,例如采用红色外圈。Specifically, at least one attribute information of the target object is displayed differently from other objects in the application window. The attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG. 19, the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected. In particular, the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, change the color of the game character itself, add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the "foot" of the character. For example, still referring to FIG. 20, with respect to FIG. 19, the character "underfoot" adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
其中,需要说明的是,所述属性信息包括以下至少一项:所述目标对象的对象等级信息、对象技能信息、对象状态信息和对象位置信息。例如,游戏角色的等级信息、可用技能或技能点、游戏角色当前的加成或不良状 态、游戏角色在屏幕上所处的位置等。It should be noted that the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object. For example, the level information of the game character, the available skill or skill point, the current bonus or bad shape of the game character. State, the position of the game character on the screen, etc.
根据本申请的另一个方面,提供了一种对象显示设备,其中,该设备包括:According to another aspect of the present application, an object display device is provided, wherein the device comprises:
处理器;以及Processor;
被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
根据用户的第一操作确定应用窗口中对应的目标对象;Determining a corresponding target object in the application window according to the first operation of the user;
区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。The target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的再一个方面,提供了一种对象显示设备,其中,该设备包括:According to still another aspect of the present application, an object display device is provided, wherein the device includes:
处理器;以及Processor;
被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
根据本申请的又一个方面,提供了一种对象显示设备,其中,该设备包括:According to still another aspect of the present application, an object display device is provided, wherein the device includes:
处理器;以及Processor;
被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Distinguishing the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
需要注意的是,本申请可在软件和/或软件与硬件的组合体中被实施,例如,可采用专用集成电路(ASIC)、通用目的计算机或任何其他类似硬件设备来实现。在一个实施例中,本申请的软件程序可以通过处理器执行以实现上文所述步骤或功能。同样地,本申请的软件程序(包括相关的数据结构)可以被存储到计算机可读记录介质中,例如,RAM存储器,磁 或光驱动器或软磁盘及类似设备。另外,本申请的一些步骤或功能可采用硬件来实现,例如,作为与处理器配合从而执行各个步骤或功能的电路。It should be noted that the present application can be implemented in software and/or a combination of software and hardware, for example, using an application specific integrated circuit (ASIC), a general purpose computer, or any other similar hardware device. In one embodiment, the software program of the present application can be executed by a processor to implement the steps or functions described above. Likewise, the software program (including related data structures) of the present application can be stored in a computer readable recording medium, such as RAM memory, magnetic Or optical drives or floppy disks and similar devices. In addition, some of the steps or functions of the present application may be implemented in hardware, for example, as a circuit that cooperates with a processor to perform various steps or functions.
另外,本申请的一部分可被应用为计算机程序产品,例如计算机程序指令,当其被计算机执行时,通过该计算机的操作,可以调用或提供根据本申请的方法和/或技术方案。而调用本申请的方法的程序指令,可能被存储在固定的或可移动的记录介质中,和/或通过广播或其他信号承载媒体中的数据流而被传输,和/或被存储在根据所述程序指令运行的计算机设备的工作存储器中。在此,根据本申请的一个实施例包括一个装置,该装置包括用于存储计算机程序指令的存储器和用于执行程序指令的处理器,其中,当该计算机程序指令被该处理器执行时,触发该装置运行基于前述根据本申请的多个实施例的方法和/或技术方案。In addition, a portion of the present application can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide a method and/or technical solution in accordance with the present application. The program instructions for invoking the method of the present application may be stored in a fixed or removable recording medium, and/or transmitted by a data stream in a broadcast or other signal bearing medium, and/or stored in a The working memory of the computer device in which the program instructions are run. Herein, an embodiment in accordance with the present application includes a device including a memory for storing computer program instructions and a processor for executing program instructions, wherein when the computer program instructions are executed by the processor, triggering The apparatus operates based on the aforementioned methods and/or technical solutions in accordance with various embodiments of the present application.
