WO2022222592A1 - 虚拟对象的信息显示方法、装置、电子设备及存储介质 - Google Patents

虚拟对象的信息显示方法、装置、电子设备及存储介质 Download PDF

Info

Publication number
WO2022222592A1
WO2022222592A1 PCT/CN2022/077514 CN2022077514W WO2022222592A1 WO 2022222592 A1 WO2022222592 A1 WO 2022222592A1 CN 2022077514 W CN2022077514 W CN 2022077514W WO 2022222592 A1 WO2022222592 A1 WO 2022222592A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual object
virtual
information
remark
displayed
Prior art date
Application number
PCT/CN2022/077514
Other languages
English (en)
French (fr)
Other versions
WO2022222592A9 (zh
Inventor
李光
刘超
王翔宇
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Publication of WO2022222592A1 publication Critical patent/WO2022222592A1/zh
Publication of WO2022222592A9 publication Critical patent/WO2022222592A9/zh

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

Definitions

  • the present disclosure relates to the technical field of human-computer interaction, and in particular, to a method, device, electronic device and storage medium for displaying information of virtual objects.
  • an embodiment of the present disclosure provides an information display method for a virtual object, providing a graphical user interface through a terminal device, and the information display method includes:
  • controlling the first virtual object to move in the first virtual scene, and controlling the range of the first virtual scene displayed in the graphical user interface according to the The movement of the first virtual object corresponds to a change
  • remark information is added to the target virtual object in the displayed at least one second virtual object.
  • the step of displaying the note prompt information of at least one second virtual object in the graphical user interface includes:
  • a note list is displayed in the graphical user interface, and the note prompt information of the at least one second virtual object is displayed in the note list.
  • the information display method further includes:
  • Remark prompt information of at least one third virtual object is also displayed in the remark list, wherein the at least one second virtual object is a virtual object in a living state, and the at least one third virtual object is a dead state. virtual object.
  • the step of displaying the remark prompt information of the at least one second virtual object in the remark list includes:
  • the remark prompt information of the at least one second virtual object is displayed according to the display priority of the second virtual object, and the display priority is based on the display priority of the at least one second virtual object and the first virtual object. distance between objects.
  • the step of displaying the remark prompt information of the at least one second virtual object in the remark list includes:
  • the at least one second virtual object and a remark control are displayed in the remark list, and the remark prompt information of the at least one second virtual object is displayed in the remark control.
  • the information display method may further include:
  • a second virtual scene is displayed in the graphical user interface, wherein the second virtual scene includes the at least one second virtual object;
  • the second avatar is visually marked.
  • the remark prompt information includes a plurality of identity information for indicating the identity of the virtual object, and the remark information includes an identity identifier;
  • the step of adding remark information to the target virtual object in the displayed at least one second virtual object includes:
  • an identity identifier corresponding to the selected target identity information is displayed at a preset position corresponding to the target virtual object.
  • an embodiment of the present disclosure further provides an information display apparatus for a virtual object, providing a graphical user interface through a terminal device, and the information display apparatus includes:
  • a first display control module configured to display a first virtual scene and a first virtual object located in the first virtual scene in the graphical user interface
  • a movement control module configured to control the first virtual object to move in the first virtual scene in response to a movement operation for the first virtual object, and control the first virtual object displayed in the graphical user interface
  • the virtual scene range changes correspondingly according to the movement of the first virtual object
  • a second display control module configured to display the remark prompt information of at least one second virtual object in the graphical user interface in response to an operation of adding a remark
  • An information remark module configured to add remark information to a target virtual object in the displayed at least one second virtual object in response to a triggering operation for the remark prompt information.
  • embodiments of the present disclosure further provide an electronic device, including: a processor, a storage medium, and a bus, where the storage medium stores machine-readable instructions executable by the processor, and when the electronic device runs, all
  • the processor communicates with the storage medium through a bus, and the processor executes the machine-readable instructions to execute the steps of the above-mentioned method for displaying information of a virtual object.
  • an embodiment of the present disclosure further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the above-mentioned method for displaying information of a virtual object is executed A step of.
  • FIG. 1 is a flowchart of a method for displaying information of a virtual object according to an embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of an interface for displaying a note list in a first virtual scene according to an embodiment of the present disclosure
  • FIG. 3 is a schematic interface diagram of displaying an identity voting control in a second virtual scene according to an embodiment of the present disclosure
  • FIG. 4 is a schematic diagram of an interface for displaying identity information in a second virtual scene according to an embodiment of the present disclosure
  • FIG. 5 is a schematic interface diagram of a second virtual scene including a second virtual object after adding remark information according to an embodiment of the present disclosure
  • FIG. 6 is a schematic diagram of an interface for adding remark information to a virtual object through a screenshot image provided by an embodiment of the present disclosure
  • FIG. 7 is a schematic diagram of a screenshot image after adding remark information to a virtual object according to an embodiment of the present disclosure
  • FIG. 8 is one of interface schematic diagrams of a first virtual scene provided by an embodiment of the present disclosure.
  • FIG. 9 is one of interface schematic diagrams of a second virtual scene provided by an embodiment of the present disclosure.
  • FIG. 10 is a second schematic diagram of a first virtual scene interface provided by an embodiment of the present disclosure.
  • FIG. 11 is a third interface schematic diagram of a first virtual scene provided by an embodiment of the present disclosure.
  • FIG. 12 is the second schematic diagram of the interface of a second virtual scene provided by an embodiment of the present disclosure.
  • FIG. 13 is a schematic diagram of movement of a virtual object according to an embodiment of the present disclosure.
  • FIG. 14 is a schematic structural diagram of an information display device for a virtual object according to an embodiment of the present disclosure.
  • FIG. 15 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
  • the virtual scene is a virtual scene that an application displays (or provides) while it is running on a terminal or server.
  • the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment.
  • the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment may be sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities.
  • the virtual scene is a scene in which virtual objects such as user control complete game logic.
  • the dynamic object may be a virtual character, a virtual animal, an animation character, or the like.
  • the virtual object is a character controlled by a player through an input device, or an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment battle through training, or a non-player character (Non-Player Character) set in a virtual scene battle , NPC).
  • AI Artificial Intelligence
  • Non-Player Character Non-Player Character
  • the virtual object is a virtual character competing in a virtual scene.
  • the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in this embodiment of the present disclosure.
  • the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application program. Fight with other virtual objects.
  • the player character refers to a virtual object that can be controlled by the player to move in the game environment. In some video games, it can also be called a shikigami character or a hero character.
  • the player character may be at least one of different forms such as virtual characters, virtual animals, cartoon characters, and virtual vehicles.
  • the interface includes the UI interface and game screen for players to interact.
  • the UI interface may include game controls (eg, skill controls, movement controls, function controls, etc.), indication marks (eg, direction indication marks, character indication marks, etc.), information display areas (such as , kills, match time, etc.), or game settings controls (eg, system settings, shop, gold, etc.).
  • the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that perform game logic in the virtual scene.
  • the method for displaying information of a virtual object in one of the embodiments of the present disclosure may run on a local terminal device or a server.
  • the information display method of the virtual object runs on the server
  • the information display method of the virtual object can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
  • cloud gaming refers to a game method based on cloud computing.
  • the main body of the game program and the main body of the game screen are separated, the storage and operation of the information processing method are completed on the cloud game server, and the function of the client device is used for data reception and transmission.
  • the presentation of the game screen for example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the information processing is performed by the cloud in the cloud. game server.
  • the player When playing the game, the player operates the client device to send operation instructions to the cloud game server, and the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Decode and output game screen.
  • the local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded, installed and executed through an electronic device.
  • the local terminal device may provide the graphical user interface to the player in various ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
  • the local terminal device may include a display screen for presenting a graphical user interface, the graphical user interface including game screens, and a processor for running the game, generating the graphical user interface, and controlling the graphical user interface display on the display.
  • the identity information includes civilian identity and werewolf identity.
  • the virtual object with civilian status wins the game by completing the assigned task in the game stage, or eliminates the virtual object with the werewolf status in the current game to win the game; the virtual object with the werewolf status passes the game stage Perform aggressive actions on other virtual objects that are not werewolves to eliminate the virtual object to win the game.
  • one or more game tasks are usually assigned.
  • one or more game tasks are assigned to each virtual object, and the player controls the corresponding virtual object to move in the game scene and perform the corresponding game task to complete the game.
  • a common game task is determined for the virtual objects with the same character attribute in the current game match; in the action phase, the virtual objects participating in the current game match can be Freely move to different areas in the game scene to complete the assigned game tasks, wherein the virtual objects in the current game match include a virtual object with the first character attribute and a virtual object with the second character attribute.
  • the virtual object with the second character attribute when the virtual object with the second character attribute moves within the preset range of the virtual object with the first character attribute in the virtual scene, it can respond to the attack instruction and attack the virtual object with the first character attribute to The virtual object with the first character attribute is eliminated.
  • a discussion function is provided for the virtual object representing the player, and the behavior of the virtual object in the action stage is displayed through the discussion function, so as to decide whether to eliminate a specific virtual object in the current game.
  • a game match consists of two phases, an action phase and a discussion phase.
  • the action phase multiple virtual objects in the game move freely in the virtual scene, and other virtual objects appearing within a preset range can be seen in the game screen displayed from the perspective of the virtual objects.
  • the virtual object with civilian status moves in the virtual scene to complete the assigned game tasks
  • the virtual object with the status of werewolf destroys the tasks that the virtual object with civilian status has completed in the virtual scene, or can perform the assigned specific game
  • the virtual object with the identity of the werewolf can also attack the virtual object with the identity of the civilian in the action phase to eliminate the virtual object.
  • the players discuss through the corresponding virtual objects, in an attempt to determine the virtual objects with werewolf status according to the game behavior in the action stage, and determine the discussion result by voting.
  • the discussion result determines whether there is a virtual object that needs to be eliminated. If so, the corresponding virtual object is eliminated according to the discussion result. If not, there is no virtual object that needs to be eliminated in the current discussion stage.
  • the discussion stage the discussion can be conducted by voice, text, or other methods.
  • the embodiments of the present disclosure provide a method for displaying information of virtual objects.
  • the current player can easily understand the behavior information and behavior information of each player that has been reasoned in the game process. It is convenient to record/or identity information, and the operation of adding remarks is convenient, which can improve the game efficiency of the player while preventing the player from forgetting the corresponding identity information of other players who have reasoned.
  • An embodiment of the present disclosure provides an implementation environment, and the implementation environment may include: a first terminal device, a game server, and a second terminal device.
  • the first terminal device and the second terminal device respectively communicate with the server to realize data communication.
  • the first terminal device and the second terminal device are respectively installed with clients that execute the method for displaying the game progress provided by the present disclosure
  • the game server is the server side that executes the method for displaying the game progress provided by the present disclosure. .
  • the first terminal device and the second terminal device can respectively communicate with the game server.
  • the first terminal device establishes communication with the game server by running the client.
  • the server establishes a game match according to the game request of the client.
  • the parameters of the game match may be determined according to the parameters in the received game request.
  • the parameters of the game match may include the number of people participating in the game match, the level of the character participating in the game match, and the like.
  • the server determines a target game match for the client from a plurality of game matches that have been established according to the game request of the client, and when the first terminal device receives a response from the server, the A graphical user interface of a terminal device displays a virtual scene corresponding to a game match.
  • the first terminal device is a device controlled by the first user
  • the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user
  • the first user inputs operation instructions through the graphical user interface to control the player character Perform the corresponding action in the virtual scene.
  • the second terminal device establishes communication with the game server by running the client.
  • the server establishes a game match according to the game request of the client.
  • the parameters of the game match may be determined according to the parameters in the received game request.
  • the parameters of the game match may include the number of people participating in the game match, the level of the character participating in the game match, and the like.
  • the server determines a target game match for the client from the multiple established game matches according to the game request of the client, and when the second terminal device receives the server's response,
  • the graphical user interface of the two terminal devices displays the virtual scene corresponding to the game match.
  • the second terminal device is a device controlled by a second user
  • the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user
  • the second user inputs operation instructions through the graphical user interface to control the player character Perform the corresponding action in the virtual scene.
  • the server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device
  • the device controls the rendering of the corresponding virtual scene and/or virtual object in the graphical user interface according to the synchronization data sent by the server.
  • the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game match.
  • the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attribute, or may have different role attributes.
  • the virtual objects in the current game match may include two or more virtual objects, and different virtual objects may correspond to different terminal devices, that is, in the current game match, There are two or more terminal devices that respectively transmit and synchronize game data with the game server.
  • FIG. 1 is a flowchart of a method for displaying information of a virtual object provided by an embodiment of the present disclosure.
  • an embodiment of the present disclosure provides a graphical user interface through a terminal device, where the terminal device may be the aforementioned local terminal device, or may be a client device in a cloud game system.
  • the information display methods of virtual objects include:
  • control the first virtual object In response to the moving operation on the first virtual object, control the first virtual object to move in the first virtual scene, and control the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object .
  • the terminal device involved in the embodiments of the present disclosure mainly refers to a smart device that provides a graphical user interface and can control and operate virtual objects.
  • the terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer , portable computers, desktop computers, digital TVs and game consoles, etc.
  • An application program supporting games such as an application program supporting a three-dimensional game or a two-dimensional game, is installed and run in the terminal device.
  • an application is introduced as a game application.
  • the application may be an online version of the game application or a stand-alone version of the game application.
  • a graphical user interface is an interface display format for human-computer communication that allows users to manipulate icons or menu options on the screen using input devices such as a mouse, keyboard, gamepad, etc. Actions to manipulate icons or menu options on the screen to select a command, start a program, or perform some other task.
  • the above-mentioned virtual scene may optionally include other inactive virtual objects, such as sky, land, ocean, buildings, mountains and forests, task props, etc., and is not limited to this.
  • other inactive virtual objects such as sky, land, ocean, buildings, mountains and forests, task props, etc.
  • virtual objects, maps, rooms, buildings, etc. are usually included.
  • step S110 after the game client on the terminal device responds to the opening operation of the game player, the first virtual scene and the first virtual object located in the first virtual scene are displayed in the graphical user interface.