对于本领域技术人员而言,显然本申请不限于上述示范性实施例的细节,而且在不背离本申请的精神或基本特征的情况下,能够以其他的具体形式实现本申请。因此,无论从哪一点来看,均应将实施例看作是示范性的,而且是非限制性的,本申请的范围由所附权利要求而不是上述说明限定,因此旨在将落在权利要求的等同要件的含义和范围内的所有变化涵括在本申请内。不应将权利要求中的任何附图标记视为限制所涉及的权利要求。此外,显然“包括”一词不排除其他单元或步骤,单数不排除复数。装置权利要求中陈述的多个单元或装置也可以由一个单元或装置通过软件或者硬件来实现。第一,第二等词语用来表示名称,而并不表示任何特定的顺序。 It is obvious to those skilled in the art that the present application is not limited to the details of the above-described exemplary embodiments, and the present invention can be implemented in other specific forms without departing from the spirit or essential characteristics of the present application. Therefore, the present embodiments are to be considered as illustrative and not restrictive, and the scope of the invention is defined by the appended claims instead All changes in the meaning and scope of equivalent elements are included in this application. Any reference signs in the claims should not be construed as limiting the claim. In addition, it is to be understood that the word "comprising" does not exclude other elements or steps. A plurality of units or devices recited in the device claims may also be implemented by a unit or device by software or hardware. The first, second, etc. words are used to denote names and do not denote any particular order.

Claims (39)

  1. 一种对象显示方法,包括:An object display method includes:
    a根据用户的第一操作确定应用窗口中对应的目标对象;a determining a corresponding target object in the application window according to the first operation of the user;
    b区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。b distinguishing the display of the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  2. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1 wherein the method further comprises:
    获取所述用户对所述目标对象的第二操作;Obtaining a second operation of the target object by the user;
    对所述目标对象执行所述第二操作,其中,所述至少一项属性信息在所述第二操作的执行过程中被区分显示。Performing the second operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the second operation.
  3. 根据权利要求2所述的方法,其中,所述第二操作包括以下至少任一项:The method of claim 2 wherein said second operation comprises at least one of:
    调整所述目标对象的属性信息;Adjusting attribute information of the target object;
    调整所述至少一项属性信息中的属性信息;Adjusting attribute information in the at least one attribute information;
    移动所述目标对象。Move the target object.
  4. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1 wherein the method further comprises:
    对所述目标对象执行所述第一操作,其中,所述至少一项属性信息随所述第一操作的执行结果被调整。Performing the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  5. 根据权利要求1所述的方法,其中,所述至少一项属性信息包括以下至少任一项:The method of claim 1, wherein the at least one attribute information comprises at least one of the following:
    所述目标对象的对象等级信息;Object level information of the target object;
    所述目标对象的对象技能信息;Object skill information of the target object;
    所述目标对象的对象状态信息;Object state information of the target object;
    所述目标对象的对象位置信息。Object location information of the target object.
  6. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1 wherein the method further comprises:
    r根据所述用户的第三操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And r removing the distinguishing display of the at least one attribute information from other objects in the application window according to the third operation of the user.
  7. 根据权利要求6所述的方法,其中,所述第三操作包括移动所述目标对象;The method of claim 6 wherein said third operation comprises moving said target object;
    其中,所述步骤r包括:Wherein, the step r includes:
    根据所述第三操作将所述目标对象移动至对应位置; Moving the target object to a corresponding location according to the third operation;
    当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And when the distance between the corresponding location and the current location is equal to or greater than a distance threshold, the distinguishing display of the at least one attribute information relative to other objects in the application window is removed.
  8. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1 wherein the method further comprises:
    根据对所述目标对象的隐藏显示操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And distinguishing display of the at least one attribute information from other objects in the application window according to a hidden display operation on the target object.
  9. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1 wherein the method further comprises:
    当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。When one of the at least one attribute information is reduced to a predetermined threshold, the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed.
  10. 一种对象显示方法,包括:An object display method includes:
    A当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  11. 根据权利要求10所述的方法,其中,所述方法还包括:The method of claim 10, wherein the method further comprises:
    检测是否满足将用户在应用窗口中对应对象选中为目标对象的触发条件;Detecting whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied;
    其中,所述步骤A包括:Wherein, the step A includes:
    当满足所述触发条件,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。When the trigger condition is met, the target object is distinguished from being displayed, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  12. 根据权利要求11所述的方法,其中,所述触发条件包括以下至少任一项:The method of claim 11 wherein said triggering condition comprises at least one of:
    用户在应用窗口中对应对象被应用选中为目标对象;The corresponding object in the application window is selected as the target object by the application;
    用户在应用窗口中对应对象被所述用户选中为目标对象;The corresponding object in the application window is selected by the user as the target object;
    用户在应用窗口中对应对象被应用中的其他用户选中为目标对象;The corresponding object in the application window is selected as the target object by other users in the application;
    在应用窗口中用户对应对象具有最高优先级。The user corresponding object has the highest priority in the application window.
  13. 根据权利要求10所述的方法,其中,所述方法还包括:The method of claim 10, wherein the method further comprises:
    R获取所述用户对所述目标对象的移动操作;R acquiring a movement operation of the target object by the user;
    S根据所述移动操作将所述目标对象移动至对应位置,并去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。S moving the target object to a corresponding location according to the moving operation, and removing the distinguishing display of the at least one attribute information from other objects in the application window.
  14. 根据权利要求13所述的方法,其中,所述步骤S包括:The method of claim 13 wherein said step S comprises:
    根据所述移动操作将所述目标对象从当前位置移动至对应位置; Moving the target object from a current location to a corresponding location according to the moving operation;
    当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And when the distance between the corresponding location and the current location is equal to or greater than a distance threshold, the distinguishing display of the at least one attribute information relative to other objects in the application window is removed.
  15. 根据权利要求10所述的方法,其中,所述方法还包括:The method of claim 10, wherein the method further comprises:
    获取所述用户对所述目标对象的隐藏显示操作;Obtaining a hidden display operation of the user on the target object;
    根据所述隐藏显示操作去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And removing the distinguishing display of the at least one attribute information from other objects in the application window according to the hidden display operation.
  16. 根据权利要求10所述的方法,其中,所述方法还包括:The method of claim 10, wherein the method further comprises:
    当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。When one of the at least one attribute information is reduced to a predetermined threshold, the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed.
  17. 根据权利要求10所述的方法,其中,所述方法还包括:The method of claim 10, wherein the method further comprises:
    对所述目标对象执行第四操作,其中,所述至少一项属性信息在所述第四操作的执行过程中被区分显示;Performing a fourth operation on the target object, wherein the at least one attribute information is separately displayed during execution of the fourth operation;
    其中,所述第四操作包括以下至少任一项:The fourth operation includes at least one of the following:
    调整所述目标对象的属性信息;Adjusting attribute information of the target object;
    调整所述至少一项属性信息中的属性信息;Adjusting attribute information in the at least one attribute information;
    移动所述目标对象。Move the target object.
  18. 一种对象显示方法,包括:An object display method includes:
    区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。Distinguishing the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  19. 一种对象显示设备,包括:An object display device comprising:
    第一装置,用于根据用户的第一操作确定应用窗口中对应的目标对象;a first device, configured to determine, according to a first operation of the user, a corresponding target object in the application window;
    第二装置,用于区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。And a second device, configured to distinguish the display target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  20. 根据权利要求19所述的设备,其中,所述设备还包括:The device of claim 19, wherein the device further comprises:
    第三装置,用于获取所述用户对所述目标对象的第二操作;a third device, configured to acquire a second operation performed by the user on the target object;
    第四装置,用于对所述目标对象执行所述第二操作,其中,所述至少一项属性信息在所述第二操作的执行过程中被区分显示。And a fourth device, configured to perform the second operation on the target object, wherein the at least one attribute information is displayed separately during execution of the second operation.