  • the opening operation may include an operation of clicking on the application on the computer end with a mouse, and may also include an operation of clicking or sliding the game APP on the mobile end through a touch screen.
  • the first virtual scene may include the above-mentioned virtual scene corresponding to the action stage of the reasoning game, and the virtual objects controlled by each player may move in the first virtual scene during the action stage.
  • the activities of the virtual objects in the first virtual scene may include, but are not limited to, at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages.
  • the virtual objects that are active in the first virtual scene include virtual objects controlled by each player, and may also include other virtual objects that are not controlled by players.
  • the first virtual object is the virtual object in the game that logs into the account of the game client on the terminal device, that is, the virtual object controlled by the player corresponding to the account, but it is not excluded that the first virtual object is created by other applications or artificial intelligence. Possibility of intelligent module control.
  • step S120 in response to the game player's movement operation on the first virtual object, the first virtual object is controlled to move in the first virtual scene, and the range of the first virtual scene displayed in the graphical user interface is controlled according to the first virtual scene.
  • the movement of the object corresponds to the change.
  • the movement operation in the embodiment of the present disclosure is issued by the game player to the terminal device, and the movement operation is used to control the movement of the first virtual object in the first virtual scene of the graphical user interface.
  • the terminal device can control the first virtual object to move in the first virtual scene.
  • the position of the first virtual object in the first virtual scene will change accordingly, that is,
  • the terminal device may also control the range of the first virtual scene displayed in the graphical user interface to correspondingly change according to the movement of the first virtual object.
  • the game screen displayed in the graphical user interface may be a screen obtained by observing the first virtual scene with the first virtual object as the observation center.
  • the game The picture will follow the movement, that is, the observation center of the game picture is bound to the position of the first virtual object, so that the observation center moves with the movement of the position of the first virtual object.
  • the present disclosure is not limited to this, and other observation positions in the virtual scene can also be used as the observation center, as long as the first virtual object is included in the displayed first virtual scene, and the displayed range of the first virtual scene is based on the first virtual scene.
  • the movement of the object corresponds to the change.
  • the process of controlling the first virtual object to move in the first virtual scene may include: receiving a game player's selection operation on the first virtual object, and controlling the first virtual object in response to a drag operation on the selected first virtual object.
  • the first virtual object moves in the first virtual scene; alternatively, the game player may also receive a selection operation on the first virtual object, and in response to the position selection operation performed in the first virtual scene, control the first virtual object to move to the location. at the selected location.
  • the moving operation may include, but is not limited to: on the computer, clicking the first virtual object with the left mouse button and not releasing it, and dragging the mouse to change the position of the first virtual object in the first virtual scene; or On the mobile terminal, the position of the first virtual object in the first virtual scene is changed by sliding the finger on the graphical user interface by long pressing the first virtual object without releasing it.
  • the changed first virtual scene may include the second virtual object (here, the first virtual scene before the change may also include the second virtual object).
  • the second virtual object is a virtual object controlled by other players in the current game.
  • the terminal devices of other players can also control the second virtual object to move in the first virtual scene in response to their movement operations.
  • the position of the second virtual object in the first virtual scene is determined. will change accordingly.
  • the first virtual object can perform the task specified by the system in the action phase, so as to achieve the goal of completing the task and winning; the same is true for the second virtual object in the action phase. If the first virtual object is a virtual object with a first character attribute, and the second virtual object is a virtual object with a second character attribute, then during the second virtual object performs a task, the first virtual object can be sent to the second virtual object.
  • the virtual object When the virtual object performs a task, it disrupts, or kills and eliminates the second virtual object, or completes the task specified for the first virtual object; if the first virtual object is a virtual object with the second character attribute, the second virtual object is If the object is a virtual object with the first character attribute, the same process as above can be performed; if the first virtual object and the second virtual object have the same character attribute, the first virtual object and the second virtual object can be executed jointly or separately In order to interfere with other virtual objects to perform tasks and kill other virtual objects, they can also search for other virtual objects with another character attribute jointly or separately.
  • step S130 in response to the operation of adding remarks performed by the game player, remark prompt information of the at least one second virtual object is displayed in the graphical user interface to prompt the game player to add corresponding remark information for the at least one second virtual object.
  • the remark adding operation is issued by the game player to the terminal device, and the remark adding operation is used to display the remark prompt information of the at least one second virtual object in the graphical user interface.
  • the operation of adding a note can be clicking an icon, control, button or block diagram representing adding a note on the graphical user interface, it can be a drag operation performed on the graphical user interface for the icon or control representing adding a note, or it can be clicking a second
  • the character avatar or character model of the virtual object may also be a screenshot operation performed on a graphical user interface.
  • the remark prompt information refers to prompt information prompting the game player to make a remark for the second virtual object.
  • the display form of the remark prompt information can include the following four situations:
  • the display form of the remark prompt information may be a remark list.
  • the remarks list includes the name of the role corresponding to the second virtual object, and the identity information options that can represent the identity information of the second virtual object.
  • the identity information options can correspond to different role attributes of the virtual role.
  • each identity information option can be Corresponding to an identity attribute, a check box is provided near the identity information option, and the check box is used to respond to the check operation when the identity information is selected.
  • the game player can intuitively see the remark information that can be added to the second virtual object, that is, the game player can directly select the corresponding identity information from the identity information options in the remarks list according to the inferred result, and the identity information is Remarks information.
  • the display form of the remark prompt information can be a remark control.
  • the memo control can be displayed around the second virtual object, and optionally, it can also move with the second virtual object.
  • a control with "mark", "remark” or "mark” is used to represent the note prompt information.
  • a plurality of identity options are displayed on the graphical user interface, each identity option corresponds to a role attribute, and in response to a selection operation on one of the plurality of identity options, The second virtual object is marked with the character attribute corresponding to the selected identity option.
  • the display form of the remark prompt information can also be an input box.
  • Some identity information can be preset in the input box, refer to the remarks list.
  • the input box can also be a blank input box, which can respond to the content filling operation performed by the game player in the input box, or respond to the game player.
  • the input box can be set at the corner of the graphical user interface.
  • the game player corresponding to the first virtual object can enter the remarks marked for a second virtual object in the input box at any time.
  • the content input in the input box is not specifically limited.
  • the display form of the remark prompt information can also be multiple static screenshots. Each time a screenshot is obtained, an identity information option or an input box is automatically displayed on the graphical user interface, wherein the identity information option can include different character attributes of the virtual character, and the input box can respond to the content input operation of the game player.
  • the remark prompt information is used as the identity information as an example for introduction, but the present disclosure is not limited thereto, and the remark prompt information may also be other description information for virtual objects such as behavior information.
  • the identity information listed in the control or option includes the identity of the virtual object in the game set by the game server for the current game, and the control or option may include all identities set by the game server for the player to choose.
  • the game server will randomly assign an identity to each player.
  • the remark information added to the virtual object refers to the manipulation of the first virtual object.
  • the information obtained by the player in the game by reasoning about the virtual objects controlled by other players, that is, the remark information added to the virtual objects will not change the random identities assigned by the game server to each player at the beginning of entering the game.
  • the added remark information is only visible to the player who manipulates the first virtual object, and is used to help the player to memorize the reasoning process of other players during the game.
  • step S140 in response to the triggering operation for the remark prompt information, remark information is added to the target virtual object in the displayed at least one second virtual object.
  • the target virtual object is a virtual object with suspicious identity information determined by the game player corresponding to the first virtual object according to the behavior information of each second virtual object in the action phase.
  • the target virtual object may refer to a virtual object inferred by the game player that may have attributes of the target character.
  • the remark information can be the possible identity information of the second virtual object, or the behavior information of the second virtual object, such as appearing near the killed virtual object, such as interfering with other game players to perform tasks and other suspicious behavior.
  • the remark information can be determined in advance according to the common words of the player in the game, so that the game player can directly select. In addition, the remark information can also be determined by the game player's custom input.
  • the trigger operation is issued by the game player to the terminal device, and the trigger operation is used to add remark information to the target virtual object in the displayed at least one second virtual object.
  • Triggering operations may include click operations, tick operations, or drag and drop operations.
  • the remark prompt information is a remark list
  • the remark prompt information in response to a check operation for the check box corresponding to the identity information option in the remark list, it is determined to add remark information to the target virtual object
  • the remark prompt information is a remark control
  • the click operation on the remark control it is determined to add remark information to the target virtual object, or, in response to the drag operation on the remark control (such as dragging the remark control to the location of the target virtual object), as Remark information is added to the target virtual object
  • the remark prompt information is an input box, in response to a drag operation for the input box, it is determined to drag the input box around the target virtual object, wherein the input box has been dragged before being dragged.
  • the information in the input box can be determined as the remark information added to the target virtual object; when the remark prompt information is a static screenshot, in response to the drag operation for the identity information option (or the remark control), drag the identity information option to the target virtual object on the screenshot, and determine to add remark information to the target virtual object , wherein the identity information of the second virtual object can be inferred according to the behavior information of the second virtual object in the action phase.
  • the method for displaying information of virtual objects proposed by the embodiments of the present disclosure, by adding remark information to the virtual objects of other players in the game, so that the player can easily record the identity information of other players who have already reasoned in the game process, and add remarks
  • the operation is relatively convenient, which can prevent the player from forgetting the corresponding identity information of other players who have been reasoned, and at the same time determine the players with suspicious identities according to the identity information of the inferred players, so that the player can avoid these players with suspicious identities when taking action. In this way, the game efficiency of the player can be improved.
  • step S130 includes:
  • a note list is displayed in the graphical user interface, and the note prompt information of the at least one second virtual object is displayed in the note list.
  • the remark list refers to a list formed by arranging each virtual object in a specified order, and the list includes remark prompt information for the second virtual object.
  • the number of strokes of the first character in the character name (or nickname) corresponding to the second virtual object can be arranged from low to high (or from high to low); or according to the second virtual object
  • the role name, the identity information option and the check box corresponding to the identity information option corresponding to the second virtual object are integrated into a subset, and the subsets of all the second virtual objects are sorted according to Arrange in the specified order to get a list of notes.
  • the remarks list may include multiple character entries, and each character entry includes the avatar of the corresponding virtual object, the character name, the remark information option, the check box corresponding to the remark information option, and at least one of the remark controls. an item.
  • each role entry can include a remark control corresponding to the virtual object, or a remark control can be generated for the remarks list, and the remark information can be added by dragging the remark control to the position of the specified role entry.
  • the second virtual object is a virtual object controlled by other game players except the first virtual object in the game game.
  • the second virtual object may be a virtual object corresponding to other game players in the game except for logging into the account of the game client on the terminal device in the game.
  • the remarks list may also include a subset of the first virtual object, and the subset of the first virtual object may also include identity information options and check boxes corresponding to the identity information options, or may not include the above-mentioned options. content, because the game player using the terminal device knows his own identity information in the game, and further, does not need to mark his own identity information.
  • the terminal device in the embodiment of the present disclosure displays a note list in the graphical user interface, and displays the note prompt information of at least one second virtual object in the note list.
  • the remark prompt information of at least one second virtual object can be displayed intuitively, so as to facilitate the game player to mark the identity of the second virtual object.
  • step S130 further includes:
  • Remark prompt information of at least one third virtual object is also displayed in the remark list, wherein at least one second virtual object may be a virtual object in a living state, and at least one third virtual object may be a virtual object in a dead state.
  • the second virtual object refers to a virtual object that can continue to perform tasks in the current game, that is, a virtual object in a live state
  • the third virtual object refers to a virtual object that is eliminated in the game, that is A virtual object in a dead state.
  • the remark list may also include remark prompt information of the third virtual object, the third virtual object is in a dead state, and the game player who manipulates the first virtual object can mark the identity information of the third virtual object.
  • the identity of the third virtual object in the current game match (referring to the identity randomly assigned by the game server to the player at the beginning of entering the game) has been revealed.
  • the known identity of the third virtual object can be displayed in the remarks list.
  • the display state of the third virtual object in the remarks list can also be distinguished, such as marking a subset of the third virtual object as black and white and/or in an uneditable state.
  • the first virtual object controlled by the current game player can also be displayed in the remarks list, and the remark prompt information of the first virtual object can also be displayed in the remarks list, so as to add remark information to the first virtual object.
  • the first virtual object 210 is in the first virtual scene 220
  • the remarks list 230 includes the nickname of the character corresponding to the second virtual object 240, and the identity information options (such as the one indicating the first identity information)
  • the first identity information option and the second identity information option indicating the second identity information there is a check box near the identity information option, the check box is used to respond to the check operation when the identity information is selected
  • the list of remarks 230 also includes the character nickname corresponding to the first virtual object 210, and the character nickname and known identity information corresponding to the third virtual object 250, and the list of the third virtual object is marked in gray.
  • the role attribute indicates the identity information as an example for introduction. It should be understood that the present disclosure is not limited to this, and the role attribute can also be represented by other information.
  • step S130 further includes:
  • the remark prompt information of the at least one second virtual object is displayed according to the display priority of the second virtual object, and the display priority is determined according to the distance between the at least one second virtual object and the first virtual object.
  • the display priority refers to the display order of the second virtual object in the remarks list when the terminal device displays the remarks prompt information of the second virtual object, and the second virtual object with a higher display priority is displayed at the front of the remarks list, The second virtual object with low display priority is displayed at the back end of the note list.
  • the display priority is determined according to the distance between the at least one second virtual object and the first virtual object. Specifically, first determine the distances between all the second virtual objects and the first virtual objects in the first virtual scene, and arrange the remark prompt information of the second virtual objects in order of the determined distances from small to large to obtain a remark list .
  • the closer the second virtual object is to the first virtual object the easier it is for the first virtual object to observe and track its behavior information, and the easier it is for the first virtual object to reason about its identity.
  • step S130 further includes:
  • the at least one second virtual object and the note control are displayed in the note list, and the note prompt information of the at least one second virtual object is displayed in the note control.
  • the remark control refers to a control capable of displaying remark prompt information of the second virtual object, and the remark control can be arranged around the second virtual object or displayed at other positions on the GUI.
  • a subset of the remarks list includes a second virtual object and a remark control corresponding to the second virtual object.