  21. 根据权利要求20所述的设备,其中,所述第二操作包括以下至少任一项: The device of claim 20, wherein the second operation comprises at least one of the following:
    调整所述目标对象的属性信息;Adjusting attribute information of the target object;
    调整所述至少一项属性信息中的属性信息;Adjusting attribute information in the at least one attribute information;
    移动所述目标对象。Move the target object.
  22. 根据权利要求19所述的设备,其中,所述设备还包括:The device of claim 19, wherein the device further comprises:
    第五装置,用于对所述目标对象执行所述第一操作,其中,所述至少一项属性信息随所述第一操作的执行结果被调整。And a fifth device, configured to perform the first operation on the target object, wherein the at least one attribute information is adjusted according to an execution result of the first operation.
  23. 根据权利要求19所述的设备,其中,所述至少一项属性信息包括以下至少任一项:The apparatus of claim 19, wherein the at least one attribute information comprises at least one of the following:
    所述目标对象的对象等级信息;Object level information of the target object;
    所述目标对象的对象技能信息;Object skill information of the target object;
    所述目标对象的对象状态信息;Object state information of the target object;
    所述目标对象的对象位置信息。Object location information of the target object.
  24. 根据权利要求19所述的设备,其中,所述设备还包括:The device of claim 19, wherein the device further comprises:
    第六装置,用于根据所述用户的第三操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And a sixth device, configured to remove the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user.
  25. 根据权利要求24所述的设备,其中,所述第三操作包括移动所述目标对象;The apparatus of claim 24 wherein said third operation comprises moving said target object;
    其中,所述第六装置包括:Wherein the sixth device comprises:
    第六一单元,用于根据所述第三操作将所述目标对象移动至对应位置;a sixth unit, configured to move the target object to a corresponding location according to the third operation;
    第六二单元,用于当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And a sixth unit, configured to remove the distinguishing display of the at least one attribute information from other objects in the application window when a distance between the corresponding location and the current location is equal to or greater than a distance threshold.
  26. 根据权利要求19所述的设备,其中,所述设备还包括:The device of claim 19, wherein the device further comprises:
    第七装置,用于根据对所述目标对象的隐藏显示操作,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。And a seventh device, configured to remove the distinguishing display of the at least one attribute information from other objects in the application window according to a hidden display operation on the target object.
  27. 根据权利要求19所述的设备,其中,所述设备还包括:The device of claim 19, wherein the device further comprises:
    第八装置,用于当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。 And an eighth device, configured to: when one of the at least one attribute information is reduced to a predetermined threshold, remove the distinguishing display of the at least one attribute information from other objects in the application window.
  28. 一种对象显示设备,包括:An object display device comprising:
    第九装置,用于当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。a ninth device, configured to: when the user selects the corresponding object as the target object in the application window, separately display the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window .
  29. 根据权利要求28所述的设备,其中,所述设备还包括:The device of claim 28, wherein the device further comprises:
    第十装置,用于检测是否满足将用户在应用窗口中对应对象选中为目标对象的触发条件;a tenth device, configured to detect whether a trigger condition for selecting a corresponding object in the application window as a target object is satisfied;
    其中,所述第九装置用于:Wherein the ninth device is used for:
    当满足所述触发条件,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。When the trigger condition is met, the target object is distinguished from being displayed, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  30. 根据权利要求29所述的设备,其中,所述触发条件包括以下至少任一项:The device of claim 29, wherein the triggering condition comprises at least one of the following:
    用户在应用窗口中对应对象被应用选中为目标对象;The corresponding object in the application window is selected as the target object by the application;
    用户在应用窗口中对应对象被所述用户选中为目标对象;The corresponding object in the application window is selected by the user as the target object;
    用户在应用窗口中对应对象被应用中的其他用户选中为目标对象;The corresponding object in the application window is selected as the target object by other users in the application;
    在应用窗口中用户对应对象具有最高优先级。The user corresponding object has the highest priority in the application window.