  • the game player corresponding to the first virtual object wants to add remark information to a certain second virtual object
  • Some controls will appear around the virtual object, including remark controls, and remark prompt information will be displayed in the remark control.
  • the selection operation for the remark control add remarks to the target virtual object based on the remark prompt information corresponding to the selected remark control. information, the added remarks will be displayed around the target virtual object.
  • At least one second virtual object and one note control are displayed in the note list.
  • the game player corresponding to the first virtual object wants to mark a second virtual object
  • click the remark control in the remark list and the remark control will display the remark prompt information of at least one second virtual object, from the displayed at least one
  • the remark information corresponding to the target virtual object is found in the remark prompt information of the second virtual object
  • the remark information added to the target virtual object is determined according to the remark prompt information corresponding to the target virtual object, and the added remark information will be displayed around the target virtual object.
  • Remarks information is the game player corresponding to the first virtual object wants to mark a second virtual object.
  • the remark control will display at least one remark prompt information for the second virtual object, and determine the target from the displayed at least one remark prompt information Remark information (remark information that the game player corresponding to the first virtual object wants to mark the second virtual object), in response to the drag operation on the remark control corresponding to the determined target remark information in the remark list, the determined Drag and drop the target note control onto the target virtual object to display the added note information around the target virtual object.
  • Remark information remark information that the game player corresponding to the first virtual object wants to mark the second virtual object
  • the above-mentioned method for displaying information of a virtual object may further include: in response to a preset trigger event, displaying a second virtual scene in a graphical user interface; and prompting according to a note The information visually marks the second avatar.
  • the second virtual scene includes at least one second virtual object.
  • the trigger event refers to the switching action of switching from the first virtual scene to the second virtual scene.
  • the switching action may include a return operation of exiting the first virtual scene, and an opening operation of clicking the start button of the second virtual scene.
  • the GUI is switched from the first virtual scene to the second virtual scene, and the second virtual scene includes the first virtual object and at least one second virtual object, and may also include a third virtual object .
  • what is displayed in the second virtual scene may be the role model of the second virtual object, or the character icon of the second virtual object.
  • what is displayed in the second virtual scene may also be the first virtual object and/or Or the role model of the third virtual object, or the role icon of the first virtual object and/or the third virtual object.
  • the second virtual scene is the virtual scene corresponding to the above-mentioned discussion stage.
  • the terminal device enters the discussion phase in response to the end operation of the action phase and the open operation of the discussion phase; in the discussion phase, the virtual objects with different character attributes in the surviving state and the eliminated state (also in the elimination state) are included in the discussion phase.
  • Virtual objects with different character attributes that can be called a dead state wherein the virtual objects in the eliminated state cannot perform voting-related operations at this stage.
  • the remark prompt information may include a plurality of identity information used to indicate the identity of the virtual object, and the remark information includes an identity identifier, wherein step S140 includes: in response to the target identity In the information selection operation, the identity identifier corresponding to the selected target identity information is displayed at a preset position corresponding to the target virtual object.
  • the remark information is controlled to be displayed around the target virtual character.
  • the range of the first virtual scene displayed in the GUI is controlled to change correspondingly according to the movement of the first virtual object, if the target virtual object appears in the When the first virtual object is within the preset range, the player can see the target virtual object and the remark information of the target virtual object through the first virtual scene presented in the graphical user interface.
  • the remark information is controlled to be displayed around the target virtual character.
  • the second virtual scene is displayed in the graphical user interface in response to a preset trigger event, if the target virtual object appears in the second virtual scene, the player can use the second virtual scene presented in the graphical user interface See the target virtual object and the remarks for the target virtual object.
  • multiple pieces of identity information are used to represent all possible identity information possessed by the virtual object (such as all the identities that each player can have as set by the game server for the current game), and the identity identifiers are used to represent the current player’s inference for the virtual object.
  • Identity information the added remark information is only visible to the current player.
  • the displayed identification is the same as the target identification information, that is, the content displayed in the identification is the target identification information itself, so that the identification displayed at the preset position corresponding to the target virtual object is the target identification information.
  • the identity mark can use a specific label, or a specific color to indicate the target identity information, such as numbers 1, 2...etc, letters a, b...etc, different colors: red, green, yellow, etc. Instead of the identity identifier corresponding to different identity information.
  • the selection operation refers to an operation of determining target identity information from multiple pieces of identity information included in the remark prompt information and used to indicate the identity of the virtual object.
  • the preset position refers to the position used for displaying the identification mark, and this position can be located on the peripheral side of the target virtual object, and the added remark information can move with the movement of the target virtual object in the virtual scene.
  • the terminal device displays the identity mark corresponding to the selected target identity information at a preset position corresponding to the target virtual object, so that the identity mark is displayed to the first virtual object.
  • the above-mentioned method for displaying information of virtual objects may further include: when displaying the second virtual scene in the graphical user interface, further displaying at least one second virtual scene in the graphical user interface The identity voting control of the virtual object; in response to the voting operation on the identity voting control, the corresponding voting instruction is executed.
  • the identity voting control refers to a control capable of responding to a voting operation, and the terminal device completes the voting on the virtual object in response to the voting operation on the identity voting control.
  • a plurality of virtual objects controlled by game players are displayed in the GUI.
  • These virtual objects include virtual objects with different character attributes.
  • they are all Has an identity voting control, which also includes the gamers themselves.
  • the game player can vote on the virtual object with suspicious identity by clicking on the identity voting control corresponding to the virtual object whose identity he considers suspicious.
  • the second virtual scene includes multiple virtual objects
  • the multiple virtual objects may include a first virtual object, at least one second virtual object, and ⁇ or at least one first virtual object.
  • multiple virtual objects included in the second virtual scene can be divided into three cases, the first case: the first virtual object and at least one second virtual object may be included; the second case: the first virtual object and the at least one second virtual object may be included. At least one third virtual object; third case: may include a first virtual object, at least one second virtual object and at least one third virtual object.
  • the remark prompt information of the first virtual object and the at least one second virtual object is displayed in the graphical user interface; in response to the trigger operation for the remark prompt information , adding remark information to the target virtual object in the displayed first virtual object and the at least one second virtual object.
  • the remark prompt information of the first virtual object and the at least one third virtual object is displayed in the graphical user interface; in response to the trigger operation for the remark prompt information , adding remark information to the target virtual object in the displayed first virtual object and the at least one third virtual object.
  • the remark prompt information of the first virtual object, the at least one second virtual object and the at least one third virtual object is displayed in the graphical user interface;
  • remark information is added to the target virtual object among the displayed first virtual object, at least one second virtual object and at least one third virtual object.
  • the step of displaying the note prompt information of the at least one second virtual object in the graphical user interface may include: in response to a multi-selection operation on the plurality of second virtual objects, displaying remark prompt information on a peripheral side of any second virtual object in the plurality of second virtual objects.
  • the multi-selection operation refers to simultaneously causing a plurality of second virtual objects to respond to the adding memo operation. For each second virtual object in the plurality of second virtual objects, in response to the operation of adding a memo, remark prompt information is displayed on the periphery thereof.
  • the peripheral side is the peripheral position of any second virtual object.
  • the game players themselves can view the remark information added for the virtual objects controlled by a plurality of other players in the action stage and/or the discussion stage, and further, in the discussion stage, refer to the information for each virtual object in the discussion stage.
  • the remark information of the character is used for voting, which can improve the voting efficiency of game players.
  • the second virtual scene 310 may include the first virtual object 210 , the second virtual object 240 and the third virtual object 250 , and the second virtual object 240 is displayed in the graphical user interface
  • the identity voting control 320 and the remarks control 330 are clicked, the system can execute the voting instruction, and the remarks control 330 can display the remark prompt information of the second virtual object.
  • the remark prompt information 410 includes different character attributes (such as the first character attribute and the second character attribute), and the game player makes inferences according to the behavior information of the second virtual object 240 in the action stage to make a prediction about the virtual
  • the identity information of the object 240 is judged, and remark information is added to it.
  • the second virtual object 240 will display an identification mark 510 , where the identification mark 510 corresponds to the first character attribute.
  • the step of displaying the remark prompt information of the at least one second virtual object in the graphical user interface may include: in response to the operation of adding a remark, generating A screenshot image and a remark control corresponding to the current GUI, the screenshot image includes at least one second virtual object, and the remark prompt information of the at least one second virtual object is displayed in the remark control.
  • the screenshot image may also include a first virtual object and/or at least one third virtual object.
  • the screenshot image refers to a still image captured for the virtual scene displayed by the current GUI.
  • the scope of the virtual scene included in the screenshot image may be equal to or larger than the virtual scene range displayed by the current GUI.
  • the screenshot image includes at least one second virtual object; the remark control refers to a control capable of displaying remark prompt information of the second virtual object, and the remark prompt information of at least one second virtual object is displayed in the remark control.
  • the operation of adding a note in the embodiment of the present disclosure may be a screenshot operation, and further, after the terminal device responds to the screenshot operation of the game player, a screenshot image and a note control corresponding to the current GUI are generated. Wherein, the position of the remark control on the screenshot image is used to determine the remark prompt information for displaying the second virtual object in the graphical user interface.
  • the step of adding remark information to the target virtual object in the displayed at least one second virtual object may include: in response to For the drag operation of the memo control, drag the memo control to the position of the target virtual object, so as to add the memo prompt information corresponding to the dragged memo control to the target virtual object.
  • remark prompt information is added to the target virtual object.
  • the remark control can directly display the remark prompt information, or just provide a display entry for the remark prompt information.
  • the above-mentioned method for displaying information of a virtual object may further include: storing a screenshot image of the target virtual object after adding the remark information, and recording the remark time;
  • the View Notes operation displays the stored screenshot images according to the note time in the GUI.
  • the screenshot image including the virtual object with remark information is saved, and the remark time of adding remark information to the virtual object is saved at the same time, in response to the game player's operation of viewing remarks, so that the stored data can be displayed according to the remark time in the graphical user interface.
  • the screenshot image is convenient for game players to clearly obtain the remark information of the target virtual object.
  • a photo and photo album entry button is added to the GUI.
  • the game player takes a photo and marks his/her identity.
  • the position information of each virtual object in the screen needs to be recorded.
  • the position information is associated with the virtual object, and then dragging the label to mark, after completing the valid mark, the situation shown in Figure 7 can be obtained.
  • the response area needs to have feedback, such as dragging to the position of the virtual object controlled by the current player. ), drag the remark information displayed on the virtual object to the outside of the screenshot to delete the mark.
  • the most recently saved screenshot image is displayed at the top of the image list.
  • the first screenshot image at the top of the image list is displayed in the preview area.
  • the screenshot image shows the capture time, such as xx minutes and xx seconds ago. When the number of screenshot images reaches the maximum storage limit, the first stored screenshot image will be deleted.
  • the above-mentioned method for displaying information of a virtual object may further include: displaying the added remark information on the peripheral side of the target virtual object.
  • the peripheral side refers to a position around the target virtual object centered on the target virtual object.
  • the display forms of the added remarks include, but are not limited to, the following ways: displaying in the form of keywords of the added remarks, such as most suspicious, relatively suspicious, etc.; replacing the added remarks with characters, with labels
  • the first character attribute is represented by character 1
  • the second character attribute is represented by character 2.
  • the added remark information and known attribute information are displayed on the periphery of the target virtual object.
  • the attribute information refers to the identity attribute information initially allocated to the virtual object by the game server when entering the game in the game in which the virtual object is located.
  • the identity information of the first virtual object is specific identity information, which means that teammates in the same camp can see each other's identity attribute information.
  • the first virtual object can see the attribute information of the target virtual object, but the game player can still add remarks to the target virtual object, In this way, when displayed, the added remark information and known attribute information can be displayed on the peripheral side of the target virtual object.
  • each virtual character in a game match belongs to different camps based on the assigned different character attributes, for example, belongs to the first camp and the second camp, and belongs to the first camp.
  • the avatars can know each other's identity information (referring to the real identity of the avatar, that is, the identity assigned by the game server), but in the action phase and the discussion phase, the avatars belonging to the first camp are in order to interfere
  • the avatars belonging to the second camp may disguise their identities when doing tasks or misleading the votes of the avatars belonging to the second camp.
  • gamers can also add remarks to their teammates to ensure that their character attributes are clear.
  • the remarks information can also include some behavior information, so that marking some behavior information for teammates can mislead the virtual characters of other camps to vote based on the marked behavior information in the discussion stage.
  • the method for displaying information of virtual objects proposed by the embodiments of the present disclosure, by adding remark information to the virtual objects of other players in the game, so that the player can easily record the identity information of other players who have already reasoned in the game process, and add remarks
  • the operation is relatively convenient, which can prevent the player from forgetting the corresponding identity information of other players who have been reasoned, and at the same time determine the players with suspicious identities according to the identity information of the inferred players, so that the player can avoid these players with suspicious identities when taking action. In this way, the game efficiency of the player can be improved.
  • the functions that appear in the action phase usually include the following first to eighth functions, and the discussion phase usually includes the first, second, and seventh functions.
  • this embodiment provides a display function of a virtual map.
  • a first virtual scene is first provided in the graphical user interface.
  • virtual objects can move, perform game tasks, or perform other interactive operations.
  • the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
  • the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
  • the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
  • the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
  • the scope of the first virtual scene displayed in the interface, and these virtual objects are characters controlled by other players.
  • two nearby second virtual objects are displayed in the range of the first virtual scene.
  • the graphical user interface also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene.
  • the target virtual object can be determined from the second virtual objects in a plurality of survival states, and the second virtual objects in the plurality of survival states can be understood as being in the current game, Virtual objects in other survival states except the first virtual object.
  • the user can determine the target virtual object according to the position and behavior of each second virtual object, for example, select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects during an attack as the target virtual object.
  • the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene and perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
  • the second virtual scene is displayed in the graphical user interface.
  • the trigger event may be a specific trigger operation, and any virtual object in the alive state may perform the trigger operation.
  • the second virtual scene can be displayed in the graphical user interface, thereby The switching of the virtual scene from the first virtual scene to the second virtual scene is realized, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
  • the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object, and the object icon here may be the avatar of the virtual object, name etc.
  • the virtual object in the surviving state has the right to speak, discuss and vote, but the target virtual object has entered the target state, causing at least part of the interaction mode configured by the target virtual object in the second virtual scene to be blocked.
  • the status of restricted use may include speech discussion interaction, voting interaction, etc.; the status of restricted use may be that a certain interaction method cannot be used, or a certain interaction method cannot be used for a certain period of time, or The number of times an interaction is limited to a specified number of times.
  • the first virtual object can send discussion information through the click input control and the speech translation control on the right side
  • the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
  • the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
  • a position marker interface is displayed in the graphical user interface, and in the position marker interface, at least one second virtual object and/or the position marker information reported by the first virtual object is displayed.
  • the character identification of the virtual object and/or the first virtual object is displayed in response to the touch operation on the function control.
  • this embodiment provides an information display function of a virtual object. Displaying a first virtual scene and a first virtual object located in the first virtual scene in a graphical user interface; in response to a moving operation for the first virtual object, controlling the first virtual object to move in the first virtual scene, and controlling The range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object.
  • a first virtual scene is first provided in the graphical user interface.
  • virtual objects can move, perform game tasks, or perform other interactive operations.
  • the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
  • the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
  • the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
  • the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
  • the range of the first virtual scene displayed in the interface these virtual objects are characters controlled by other players, or virtual characters controlled by non-players. As shown in FIG. 8 , two nearby second virtual objects are displayed in the range of the first virtual scene.
  • the graphical user interface also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene.
  • the target virtual object may be determined from at least one second virtual object in a living state and/or at least one third virtual object in a dead state, at least one in a
  • the second virtual object in the survival state may be understood as other virtual objects in the survival state except the first virtual object in the current game.
  • the user can determine the target virtual object according to the position, behavior, etc. of each second virtual object. For example, a virtual object that is relatively isolated and is not easily discovered by other virtual objects during an attack can be selected as the target virtual object. Virtual objects with suspicious identity information deduced by behavior, etc.
  • the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, or the target virtual object can be selected to perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
  • the remark prompt information of the at least one second virtual object may be displayed in the graphical user interface in response to an operation of adding a remark; in response to a trigger operation for the remark prompt information, the target virtual object in the displayed at least one second virtual object may be displayed. Add remarks.
  • the remark information can be displayed on the periphery of the target virtual object in the first virtual scene, that is, when the first virtual object moves in the first virtual scene according to the movement operation, and controls the display in the graphical user interface
  • the player can use the first virtual scene presented in the graphical user interface See the target virtual object and the remarks for the target virtual object.
  • the second virtual scene is displayed in the graphical user interface.
  • the trigger event may be a specific trigger operation, and any virtual object in the alive state may perform the trigger operation.
  • the second virtual scene can be displayed in the graphical user interface, thereby The switching of the virtual scene from the first virtual scene to the second virtual scene is realized, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
  • the second virtual scene also includes at least one second virtual object or the role model and the role icon of the second virtual object.
  • the role icon here can be It is the avatar, name, etc. of the virtual object.
  • the virtual object in the surviving state has the rights to speak, discuss and vote. If the target virtual object enters the target state (for example, remarks are added), the current player can use the graphical user interface.
  • the second virtual scene sees the target virtual object and the remark information of the target virtual object.
  • an interaction mode is also configured in the second virtual scene, and the interaction mode may include speech discussion interaction, voting interaction, remark interaction, etc.
  • a certain interaction method cannot be used in a segment, or the number of a certain interaction method is limited to a specified number of times. Exemplarily, a virtual character in a dead state is restricted from using voting interaction, and a virtual character in a dead state and whose identity is known is restricted from using note interaction.
  • the first virtual object can send discussion information through the click input control and the speech translation control on the right side
  • the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
  • the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
  • a remark control may also be displayed, so as to add remark information to the clicked virtual object based on a touch operation on the remark control.
  • a remarks list may also be displayed in the second virtual scene, and remark prompt information is displayed in the remark list, so as to add remark information to the displayed target virtual object in response to a trigger operation for the remark prompt information.
  • remark prompt information is displayed in the remark list, so as to add remark information to the displayed target virtual object in response to a trigger operation for the remark prompt information.
  • this embodiment provides a control function of a game process.
  • the action stage at least part of the first virtual scene in the action stage and the first virtual object located in the first virtual scene are displayed on the graphical user interface;
  • the skill configuration parameters of the object are used to determine the additional skills added by the first virtual object based on the default skills of the character; the default skills are the skills assigned according to the identity attributes of the first virtual object; determine the completion progress of the virtual task in the game stage When the progress threshold is reached, control the first virtual object to unlock additional skills, and provide additional skill controls for triggering additional skills based on the default skill controls for triggering default skills in the graphical user interface; responding to preset triggers event, control the graphical user interface to display the second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following items: the second virtual object, the character icon of the second virtual object, the first virtual object, the first virtual the character icon of the virtual object; the discussion stage is configured to determine the game state of the at least one second virtual object or the first virtual object according to the
  • the description is made from the perspective of a first virtual object having a first character attribute.
  • a first virtual scene is first provided in the graphical user interface.
  • the first virtual object can move, play virtual tasks, or perform other interactive operations.
  • the user issues a moving operation for the target virtual object to control the first virtual object to move in the first virtual scene.
  • the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
  • the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
  • the additional skills may include the following items At least one of: identity gambling skills, identity verification skills, guidance skills, and task doubling skills, while determining multiple other virtual objects that have the same character attributes (first character attributes) as the first virtual object in the current game stage
  • the progress of the jointly completed virtual task is displayed according to the displayed progress bar.
  • Skills to play the game for example, you can use the guidance skill to determine the virtual object in the target state (such as death, etc.) within the preset distance threshold from the first virtual object in the first virtual scene in the action phase, and control the first virtual object Move to the position of the virtual object in the target state and initiate a discussion immediately.
  • the virtual object in the target state such as death, etc.
  • the second virtual scene is displayed in the graphical user interface.
  • the trigger event can be a specific trigger operation, and any virtual object in the alive state can perform the trigger operation.
  • the second virtual scene by triggering the discussion control, the second virtual scene, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
  • the second virtual scene also includes at least one second virtual object or an object icon of the second virtual object, where the object icon may be the avatar of the virtual object , name, etc.
  • the virtual objects in the surviving state have the right to speak, discuss and vote.
  • the first virtual object can send discussion information through the click input space on the right and the voice translation control.
  • the discussion information sent by the virtual object can be displayed on the discussion information panel.
  • the discussion information can include who initiated the discussion, who was attacked, and who was attacked. The location of the virtual objects attacked, the location of each virtual object when the discussion was initiated, etc.
  • the user can click a virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object, so as to vote for the virtual object.
  • the user can control the first virtual object.
  • the virtual object uses the corresponding unlocked additional skills to check the virtual object that is mainly suspected.
  • the first virtual object can use the verification identity skill to check the identity of the virtual object that is mainly suspected.
  • the object votes to improve the accuracy of the vote.
  • the user can also click the abstain from voting button to give up this voting right.
  • this embodiment provides another virtual map display function. Responding to the moving operation, controlling the virtual character to move in the virtual scene, and displaying the virtual scene to which the virtual character is currently moved in the graphical user interface;
  • a virtual scene is provided in the graphical user interface, as shown in FIG. 8 , in the virtual scene (the first virtual scene shown in FIG. 8 ), the virtual character controlled by the player (the first virtual scene shown in FIG. 8 )
  • a virtual character and/or a second virtual character can move in the virtual scene, and can also perform game tasks or perform other interactive operations.
  • the virtual object is controlled to move in the virtual scene, and in most cases, the virtual object is located at a position relative to the center of the virtual scene range displayed in the graphical user interface.
  • the virtual camera in the virtual scene moves with the movement of the virtual object, so that the virtual scene displayed in the graphical user interface changes correspondingly with the movement of the virtual object, and the virtual scene to which the virtual character is currently moved is displayed in the graphical user interface.
  • the virtual objects participating in the government game are in the same virtual scene. Therefore, during the movement of the above virtual objects, if the virtual objects are closer to other virtual objects, there may be other virtual objects entering the virtual scene displayed in the GUI. Scope, these virtual objects are characters controlled by other players. As shown in FIG. 9 , a plurality of virtual objects are displayed in the virtual scene range. In addition, the GUI also displays a movement control for controlling the movement of the virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene as shown in FIG. 9 . .
  • the first virtual map is superimposed and displayed on the virtual scene displayed on the graphical user interface.
  • the player's touch operation on the scene thumbnail (the scene map shown in FIG. 8 ) superimposes and displays the first virtual map on the virtual scene; for another example, in response to the control of controlling the virtual character to perform the second specific action operation, the first virtual map is superimposed and displayed on the virtual scene; here, the first virtual map at least includes the current position of the first virtual character, the position of each first virtual area in the virtual scene, and the position of the connected area.
  • the first virtual map superimposed and displayed on the virtual scene in the GUI is switched to the second virtual map corresponding to the virtual scene, and the transparency of at least part of the map area of the second virtual map is higher than that of the first virtual map.
  • the virtual map corresponds to the transparency of the map area, so that the occlusion degree of the virtual map after switching to the information in the virtual scene is lower than the occlusion degree before the switching.
  • the map switching condition may be a specific trigger operation, and the virtual object in the alive state may perform the trigger operation.
  • a virtual map is switched to the second virtual map corresponding to the virtual scene; for another example, by triggering the map switching button, the first virtual map displayed superimposed on the virtual scene is switched to the second virtual map corresponding to the virtual scene.
  • the first virtual map can be switched to the second virtual map through a specific switching method, for example, the first virtual map displayed superimposed on the virtual scene is replaced with the second virtual map corresponding to the virtual scene Or, according to the first change threshold of transparency, the first virtual map is adjusted to a non-visualized state in the current virtual scene, and the first virtual map superimposed and displayed on the virtual scene is replaced with a second virtual map corresponding to the virtual scene; Alternatively, clear the first virtual map superimposed and displayed on the virtual scene, and superimpose and display the second virtual map on the virtual scene according to the second transparency change threshold; or, adjust the transparency of the first virtual map according to the third transparency change threshold. , and at the same time superimpose and display the second virtual map in the virtual scene according to the fourth change threshold of transparency until the first virtual map is in an invisible state in the current virtual scene.
  • this embodiment provides a target attacking function in a game.
  • the virtual object controlled by the object the target identity is the identity attribute assigned at the beginning of the game
  • the target virtual object is the virtual object determined from the second virtual objects in multiple survival states
  • the target state is the target virtual object in the second virtual scene
  • the second virtual scene is a virtual scene displayed in the graphical user interface in response to a preset trigger event, wherein the second virtual scene includes at least one second virtual object or the object icon of the
  • a first virtual scene is first provided in the graphical user interface.
  • virtual objects can move, perform game tasks, or perform other interactive operations.
  • the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
  • the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
  • the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
  • the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
  • the scope of the first virtual scene displayed in the interface, and these virtual objects are characters controlled by other players.
  • two nearby second virtual objects are displayed in the range of the first virtual scene.
  • the graphical user interface also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene.
  • the above-mentioned temporary virtual object is a virtual object controlled by a first virtual object with a target identity
  • the target identity is an identity attribute assigned at the beginning of the game
  • the target virtual object is a virtual object determined from the second virtual objects in a plurality of survival states.
  • the target state is that at least part of the interactive mode configured by the target virtual object in the second virtual scene is in a restricted use state
  • the second virtual scene is a virtual scene displayed in the graphical user interface in response to a preset trigger event, wherein,
  • the second virtual scene includes at least one second virtual object or a character icon of the second virtual object.
  • the above-mentioned temporary virtual object is not controlled by the user, but under some specific conditions, the first virtual object with the target identity itself or the user corresponding to the first virtual object with the target identity has the authority to control the temporary virtual object .
  • the temporary virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, and the specified operation can be performed on the target virtual object.
  • the initial position can be the position of the temporary virtual object when it is not under control.
  • the specified operation can be an attack operation. After the specified operation is performed on the target virtual object, it will have a specific impact on the target virtual object. The object enters the target state.
  • the target virtual object can be determined from the second virtual objects in a plurality of survival states, and the second virtual objects in the plurality of survival states can be understood as being in the current game, Virtual objects in other survival states except the first virtual object.
  • the user can determine the target virtual object according to the position and behavior of each second virtual object, for example, select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects during an attack as the target virtual object.
  • the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene and perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
  • the second virtual scene is displayed in the graphical user interface.
  • the trigger event may be a specific trigger operation, and any virtual object in the alive state may perform the trigger operation.
  • the second virtual scene can be displayed in the graphical user interface, thereby The switching of the virtual scene from the first virtual scene to the second virtual scene is realized, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
  • the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object, and the object icon here may be the avatar of the virtual object, name etc.
  • the virtual object in the surviving state has the right to speak, discuss and vote, but the target virtual object has entered the target state, causing at least part of the interaction mode configured by the target virtual object in the second virtual scene to be blocked.
  • the status of restricted use may include speech discussion interaction, voting interaction, etc.; the status of restricted use may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain period of time, or The number of times an interaction is limited to a specified number of times.
  • the first virtual object can send discussion information through the click input space on the right side and the voice translation control
  • the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
  • the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
  • the first virtual object with the target identity can control the temporary virtual object to perform a specified operation on the target virtual object, and directly perform a specified operation on the target virtual object without controlling the first virtual object Designated operation, this attack method is easy to operate, and can help the first virtual object to reduce the risk of revealing the identity of the target and improve the success rate of the attack.
  • this embodiment provides an interactive data processing function in a game, in response to a touch operation on the movement control area, controlling the first virtual object to move in the virtual scene, and controlling the range of the virtual scene displayed on the graphical user interface according to the first virtual scene.
  • the movement of a virtual object is changed; determine the response area of the first virtual object moving to the target virtual object in the virtual scene, wherein the target virtual object is a virtual object set in the virtual scene that can interact with the virtual object;
  • the control instruction triggered by the touch operation controls to switch the display state of the first virtual object to the invisible state, and displays a mark used to refer to the first virtual object in the area of the target virtual object.