  31. 根据权利要求28所述的设备,其中,所述设备还包括:The device of claim 28, wherein the device further comprises:
    第十一装置,用于获取所述用户对所述目标对象的移动操作;An eleventh device, configured to acquire a moving operation of the user on the target object;
    第十二装置,用于根据所述移动操作将所述目标对象移动至对应位置,并去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。The twelfth device is configured to move the target object to a corresponding location according to the moving operation, and remove the differentiated display of the at least one attribute information from other objects in the application window.
  32. 根据权利要求31所述的设备,其中,所述第十二装置包括:The apparatus of claim 31 wherein said twelfth device comprises:
    第十二一单元,用于根据所述移动操作将所述目标对象从当前位置移动至对应位置;a twelfth unit, configured to move the target object from a current location to a corresponding location according to the moving operation;
    第十二二单元,用于当所述对应位置与所述当前位置间的距离等于或大于距离阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。The twelfth unit is configured to remove the distinguishing display of the at least one attribute information from other objects in the application window when a distance between the corresponding location and the current location is equal to or greater than a distance threshold.
  33. 根据权利要求28所述的设备,其中,所述设备还包括:The device of claim 28, wherein the device further comprises:
    第十三装置,用于获取所述用户对所述目标对象的隐藏显示操作;a thirteenth device, configured to acquire a hidden display operation of the target object by the user;
    第十四装置,用于根据所述隐藏显示操作去除所述至少一项属性信息相 对所述应用窗口中其他对象的区分显示。a fourteenth device, configured to remove the at least one attribute information according to the hidden display operation A distinguishing display of other objects in the application window.
  34. 根据权利要求28所述的设备,其中,所述设备还包括:The device of claim 28, wherein the device further comprises:
    第十五装置,用于当所述至少一项属性信息中的一项属性信息被减少到预定阈值,去除所述至少一项属性信息相对所述应用窗口中其他对象的区分显示。The fifteenth device, configured to: when one of the at least one attribute information is reduced to a predetermined threshold, remove the distinguishing display of the at least one attribute information from other objects in the application window.
  35. 根据权利要求28所述的设备,其中,所述设备还包括:The device of claim 28, wherein the device further comprises:
    第十六装置,用于对所述目标对象执行第四操作,其中,所述至少一项属性信息在所述第四操作的执行过程中被区分显示;a sixteenth device, configured to perform a fourth operation on the target object, wherein the at least one attribute information is separately displayed during execution of the fourth operation;
    其中,所述第四操作包括以下至少任一项:The fourth operation includes at least one of the following:
    调整所述目标对象的属性信息;Adjusting attribute information of the target object;
    调整所述至少一项属性信息中的属性信息;Adjusting attribute information in the at least one attribute information;
    移动所述目标对象。Move the target object.
  36. 一种对象显示设备,包括:An object display device comprising:
    第十七装置,用于区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。The seventeenth device is configured to distinguish the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  37. 一种对象显示设备,其中,该设备包括:An object display device, wherein the device comprises:
    处理器;以及Processor;
    被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
    根据用户的第一操作确定应用窗口中对应的目标对象;Determining a corresponding target object in the application window according to the first operation of the user;
    区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。The target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  38. 一种对象显示设备,其中,该设备包括:An object display device, wherein the device comprises:
    处理器;以及Processor;
    被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
    当用户在应用窗口中对应对象被选中为目标对象,区分显示所述目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。 When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  39. 一种对象显示设备,其中,该设备包括:An object display device, wherein the device comprises:
    处理器;以及Processor;
    被安排成存储计算机可执行指令的存储器,所述可执行指令在被执行时使所述处理器:A memory arranged to store computer executable instructions that, when executed, cause the processor to:
    区分显示应用窗口中的目标对象,其中,所述目标对象的至少一项属性信息相对所述应用窗口中其他对象被区分显示。 Distinguishing the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
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