  • the movement control area is used to control the movement of the virtual object in the virtual scene, and the movement control area may be a virtual joystick, through which the movement direction of the virtual object and the movement speed of the virtual object may be controlled.
  • the virtual scene displayed in the GUI is mainly obtained by taking the image of the virtual scene range corresponding to the position of the virtual object by the virtual camera.
  • the virtual camera can usually be set to follow the virtual object to move, At this time, the virtual scene range captured by the virtual camera will also move accordingly.
  • Some virtual objects with interactive functions can be set in the virtual scene, the virtual objects can interact with the virtual objects, and the virtual objects can trigger interaction when they are located in the response area of the virtual objects.
  • At least one virtual object with interactive function may be included in the virtual scene, and the target virtual object is any one of the at least one virtual object with interactive function.
  • the range of the response area of the virtual object may be preset.
  • the range of the response area may be set according to the size of the virtual object, and the range of the response area may also be set according to the type of the virtual object. set up.
  • the range of the response area for a virtual object of the vehicle class can be set to be larger than the area where the virtual object is located, and the range of the response area for the virtual object of the prank prop can be set to be equal to the area where the virtual object is located.
  • control instruction triggered by the touch operation may be a specific operation for a specified area or a specific operation for a specified object.
  • control instruction may be triggered by a double-click operation for the target virtual object.
  • graphic Interactive controls may be provided in the user interface, and control instructions may be triggered by clicking operations on the interactive controls.
  • the interactive control may be provided after it is determined that the first virtual object moves to the response area of the target virtual object in the virtual scene. Based on this, the method may further include: controlling the graphical user interface to display the interactive control of the target virtual object; wherein the control instruction triggered by the touch operation includes the control instruction triggered by the touch interactive control.
  • the display state of the virtual object can be controlled to be converted into a stealth display, the switching of the display state and the operation switching itself do not affect the game process, and the interaction with the player is increased. Improve the fun and improve the user experience.
  • the target virtual object may be a virtual vehicle
  • the virtual vehicle may be preset with a preset threshold, and the preset threshold is used to indicate the maximum number of the virtual vehicle to carry, that is, the virtual vehicle The maximum number of virtual objects that can be invisible on the device. Based on this, when it is determined that the virtual vehicle is fully loaded, the player who subsequently performs the stealth switch may be instructed to fail to stealth.
  • a reasoning game there may be two stages that can be divided into two stages: an action stage and a voting stage. All virtual objects in the surviving state (players in the game) in this session can act, such as doing tasks, making trouble, etc.
  • players can gather to discuss and vote for the inference result, for example, infer the identities of each virtual object, wherein the tasks corresponding to the identities of different virtual objects may be different.
  • skills can also be released in the area of the target virtual object to perform tasks, or make trouble.
  • the method may further include: in response to a skill release instruction triggered by a touch operation, at least the target virtual object is hidden in the area of the target virtual object.
  • a virtual object is used as a candidate virtual object; an action object as a skill release instruction is randomly determined in at least one candidate virtual object.
  • the virtual object of the skill release instruction triggered by the touch operation may be a character in a stealth state or a virtual object in a non-stealth state.
  • this embodiment provides a scene recording function in a game.
  • a game interface is displayed on the graphical user interface, and the game interface includes at least part of the first virtual scene in the first game task stage and a first virtual object located in the first virtual scene; in response to a movement operation for the first virtual object, the game interface is controlled
  • the virtual scene range displayed in the game is changed according to the movement operation; in response to the recording instruction triggered in the first game task stage, the image of the preset range of the current game interface is obtained; the image is stored; in response to the viewing triggered in the second game task stage
  • the instruction displays an image, wherein the second game task stage and the first game task stage are different task stages in the game in which the first virtual object is currently located.
  • a first virtual scene is first provided in the graphical user interface, as shown in FIGS. 10-11 .
  • virtual objects can move, perform game tasks, or perform other interactive operations.
  • the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
  • the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
  • the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
  • the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
  • the scope of the first virtual scene displayed in the interface, and these virtual objects are characters controlled by other players.
  • two nearby second virtual objects are displayed in the range of the first virtual scene.
  • the graphical user interface also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene.
  • the target virtual object can be determined from the second virtual objects in a plurality of survival states, and the second virtual objects in the plurality of survival states can be understood as being in the current game, Virtual objects in other survival states except the first virtual object.
  • the user can determine the target virtual object according to the position and behavior of each second virtual object, for example, select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects during an attack as the target virtual object.
  • the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene and perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
  • the second virtual scene is displayed in the graphical user interface.
  • the trigger event can be a specific trigger operation, and any virtual object in the alive state can perform the trigger operation.
  • the second virtual object can be displayed in the GUI. scene, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
  • the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object, and the object icon here may be the avatar of the virtual object, name etc.
  • the virtual object in the surviving state has the right to speak, discuss and vote, but the target virtual object has entered the target state, causing at least part of the interaction mode configured by the target virtual object in the second virtual scene to be blocked.
  • the status of restricted use may include speech discussion interaction, voting interaction, etc.; the status of restricted use may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain period of time, or The number of times an interaction is limited to a specified number of times.
  • the first virtual object can send discussion information through the click input space on the right side and the voice translation control
  • the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
  • the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
  • a position marker interface is displayed in the graphical user interface, and in the position marker interface, at least one second virtual object and/or the position marker information reported by the first virtual object is displayed.
  • the character identification of the virtual object and/or the first virtual object is displayed in response to the touch operation on the function control.
  • this embodiment provides a game operation function.
  • a graphical user interface is provided through the terminal, the graphical user interface includes a virtual scene and virtual objects, the virtual scene includes a plurality of transmission areas, and the plurality of transmission areas includes a first transmission area and at least one second transmission area corresponding to the first transmission area. transfer area.
  • the virtual object Responding to the touch operation on the movement control area, controlling the virtual object to move in the virtual scene; determining that the virtual object moves to the first transmission area, and displaying a first group of direction controls corresponding to at least one second transmission area in the movement control area; In response to the triggering instruction for the target direction control in the first group of direction controls, the virtual scene including the first transmission area displayed in the graphical user interface is controlled to be changed to a virtual scene including the second transmission area corresponding to the target direction control.
  • the virtual scene range including the first transmission area displayed in the graphical user interface is controlled to be changed to the virtual scene area including the second transmission area corresponding to the target direction control.
  • the graphical user interface includes at least part of a virtual scene and virtual objects
  • the virtual scene includes a plurality of transfer areas
  • the plurality of transfer areas include a first transfer area and at least one first transfer area that is different from the scene position corresponding to the first transfer area
  • Two transmission areas where the first transmission area may be an entrance area of a hidden area (eg, a tunnel, a tunnel, etc., the present disclosure takes a tunnel as an example), and the second transmission area may be an exit area of the hidden area.
  • the graphical user interface may include a movement control area, wherein the position of the movement control area on the graphical user interface can be customized according to actual requirements, for example, can be set in the lower left and lower right areas of the graphical user interface that can be touched by the player's thumb.
  • the user inputs a touch operation on the movement control area to control the virtual object to move in the virtual scene. If it is determined that the virtual object moves to the first transmission area, a display corresponding to at least one second transmission area is displayed in the movement control area.
  • Corresponding first group of direction controls (direction control 1 and direction control 2), the first group of direction controls is used to indicate the direction of the corresponding tunnel exit.
  • the user inputs a trigger instruction for the target direction control (direction control 1) in the first group of direction controls, and can control to change the virtual scene range including the first transmission area displayed in the graphical user interface to include the second corresponding to the target direction control.
  • the virtual scene range of the transmission area that is, through the trigger instruction for the target direction control, the current display in the GUI is the virtual scene range of the second transmission area corresponding to the direction control 1 .
  • the embodiment of the present disclosure also provides an information display device for a virtual object corresponding to the information display method for a virtual object.
  • the information display methods are similar, so the implementation of the apparatus can refer to the implementation of the method, and the repeated places will not be repeated.
  • FIG. 14 is a schematic structural diagram of a virtual object information display apparatus provided by an embodiment of the present disclosure. As shown in FIG. 14, a graphical user interface is provided through a terminal device, and the information display apparatus 800 includes:
  • the first display control module 810 is configured to display the first virtual scene and the first virtual object located in the first virtual scene in the graphical user interface.
  • the movement control module 820 is configured to control the first virtual object to move in the first virtual scene in response to the movement operation for the first virtual object, and control the range of the first virtual scene displayed in the graphical user interface according to the first virtual scene.
  • the movement of the object corresponds to the change.
  • the second display control module 830 is configured to display the remark prompt information of the at least one second virtual object in the graphical user interface in response to the operation of adding a remark.
  • the information remark module 840 is configured to add remark information to the target virtual object in the displayed at least one second virtual object in response to a triggering operation for the remark prompt information.
  • the third display control module 850 is configured to display the added remark information and known attributes on the periphery of the target virtual object if the target virtual object and the first virtual object belong to teammates and the attribute information of the target virtual object is known information.
  • the player by adding remark information to the virtual objects of other players in the game, the player can easily record the identity information of other players who have already reasoned in the game process, and the operation of adding remarks is convenient, which can prevent the player from forgetting
  • the corresponding identity information of other players that have been reasoned, and the players with suspicious identities are determined according to the identity information of the inferred players, so that the players can avoid these suspicious players when they act, so that the game of the players can be improved. efficiency.
  • FIG. 15 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
  • the electronic device 900 includes a processor 910 , a memory 920 and a bus 930 .
  • the memory 920 stores machine-readable instructions executable by the processor 910.
  • the processor 910 communicates with the memory 920 through the bus 930, and the machine-readable instructions are executed.
  • the processor 910 executes, the following method steps may be performed:
  • controlling the first virtual object to move in the first virtual scene, and controlling the range of the first virtual scene displayed in the graphical user interface according to the The movement of the first virtual object corresponds to a change
  • remark information is added to the target virtual object in the displayed at least one second virtual object.
  • the step of displaying the note prompt information of at least one second virtual object in the graphical user interface includes:
  • a note list is displayed in the graphical user interface, and the note prompt information of the at least one second virtual object is displayed in the note list.
  • the information display method further includes:
  • Remark prompt information of at least one third virtual object is also displayed in the remark list, wherein the at least one second virtual object is a virtual object in a living state, and the at least one third virtual object is a dead state. virtual object.
  • the step of displaying the remark prompt information of the at least one second virtual object in the remark list includes:
  • the remark prompt information of the at least one second virtual object is displayed according to the display priority of the second virtual object, and the display priority is based on the display priority of the at least one second virtual object and the first virtual object. distance between objects.
  • the step of displaying the remark prompt information of the at least one second virtual object in the remark list includes:
  • the at least one second virtual object and a remark control are displayed in the remark list, and the remark prompt information of the at least one second virtual object is displayed in the remark control.
  • the information display method may further include:
  • a second virtual scene is displayed in the graphical user interface, wherein the second virtual scene includes the at least one second virtual object;
  • the second avatar is visually marked.
  • the remark prompt information includes a plurality of identity information for indicating the identity of the virtual object, and the remark information includes an identity identifier;
  • the step of adding remark information to the target virtual object in the displayed at least one second virtual object includes:
  • an identity identifier corresponding to the selected target identity information is displayed at a preset position corresponding to the target virtual object.
  • the information display method further includes:
  • an identity voting control of the at least one second virtual object is also displayed in the graphical user interface
  • the second virtual scene includes multiple virtual objects, and the multiple virtual objects include a first virtual object, the at least one second virtual object and/or at least one third virtual object, wherein all The at least one second virtual object is a virtual object in a living state, the at least one third virtual object is a virtual object in a dead state, and the information display method further includes:
  • remark information is added to the displayed target virtual object in the at least one second virtual object and/or the at least one third virtual object.
  • the at least one second virtual object is multiple, and in response to the operation of adding a note, the step of displaying the note prompt information of the at least one second virtual object in the graphical user interface includes:
  • remark prompt information is displayed on the peripheral side of any second virtual object among the plurality of second virtual objects.
  • the step of displaying the note prompt information of at least one second virtual object in the graphical user interface includes:
  • a screenshot image corresponding to the current GUI and a note control are generated, the screenshot image includes the at least one second virtual object, and the at least one second virtual object is displayed in the note control Remarks information.
  • the step of adding remark information to the target virtual object in the displayed at least one second virtual object includes:
  • the information display method further includes:
  • the stored screenshot images are displayed in the graphical user interface according to the note time.
  • the information display method further includes:
  • the added remark information is displayed on the peripheral side of the target virtual object.
  • the step of displaying the added remark information on the peripheral side of the target virtual object includes:
  • the added remark information and the known attribute information are displayed on the periphery of the target virtual object .
  • Embodiments of the present disclosure further provide a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the following method steps can be performed:
  • controlling the first virtual object to move in the first virtual scene, and controlling the range of the first virtual scene displayed in the graphical user interface according to the The movement of the first virtual object corresponds to a change
  • remark information is added to the target virtual object in the displayed at least one second virtual object.
  • the step of displaying the note prompt information of at least one second virtual object in the graphical user interface includes:
  • a note list is displayed in the graphical user interface, and the note prompt information of the at least one second virtual object is displayed in the note list.
  • the information display method further includes:
  • Remark prompt information of at least one third virtual object is also displayed in the remark list, wherein the at least one second virtual object is a virtual object in a living state, and the at least one third virtual object is a dead state. virtual object.
  • the step of displaying the remark prompt information of the at least one second virtual object in the remark list includes:
  • the remark prompt information of the at least one second virtual object is displayed according to the display priority of the second virtual object, and the display priority is based on the display priority of the at least one second virtual object and the first virtual object. distance between objects.
  • the step of displaying the remark prompt information of the at least one second virtual object in the remark list includes:
  • the at least one second virtual object and a remark control are displayed in the remark list, and the remark prompt information of the at least one second virtual object is displayed in the remark control.
  • the information display method may further include:
  • a second virtual scene is displayed in the graphical user interface, wherein the second virtual scene includes the at least one second virtual object;
  • the second avatar is visually marked.
  • the remark prompt information includes a plurality of identity information for indicating the identity of the virtual object, and the remark information includes an identity identifier;
  • the step of adding remark information to the target virtual object in the displayed at least one second virtual object includes:
  • an identity identifier corresponding to the selected target identity information is displayed at a preset position corresponding to the target virtual object.
  • the information display method further includes:
  • an identity voting control of the at least one second virtual object is also displayed in the graphical user interface
  • the second virtual scene includes multiple virtual objects, and the multiple virtual objects include a first virtual object, the at least one second virtual object and/or at least one third virtual object, wherein all The at least one second virtual object is a virtual object in a living state, the at least one third virtual object is a virtual object in a dead state, and the information display method further includes:
  • remark information is added to the displayed target virtual object in the at least one second virtual object and/or the at least one third virtual object.
  • the at least one second virtual object is multiple, and in response to the operation of adding a note, the step of displaying the note prompt information of the at least one second virtual object in the graphical user interface includes:
  • remark prompt information is displayed on the peripheral side of any second virtual object among the plurality of second virtual objects.
  • the step of displaying the note prompt information of at least one second virtual object in the graphical user interface includes:
  • a screenshot image corresponding to the current GUI and a note control are generated, the screenshot image includes the at least one second virtual object, and the at least one second virtual object is displayed in the note control Remarks information.
  • the step of adding remark information to the target virtual object in the displayed at least one second virtual object includes:
  • the information display method further includes:
  • the stored screenshot images are displayed in the graphical user interface according to the note time.
  • the information display method further includes:
  • the added remark information is displayed on the peripheral side of the target virtual object.
  • the step of displaying the added remark information on the peripheral side of the target virtual object includes:
  • the added remark information and the known attribute information are displayed on the periphery of the target virtual object .
  • the disclosed system, apparatus and method may be implemented in other manners.
  • the apparatus embodiments described above are only illustrative.
  • the division of the units is only a logical function division.
  • multiple units or components may be combined or Can be integrated into another system, or some features can be ignored, or not implemented.
  • the shown or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces, indirect coupling or communication connection of devices or units, which may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and components shown as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the functions, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a processor-executable non-volatile computer-readable storage medium.
  • the computer software products are stored in a storage medium, including Several instructions are used to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program codes .

Abstract

本公开提供一种虚拟对象的信息显示方法、装置、电子设备及存储介质,所述方法包括:在图形用户界面中显示第一虚拟场景及位于第一虚拟场景中的第一虚拟对象,响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化,响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息,响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。玩家通过添加备注操作来对游戏过程中的各玩家的行为信息和/或身份信息进行记录,在减轻玩家记忆负担的同时,提高了玩家的游戏效率。

Description

虚拟对象的信息显示方法、装置、电子设备及存储介质
相关申请的交叉引用
本申请要求于2021年04月19日提交的申请号为202110420287.3、名称为“虚拟对象的信息显示方法、装置、电子设备及存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及人机交互技术领域,具体而言,涉及一种虚拟对象的信息显示方法、装置、电子设备及存储介质。
背景技术
随着游戏行业的不断发展,游戏类型在不断拓展,其中,推理类游戏以其独特的魅力受到广大玩家的喜爱。这类游戏需要多名玩家参与互动,通过不同阵营的玩家们在完成指定任务的同时进行推理投票。
在游戏过程中,需要根据其他玩家的行为信息等来分析其身份信息,以在行动时避开身份可疑的玩家,但是由于参与的玩家较多,很难记住所有玩家的行为信息并根据玩家的行为信息对该玩家的身份信息进行推理,或即使推理出了一些玩家的身份信息,在游戏进行的过程中,也很难记住已经推理出的这些玩家各自对应的身份信息,这样一来,容易导致玩家的游戏效率较低。
发明内容
第一方面,本公开实施例提供了一种虚拟对象的信息显示方法,通过终端设备提供图形用户界面,所述信息显示方法包括:
在所述图形用户界面中显示第一虚拟场景以及位于所述第一虚拟场景中的第一虚拟对象;
响应于针对所述第一虚拟对象的移动操作,控制所述第一虚拟对象在所述第一虚拟场景中进行移动,并控制所述图形用户界面中所显示的第一虚拟场景范围根据所述第一虚拟对象的移动对应变化;
响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息;
响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
可选地,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于添加备注操作,在所述图形用户界面中显示备注列表,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息。
可选地,所述信息显示方法还包括:
在所述备注列表中还展示至少一个第三虚拟对象的备注提示信息,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象。
可选地,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
在所述备注列表中按照第二虚拟对象的显示优先级展示所述至少一个第二虚拟对象的备注提示信息,所述显示优先级是根据所述至少一个第二虚拟对象与所述第一虚拟对象之间的距离来确定的。
可选地,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
在所述备注列表中展示所述至少一个第二虚拟对象以及备注控件,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
可选地,所述信息显示方法可还包括:
响应于预设的触发事件,在所述图形用户界面中显示第二虚拟场景,其中,所述第二虚拟场景中包括所述至少一个第二虚拟对象;并根据所述备注提示信息对所述第二虚拟角色进行视觉标记。
可选地,所述备注提示信息包括用于指示虚拟对象身份的多个身份信息,所述备注信息包括身份标识;
其中,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
响应于针对目标身份信息的选择操作,在对应所述目标虚拟对象的预设位置处展示与所选择的目标身份信息对应的身份标识。
第二方面,本公开实施例还提供了一种虚拟对象的信息显示装置,通过终端设备提供图形用户界面,所述信息显示装置包括:
第一显示控制模块,用于在所述图形用户界面中显示第一虚拟场景以及位于所述第一虚拟场景中的第一虚拟对象;
移动控制模块,用于响应于针对所述第一虚拟对象的移动操作,控制所述第一虚拟对象在所述第一虚拟场景中进行移动,并控制所述图形用户界面中所显示的第一虚拟场景范围根据所述第一虚拟对象的移动对应变化;
第二显示控制模块,用于响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息;
信息备注模块,用于响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
第三方面,本公开实施例还提供一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如上所述虚拟对象的信息显示方法的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如上所述虚拟对象的信息显示方法的步骤。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例所提供的一种虚拟对象的信息显示方法的流程图;
图2为本公开实施例所提供的一种在第一虚拟场景中显示备注列表的界面示意图;
图3为本公开实施例所提供的一种在第二虚拟场景中显示身份投票控件的界面示意图;
图4为本公开实施例所提供的一种在第二虚拟场景中显示身份信息的界面示意图;
图5为本公开实施例所提供的一种第二虚拟场景中包括添加备注信息后的第二虚拟对象的界面示意图;
图6为本公开实施例所提供的一种通过截图图像为虚拟对象添加备注信息的界面示意图;
图7为本公开实施例所提供的一种为虚拟对象添加备注信息后的截图图像示意图;
图8为本公开实施例所提供的一种第一虚拟场景的界面示意图之一;
图9为本公开实施例所提供的一种第二虚拟场景的界面示意图之一;
图10为本公开实施例所提供的一种第一虚拟场景的界面示意图之二;
图11为本公开实施例所提供的一种第一虚拟场景的界面示意图之三;
图12为本公开实施例所提供的一种第二虚拟场景的界面示意图之二;
图13为本公开实施例所提供的一种虚拟对象的移动示意图;
图14为本公开实施例所提供的一种虚拟对象的信息显示装置的结构示意图;
图15为本公开实施例所提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的每个其他实施例,都属于本公开保护的范围。
首先,对本公开实施例中涉及的名称进行简单介绍。
虚拟场景:
是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景。
虚拟对象:
是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。
玩家角色:
是指可以受玩家操控在游戏环境中活动的虚拟对象,在一些电子游戏中也可以称为式神角色、英雄角色。玩家角色可以是虚拟人物、虚拟动物、动漫人物、虚拟载具等不同形式中的至少一种。
游戏界面:
是指通过图形用户界面提供或显示的应用程序对应的界面,该界面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
在本公开其中一种实施例中的虚拟对象的信息显示方法可以运行于本地终端设备或者是服务器。当虚拟对象的信息显示方法运行于服务器时,该虚拟对象的信息显示方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,信息处理方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
随着游戏行业的不断发展,游戏类型在不断拓展。其中,推理类游戏以其独特的魅力受到越来越多的玩家喜爱。在推理类游戏中,由参与游戏的多个玩家共同加入同一个游戏对局,在进入游戏对局后,为不同玩家控制的虚拟对象分配不同的角色属性,例如,身份属性,通过分配不同的角色属性以确定不同阵营,使得玩家在游戏对局的不同对局阶段通过执行游戏分配的任务,以赢得游戏比赛,例如,具有A角色属性的多个虚拟对象通过在对局阶段将具有B角色属性的虚拟对象进行“淘汰”,以获得游戏比赛的胜利。以
Figure PCTCN2022077514-appb-000001
为例,通常需要10人参与同一对局游戏,在游戏对局开始时,确定游戏对局中的虚拟对象的身份信息(角色属性),举例而言,身份信息包括平民身份和狼人身份,具有平民身份的虚拟对象在对局阶段通过完成被分配的指定任务而赢得比赛,或是将当 前游戏对局中的具有狼人身份的虚拟对象淘汰以赢得比赛;具有狼人身份虚拟对象在对局阶段通过对非狼人身份的其他虚拟对象进行执行攻击行为,以淘汰该虚拟对象,以赢得比赛。
在推理类游戏中的对局阶段中,通常存在有两个游戏阶段:行动阶段和讨论阶段。
在行动阶段中,通常会分配一个或多个游戏任务。在一可选的实施方式中,会为每个虚拟对象分配相应的一个或多个游戏任务,玩家通过控制对应的虚拟对象在游戏场景中移动并执行对应的游戏任务,以完成游戏对局。在一可选的实施方式中,会为当前游戏对局中的具有同一角色属性的虚拟对象确定共同的游戏任务;在行动阶段,参与当前游戏对局的虚拟对象在行动阶段的虚拟场景中可以自由移动至游戏场景中的不同区域以完成被分配的游戏任务,其中,当前游戏对局中的虚拟对象中包括具有第一角色属性的虚拟对象和具有第二角色属性的虚拟对象,在一可选的实施方式中,具有第二角色属性的虚拟对象在虚拟场景中移动至具有第一角色属性的虚拟对象的预设范围内时,可以响应攻击指令并攻击具有第一角色属性的虚拟对象,以淘汰该具有第一角色属性的虚拟对象。
在讨论阶段中,为代表玩家的虚拟对象提供讨论功能,通过讨论功能展现虚拟对象在行动阶段的行为,以决定是否将当前游戏对局中特定虚拟对象进行淘汰。
Figure PCTCN2022077514-appb-000002
为例,游戏对局包括两个阶段,分别是行动阶段和讨论阶段。在行动阶段中,游戏对局中的多个虚拟对象自由在虚拟场景中移动,通过虚拟对象视角展现的游戏画面中可以看到在预设范围内出现的其他虚拟对象。具有平民身份的虚拟对象通过在虚拟场景中移动以完成被分配的游戏任务,具有狼人身份的虚拟对象在虚拟场景中破坏具有平民身份的虚拟对象已经完成的任务,或是可以执行被分配的特定游戏任务,同时,具有狼人身份的虚拟对象也可以在行动阶段通过对具有平民身份的虚拟对象进行攻击,以淘汰该虚拟对象。当游戏对局阶段从行动阶段进入到讨论阶段时,玩家通过对应的虚拟对象进行讨论,以试图根据在行动阶段的游戏行为确定具有狼人身份的虚拟对象,并通过投票的方式确定讨论结果,根据讨论结果确定是否存在需要被淘汰的虚拟对象,如果有,则根据讨论结果将对应的虚拟对象进行淘汰,如果没有,则当前讨论阶段中不存在需要被淘汰的虚拟对象。其中,在讨论阶段中,可以通过语音的方式进行讨论,也可以是文字,或是其他的方式。在游戏过程中,需要根据其他玩家的行为信息(也可以包括其他玩家输入的文字信息、语音信息)等来分析其身份信息,以在游戏过程中避开身份可疑的玩家,从而防止被身份可疑的玩家攻击淘汰。但是由于参与的玩家较多,很难记住所有玩家的行为信息并根据玩家的行为信息对该玩家的身份信息进行推理,或即使推理出了一些玩家的身份信息,在游戏进行的过程中,也很难记住已经推理出的这些玩家各自对应的身份信息,这样一来,容易导致玩家的游戏效率较低。
基于此,本公开实施例提供了一种虚拟对象的信息显示方法,通过为各玩家在游戏中的虚拟对象添加备注信息,使得当前玩家容易对游戏过程中已经推理过的各玩家的行 为信息和/或身份信息进行记录,并且添加备注操作比较便捷,可以在防止该玩家忘记推理过的其他玩家各自对应的身份信息的同时,提高玩家的游戏效率。
在本公开一个实施例提供一种实施环境,该实施环境可以包括:第一终端设备、游戏服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本公开的提供的游戏进程的显示方法的客户端,游戏服务器为执行本公开的提供的游戏进程的显示方法的服务器端。通过客户端,使得第一终端设备和第二终端设备分别可以与游戏服务器进行通信。
以第一终端设备为例,第一终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中显示的虚拟对象为该第一用户控制的玩家角色,第一用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。
以第二终端设备为例,第二终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中显示的虚拟对象为该第二用户控制的玩家角色,第二用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。
服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据服务器下发的同步数据控制图形用户界面中的渲染出对应的虚拟场景和/或虚拟对象。
在本实施方式中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象为处于同一游戏对局中的虚拟对象。其中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象可以具有相同的角色属性,也可以具有不同的角色属性。
需要说明的是,处于当前游戏对局中的虚拟对象可以包括两个或是两个以上的虚拟对象,不同的虚拟对象可以分别对应不同的终端设备,也就是说,在当前游戏对局中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。
请参阅图1,图1为本公开实施例所提供的一种虚拟对象的信息显示方法的流程图。如图1中所示,本公开实施例通过终端设备提供图形用户界面,其中,终端设备可以为前述提到的本地终端设备,也可为云游戏系统中的客户端设备。虚拟对象的信息显示方法包括:
S110、在图形用户界面中显示第一虚拟场景以及位于第一虚拟场景中的第一虚拟对象。
S120、响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
S130、响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息。
S140、响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
本公开实施例涉及的终端设备主要指用于提供图形用户界面,并能对虚拟对象进行控制操作的智能设备,该终端设备可以包括但不限于以下设备中的任意一种:智能手机、平板电脑、便携式计算机、台式计算机、数字电视和游戏机等。该终端设备中安装和运行有支持游戏的应用程序,比如支持三维游戏或者二维游戏的应用程序。在本公开实施例中以应用程序为游戏应用进行介绍,可选地,该应用程序可以是网络联机版的游戏应用程序,也可以是单机版的游戏应用程序。
图形用户界面是一种人与计算机通信的界面显示格式,允许用户使用鼠标、键盘、游戏手柄等输入设备操纵屏幕上的图标或菜单选项,也允许用户通过在终端设备的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。
上面所述的虚拟场景除了上面所述的可活动的虚拟对象外,还可以可选地包括其它不可活动的虚拟对象,例如天空、陆地、海洋、建筑、山林、任务道具等,而且并不限于此。作为示例,在常见的推理类游戏中,通常包括虚拟对象、地图、房间和建筑等。
下面以上述方法应用于终端设备为例对本公开实施例提供的上述示例性的各步骤分别进行说明。
在步骤S110中,终端设备上的游戏客户端响应游戏玩家的打开操作后,在图形用户界面中显示第一虚拟场景以及位于第一虚拟场景中的第一虚拟对象。其中,打开操作可以包括在电脑端上通过鼠标点击应用的操作,也可以包括在移动端上通过触摸屏对游戏APP进行点击或滑动的操作。
在本公开实施例中,第一虚拟场景可包括上述提到的与推理类游戏的行动阶段对应的虚拟场景,由各玩家操控的虚拟对象在行动阶段可以在第一虚拟场景中活动,示例性的,虚拟对象在第一虚拟场景中的活动可包括但不限于以下至少一种:行走、跑动、跳跃、攀爬、趴下、攻击、释放技能、捡拾道具、发送消息。这里,第一虚拟场景中活动的虚拟对象除包括由各玩家操控的虚拟对象之外,还可以包括其他非玩家操控的虚拟对象。
第一虚拟对象为登录该终端设备上的游戏客户端的账户在游戏中的虚拟对象,即,由该账户对应的玩家所操控的虚拟对象,但不排除第一虚拟对象是由其他应用程序或者人工智能模块控制的可能性。
在步骤S120中,响应于游戏玩家针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
本公开实施例中的移动操作是游戏玩家向终端设备下发的,该移动操作用于控制第一虚拟对象在图形用户界面的第一虚拟场景中移动。终端设备响应该移动操作,可以控制第一虚拟对象在第一虚拟场景中进行移动,随着第一虚拟对象的移动,第一虚拟对象在第一虚拟场景中的位置会相应的发生变化,即终端设备响应该移动操作,还可以控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
例如,在图形用户界面中所显示的游戏画面可以是以第一虚拟对象为观察中心,对第一虚拟场景进行观察得到的画面,当操控第一虚拟场景中的第一虚拟对象移动时,游戏画面会跟随着移动,即,将游戏画面的观察中心与第一虚拟对象的位置进行绑定,使得观察中心随着第一虚拟对象位置的移动而移动。但本公开不限于此,还可以以虚拟场景中的其他观察位置为观察中心,只要在所显示的第一虚拟场景中包括第一虚拟对象、且所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化即可。
示例性的,控制第一虚拟对象在第一虚拟场景中进行移动的过程可以包括:接收游戏玩家针对第一虚拟对象的选中操作,并响应于针对选中的第一虚拟对象的拖动操作控制该第一虚拟对象在第一虚拟场景中移动;或者,也可以接收游戏玩家针对第一虚拟对象的选中操作,并响应于在第一虚拟场景中执行的位置选择操作,来控制第一虚拟对象移动到所选择的位置上。作为示例,移动操作可以包括但不限于:在电脑端上,通过鼠标左键点击第一虚拟对象不松开,拖动鼠标,以改变第一虚拟对象在第一虚拟场景中的位置;或是在移动端上,通过手指长按第一虚拟对象不松开,通过手指在图形用户界面上滑动改变第一虚拟对象在第一虚拟场景中的位置。
进而,随着第一虚拟场景范围根据第一虚拟对象的移动对应变化,变化后的第一虚拟场景中可能会包括第二虚拟对象(这里,变化前的第一虚拟场景中也可能会包括第二虚拟对象),其中,第二虚拟对象为当前游戏对局中受其他玩家控制的虚拟对象。同理,其他玩家的终端设备响应其移动操作,同样可以控制第二虚拟对象在第一虚拟场景中进 行移动,随着第二虚拟对象的移动,第二虚拟对象在第一虚拟场景中的位置也会相应的发生变化。
举例说明,第一虚拟对象可以在行动阶段中执行系统指定的任务,以达到完成任务取得胜利的目的;第二虚拟对象在行动阶段中也是如此。若第一虚拟对象为具有第一角色属性的虚拟对象、第二虚拟对象为具有第二角色属性的虚拟对象,则在第二虚拟对象执行任务的过程中,第一虚拟对象可以去给第二虚拟对象执行任务时进行捣乱、或是将第二虚拟对象杀了淘汰掉,或是完成针对第一虚拟对象制定的任务;若第一虚拟对象为具有第二角色属性的虚拟对象、第二虚拟对象为具有第一角色属性的虚拟对象,则可以执行与上面相同的过程;若第一虚拟对象和第二虚拟对象具有相同角色属性,则第一虚拟对象和第二虚拟对象可以共同或分别执行任务,也可以共同或分别去寻找具有另一角色属性的其他虚拟对象,以干扰其他虚拟对象执行任务,杀掉其他虚拟对象。
在步骤S130中,响应于游戏玩家执行的添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息,以提示游戏玩家针对至少一个第二虚拟对象添加对应的备注信息。
这里,添加备注操作是游戏玩家向终端设备下发的,该添加备注操作用于在图形用户界面中展示至少一个第二虚拟对象的备注提示信息。添加备注操作可以为点击图形用户界面上表示添加备注的图标、控件、按钮或框图,可以为在图形用户界面上执行的针对表示添加备注的图标或控件的拖动操作,也可以为点击第二虚拟对象的角色头像或者角色模型,还可以为在图形用户界面上执行的截图操作。
具体地,响应于游戏玩家针对表示添加备注的图标、控件、按钮或框图的点击操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息;或,响应于游戏玩家针对表示添加备注的图标或控件的拖动操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息;或,响应于针对第二虚拟对象的模型的点击操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息;或,响应于在图形用户界面上执行的截图操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息。
这里,备注提示信息指的是提示游戏玩家为第二虚拟对象进行备注的提示信息。备注提示信息的展示形式可以包括如下四种情况:
其一,备注提示信息的展示形式可以为备注列表。如备注列表中包括第二虚拟对象对应的角色名称,以及可以表示第二虚拟对象身份信息的身份信息选项,身份信息选项可以对应虚拟角色的不同角色属性,示例性的,每个身份信息选项可以对应一身份属性,在靠近身份信息选项的位置设有勾选框,勾选框用于响应选择该身份信息时的勾选操作。通过备注列表,游戏玩家能够直观看到可以为第二虚拟对象添加的备注信息,即游戏玩家可以根据推理出的结果直接从备注列表的身份信息选项中选择对应的身份信息,该身份信息即为备注信息。
其二,备注提示信息的展示形式可以为备注控件。备注控件可以显示在第二虚拟对 象的周围,可选地,还可以跟随第二虚拟对象移动。备注控件上带有标记,用于提醒游戏玩家该备注控件是用于显示备注提示信息的。如采用带有“标”、“记”或“标记”的控件来表示备注提示信息。当第一虚拟对象对应的游戏玩家要为第二虚拟对象添加备注信息时,可以点击备注控件,然后为该第二虚拟对象添加备注信息。示例性的,响应于对备注控件的触发操作,在图形用户界面上显示出多个身份选项,每个身份选项对应一角色属性,响应于对多个身份选项中的一个身份选项的选中操作,将第二虚拟对象标记为与所选中的身份选项对应的角色属性。
其三,备注提示信息的展示形式也可以为输入框。输入框中可以预先设置好一些身份信息,参照备注列表,除此之外,输入框也可以是空白的输入框,可以响应游戏玩家在输入框内执行的内容填写操作,也可以响应于游戏玩家的拖拽操作;输入框可以设置在图形用户界面的边角位置,在行动阶段时,第一虚拟对象对应的游戏玩家可以随时在输入框中输入为某个第二虚拟对象标记的备注信息,其中,对于输入框中输入的内容不做具体限定。
其四,备注提示信息的展示形式也可以为多张静态截图。每得到一张截图,图形用户界面上会自动显示身份信息选项,或输入框,其中,身份信息选项可以包括虚拟角色的不同角色属性,输入框可以响应游戏玩家的内容输入操作。
应理解,上述示例中是以备注提示信息为身份信息为例进行介绍的,但本公开不限于此,备注提示信息还可以是行为信息等其他针对虚拟对象的描述信息。
此外,在控件或者选项中所列举出的身份信息包括的是游戏服务器针对当前游戏所设置的虚拟对象在游戏中的身份,在控件或者选项中可以包含游戏服务器所设置的所有身份供玩家选择。
此外,应理解,每个玩家操控的虚拟对象在进入本局游戏时,游戏服务器会为各玩家随机分配一个身份,在本公开实施例中为虚拟对象添加的备注信息指的是操控第一虚拟对象的玩家针对其他玩家操控的虚拟对象进行推理所获得的信息,即,对虚拟对象所添加的备注信息不会改变游戏服务器在进入游戏初始为各玩家所随机的身份。所添加的备注信息仅对操控第一虚拟对象的玩家自己可见,用于帮助该玩家在游戏过程中针对其他玩家的推理过程进行记忆。
在步骤S140中,响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
示例性的,目标虚拟对象为第一虚拟对象对应的游戏玩家根据行动阶段中的各个第二虚拟对象的行为信息确定出来的,具有可疑身份信息的虚拟对象。示例性的,目标虚拟对象可指该游戏玩家推理出的可能为具有目标角色属性的虚拟对象。
备注信息可以是第二虚拟对象可能的身份信息,也可以是第二虚拟对象的行为信息,如出现在被杀死的虚拟对象附近位置,如干扰其他游戏玩家执行任务等可疑行迹。对于该备注信息,可以根据玩家在游戏中的常用词事先确定出来,以使游戏玩家可以直接进 行选择。除此之外,对于该备注信息,也可以通过游戏玩家自定义输入确定。
这里,触发操作是游戏玩家向终端设备下发的,该触发操作用于对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。触发操作可以包括点击操作、勾选操作或拖拽操作。
具体地,当备注提示信息为备注列表时,响应于针对备注列表中的身份信息选项对应的勾选框的勾选操作,确定为该目标虚拟对象添加备注信息;当备注提示信息为备注控件时,响应于针对备注控件的点击操作,确定为该目标虚拟对象添加备注信息,或者,也可以响应于针对备注控件的拖拽操作(如将备注控件拖拽到目标虚拟对象所在位置处),为该目标虚拟对象添加备注信息;当备注提示信息为输入框时,响应于针对输入框的拖拽操作,确定将输入框拖拽到目标虚拟对象的四周,其中,输入框在被拖拽之前已经响应游戏玩家的内容填写操作,或是输入框中已经事先包含了备注信息,也可以响应于针对内容确认选项的选择操作,将输入框中的信息确定为向目标虚拟对象添加的备注信息;当备注提示信息为静态截图时,响应于针对身份信息选项(也可以是备注控件)的拖拽操作,将身份信息选项拖拽到截图上的目标虚拟对象上,确定为该目标虚拟对象添加备注信息,其中,可以根据第二虚拟对象在行动阶段的行为信息推理第二虚拟对象的身份信息。
本公开实施例提出的虚拟对象的信息显示方法,通过为其他玩家在游戏中的虚拟对象添加备注信息,使该玩家容易对游戏过程中已经推理过的其他玩家的身份信息进行记录,并且添加备注操作比较便捷,可以防止该玩家忘记推理过的其他玩家各自对应的身份信息,同时根据推理过的玩家的身份信息确定身份可疑的玩家,可以使该玩家在行动时避开这些身份可疑的玩家,这样一来,可以提高玩家的游戏效率。
在本公开实施例中,作为一种可选的实施例,步骤S130包括:
响应于添加备注操作,在图形用户界面中显示备注列表,在备注列表中展示至少一个第二虚拟对象的备注提示信息。
这里,备注列表指的是将各虚拟对象按照指定顺序排列而成的列表,在该列表中包括针对第二虚拟对象的备注提示信息。如可以按照第二虚拟对象对应的角色名称(也可以是昵称)中的第一个字的笔画数量,从低到高进行排列(也可以从高到低进行排列);或按照第二虚拟对象对应的角色名称中的第一个字的拼音首字母顺序,从前往后进行排列等。具体地,针对每一个第二虚拟对象,将第二虚拟对象对应的角色名称、身份信息选项以及身份信息选项对应的勾选框集成在一个子集合中,将所有第二虚拟对象的子集合按照指定顺序进行排列,得到备注列表。也就是说,在备注列表中可以包括多个角色条目,在每个角色条目中包括对应的虚拟对象的头像、角色名称、备注信息选项、备注信息选项对应的勾选框、备注控件中的至少一项。这里,可以在每个角色条目中包括与该虚拟对象对应的备注控件,也可以针对备注列表生成一个备注控件,通过拖拽备注控件到指定角色条目所在的位置来实现添加备注信息。
第二虚拟对象为游戏对局中除了第一虚拟对象之外的由其他游戏玩家控制的虚拟对象。示例性的,第二虚拟对象可为在游戏中除了登录该终端设备上的游戏客户端的账户之外的其他游戏玩家在游戏中对应的虚拟对象。
需要说明的是,在备注列表中也可以包括第一虚拟对象的子集合,在第一虚拟对象的子集合中也可以包括身份信息选项以及身份信息选项对应的勾选框,也可以不包括上述内容,因为使用该终端设备的游戏玩家知道自己在游戏中的身份信息,进而,不需要对自己的身份信息进行标记。
本公开实施例中的终端设备响应于游戏玩家的添加备注操作,在图形用户界面中显示备注列表,在备注列表中展示至少一个第二虚拟对象的备注提示信息。通过显示的备注列表,可以直观的展示至少一个第二虚拟对象的备注提示信息,以便于游戏玩家对第二虚拟对象进行身份标记。
在本公开实施例中,作为一种可选的实施例,步骤S130还包括:
在备注列表中还展示至少一个第三虚拟对象的备注提示信息,其中,至少一个第二虚拟对象可以为处于存活状态的虚拟对象,至少一个第三虚拟对象可以为处于死亡状态的虚拟对象。
这里,第二虚拟对象指的是能够在当前游戏对局中继续执行任务的虚拟对象,即处于存活状态的虚拟对象;第三虚拟对象指的是在游戏对局中被淘汰的虚拟对象,即处于死亡状态的虚拟对象。
进而,在备注列表中还可以包括第三虚拟对象的备注提示信息,该第三虚拟对象处于死亡状态,操控第一虚拟对象的游戏玩家可以针对第三虚拟对象的身份信息进行标记,此外,如果第三虚拟对象在当前游戏对局中的身份(指的是游戏服务器在进入游戏初始为该玩家随机分配的身份)已经被揭晓,此时可以在备注列表中显示第三虚拟对象已经知晓的身份信息,同时,还可以对第三虚拟对象在备注列表中的展示状态进行区别,如对第三虚拟对象的子集合标记为黑白色和/或不可编辑状态。
此外,在备注列表中还可以显示由当前游戏玩家操控的第一虚拟对象,也可以在备注列表中展示第一虚拟对象的备注提示信息,以对第一虚拟对象添加备注信息。
举例说明,如图2所示,第一虚拟对象210处于第一虚拟场景220中,在备注列表230中包括第二虚拟对象240对应的角色昵称,以及身份信息选项(如指示第一身份信息的第一身份信息选项和指示第二身份信息的第二身份信息选项),在靠近身份信息选项的位置设有勾选框,勾选框用于响应选择该身份信息时的勾选操作,备注列表230中还包括第一虚拟对象210对应的角色昵称,以及第三虚拟对象250对应的角色昵称和已经知晓的身份信息,同时将第三虚拟对象的列表标记为灰色。在上述示例中是以角色属性指示身份信息为例进行介绍的,应理解,本公开不限于此,还可以通过其他信息来表示角色属性。
在本公开实施例中,作为一种可选的实施例,步骤S130还包括:
在备注列表中按照第二虚拟对象的显示优先级展示至少一个第二虚拟对象的备注提示信息,该显示优先级是根据至少一个第二虚拟对象与第一虚拟对象之间的距离来确定的。
这里,显示优先级指的是终端设备在显示第二虚拟对象的备注提示信息时,第二虚拟对象在备注列表中的显示顺序,显示优先级高的第二虚拟对象显示在备注列表的前端,显示优先级低的第二虚拟对象显示在备注列表的后端。
本公开的一个示例性实施例中,显示优先级是根据至少一个第二虚拟对象与第一虚拟对象之间的距离来确定的。具体地,先确定第一虚拟场景中所有第二虚拟对象与第一虚拟对象之间的距离,将第二虚拟对象的备注提示信息按照确定出的距离从小到大的顺序进行排列,得到备注列表。这里,第二虚拟对象距离第一虚拟对象越近,越便于第一虚拟对象观察跟踪其行为信息,也越便于第一虚拟对象推理其身份。
在本公开实施例中,作为一种可选的实施例,步骤S130还包括:
在备注列表中展示至少一个第二虚拟对象以及备注控件,在备注控件中显示至少一个第二虚拟对象的备注提示信息。
这里,备注控件指的是能够显示第二虚拟对象的备注提示信息的控件,该备注控件可以设置在第二虚拟对象的周围,也可以在图形用户界面上的其他位置处显示。
第一种情况,备注列表中的一个子集合内包括一个第二虚拟对象以及该第二虚拟对象对应的备注控件。当第一虚拟对象对应的游戏玩家想要对某个第二虚拟对象添加备注信息时,响应于针对备注列表中的目标虚拟对象的头像(目标标记的第二虚拟对象)的选中操作,在目标虚拟对象的四周会出现一些控件,其中包括备注控件,备注控件中会显示出备注提示信息,响应于针对备注控件的选择操作,基于所选择的备注控件对应的备注提示信息为目标虚拟对象添加备注信息,在目标虚拟对象的周围会显示有所添加的备注信息。
第二种情况,备注列表中展示至少一个第二虚拟对象以及一个备注控件。当第一虚拟对象对应的游戏玩家想要对某个第二虚拟对象进行标记时,点击备注列表中的备注控件,备注控件会显示至少一个第二虚拟对象的备注提示信息,从显示的至少一个第二虚拟对象的备注提示信息中找到目标虚拟对象对应的备注提示信息,根据目标虚拟对象对应的备注提示信息确定添加给目标虚拟对象的备注信息,在目标虚拟对象的周围会显示有所添加的备注信息。
第三种情况,备注列表中展示至少一个第二虚拟对象以及一个备注控件。当第一虚拟对象对应的游戏玩家想要对某个第二虚拟对象进行标记时,备注控件会显示至少一个针对第二虚拟对象的备注提示信息,从显示的至少一个备注提示信息中确定出目标备注信息(第一虚拟对象对应的游戏玩家想要给第二虚拟对象进行标记的备注信息),响应于针对备注列表中与确定的目标备注信息对应的备注控件的拖拽操作,将确定出的目标备注控件拖拽到目标虚拟对象上,以使目标虚拟对象周围显示有所添加的备注信息。
在本公开实施例中,作为一种可选的实施例,上述虚拟对象的信息显示方法可还包括:响应于预设的触发事件,在图形用户界面中显示第二虚拟场景;并根据备注提示信息对第二虚拟角色进行视觉标记。这里,第二虚拟场景中包括至少一个第二虚拟对象。
这里,触发事件指的是由第一虚拟场景切换到第二虚拟场景的切换动作,如切换动作可以包括退出第一虚拟场景的返回操作,以及点击第二虚拟场景的启动按钮的打开操作。通过响应于预设的触发事件,图形用户界面由第一虚拟场景切换到第二虚拟场景,且第二虚拟场景中包括第一虚拟对象和至少一个第二虚拟对象,也可以包括第三虚拟对象。
具体地,第二虚拟场景中显示的可以是第二虚拟对象的角色模型,也可以是第二虚拟对象的角色图标,同理,第二虚拟场景中显示的也可以是第一虚拟对象和/或第三虚拟对象的角色模型,也可以是第一虚拟对象和/或第三虚拟对象的角色图标。
在本实施方式中,第二虚拟场景为上述提到的讨论阶段所对应的虚拟场景。在讨论阶段,终端设备响应于行动阶段的结束操作以及讨论阶段的打开操作,进入讨论阶段;在讨论阶段中,包括行动阶段中处于存活状态的具有不同角色属性的虚拟对象以及处于淘汰状态(也可称为死亡状态)的具有不同角色属性的虚拟对象,其中,针对处于淘汰状态的虚拟对象不能在该阶段进行投票相关操作。
在本公开实施例中,作为一种可选的实施例,备注提示信息可包括用于指示虚拟对象身份的多个身份信息,备注信息包括身份标识,其中,步骤S140包括:响应于针对目标身份信息的选择操作,在对应目标虚拟对象的预设位置处展示与所选择的目标身份信息对应的身份标识。
具体地,通过对目标虚拟对象进行添加备注信息,以控制在目标虚拟角色的周围显示备注信息。当第一虚拟对象根据移动操作在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化的过程中,如果目标虚拟对象出现在第一虚拟对象的预设范围内时,则玩家可以通过图形用户界面中所呈现的第一虚拟场景看到目标虚拟对象以及该目标虚拟对象的备注信息。
相应地,通过对目标虚拟对象进行添加备注信息,以控制在目标虚拟角色的周围显示备注信息。当响应于预设的触发事件,在所述图形用户界面中显示第二虚拟场景时,如果目标虚拟对象出现在第二虚拟场景中,则玩家可以通过图形用户界面中所呈现的第二虚拟场景看到目标虚拟对象以及该目标虚拟对象的备注信息。
这里,多个身份信息用于表示虚拟对象具有的所有可能的身份信息(如游戏服务器针对本局游戏所设置的各玩家可以具有的所有身份),身份标识用于表示当前玩家针对虚拟对象推理出的身份信息,所添加的备注信息仅针对当前玩家自己可见。一种情况,所显示的身份标识与目标身份信息相同,即,身份标识中所显示的内容即为目标身份信息本身,这样,在对应目标虚拟对象的预设位置处展示的身份标识就是目标身份信息。另一种情况,身份标识可以使用特定的标号,或特定的颜色来指示目标身份信息,如用 数字1、2…等,字母a、b…等,不同的颜色:红色,绿色,黄色等来代替不同的身份信息对应的身份标识。
其中,选择操作是指从备注提示信息包括的用于指示虚拟对象身份的多个身份信息中确定目标身份信息的操作。预设位置是指用于展示身份标识的位置,这个位置可以位于目标虚拟对象的周侧,所添加的备注信息可以跟随目标虚拟对象在虚拟场景中的移动而移动。
这样,终端设备响应于游戏玩家针对目标身份信息的选择操作,在对应目标虚拟对象的预设位置处展示与所选择的目标身份信息对应的身份标识,以使该身份标识展示给第一虚拟对象对应的游戏玩家或是与第一虚拟对象同属相同阵营的游戏玩家,以便于该游戏玩家能够更加清楚的了解其他游戏玩家的身份信息。
在本公开实施例中,作为一种可选的实施例,上述虚拟对象的信息显示方法可还包括:在图形用户界面中显示第二虚拟场景时,在图形用户界面中还展示至少一个第二虚拟对象的身份投票控件;响应于对身份投票控件的投票操作,执行对应的投票指令。
这里,身份投票控件指的是能够响应投票操作的控件,终端设备响应于对身份投票控件的投票操作,来完成对虚拟对象的投票。
在本实施方式中,在讨论阶段,图形用户界面中显示有多个游戏玩家控制的虚拟对象,这些虚拟对象中包括具有不同角色属性的虚拟对象,对于处于存活状态的虚拟对象来说,他们都具有一个身份投票控件,其中,也包括游戏玩家自己。该游戏玩家通过点击其认为身份可疑的虚拟对象对应的身份投票控件,能够对该身份可疑的虚拟对象进行投票。
在本公开实施例中,作为一种可选的实施例,第二虚拟场景中包括多个虚拟对象,多个虚拟对象可以包括第一虚拟对象、至少一个第二虚拟对象和\或至少一个第三虚拟对象,其中,至少一个第二虚拟对象为处于存活状态的虚拟对象,至少一个第三虚拟对象为处于死亡状态的虚拟对象,上述信息显示方法可还包括:响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象和/或至少一个第三虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象和/或至少一个第三虚拟对象中的目标虚拟对象添加备注信息。
这里,第二虚拟场景中包括多个虚拟对象可以分为三种情况,第一种情况:可以包括第一虚拟对象和至少一个第二虚拟对象;第二种情况:可以包括第一虚拟对象和至少一个第三虚拟对象;第三种情况:可以包括第一虚拟对象、至少一个第二虚拟对象和至少一个第三虚拟对象。
针对第一种情况,在第二虚拟场景中,响应于添加备注操作,在图形用户界面中展示第一虚拟对象和至少一个第二虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的第一虚拟对象和至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
针对第二种情况,在第二虚拟场景中,响应于添加备注操作,在图形用户界面中展示第一虚拟对象和至少一个第三虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的第一虚拟对象和至少一个第三虚拟对象中的目标虚拟对象添加备注信息。
针对第三种情况,在第二虚拟场景中,响应于添加备注操作,在图形用户界面中展示第一虚拟对象、至少一个第二虚拟对象和至少一个第三虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的第一虚拟对象、至少一个第二虚拟对象和至少一个第三虚拟对象中的目标虚拟对象添加备注信息。
上述在第二虚拟场景中响应于添加备注操作以及响应于针对备注提示信息的触发操作等,与在第一虚拟场景中响应于添加备注操作以及响应于针对备注提示信息的触发操作等构思相同,重复之处不再赘述。
在本公开实施例中,作为一种可选的实施例,至少一个第二虚拟对象为多个,响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤可包括:响应于针对多个第二虚拟对象的多选操作,在多个第二虚拟对象中的任一第二虚拟对象的周侧显示备注提示信息。
这里,多选操作指的是同时使多个第二虚拟对象响应于添加备注操作。针对多个第二虚拟对象中的每个第二虚拟对象,都响应于添加备注操作,在其周侧显示备注提示信息。其中,周侧为任一第二虚拟对象的周边位置。
在本公开的实施方式中,在讨论阶段,游戏玩家自身可以查看在行动阶段和/或讨论阶段为多个其他玩家控制的虚拟对象添加的备注信息,进而,可以在讨论阶段参考针对每个虚拟角色的备注信息进行投票,这样可以提高游戏玩家的投票效率。
综上,举例说明,如图3所示,在第二虚拟场景310中可以包括第一虚拟对象210、第二虚拟对象240和第三虚拟对象250,图形用户界面中展示有第二虚拟对象240的身份投票控件320以及备注控件330,点击身份投票控件320,系统可以执行投票指令,备注控件330能够显示第二虚拟对象的备注提示信息。进而,如图4所示,备注提示信息410中包括不同角色属性(如第一角色属性和第二角色属性),游戏玩家根据第二虚拟对象240在行动阶段的行为信息进行推理,以对虚拟对象240的身份信息做出判断,并对其添加备注信息。在完成对第二虚拟对象240添加备注信息之后,如图5所示,第二虚拟对象240就会显示出身份标识510,这里的身份标识510对应第一角色属性。
在本公开实施例中,作为一种可选的实施例,响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤可包括:响应于添加备注操作,生成与当前图形用户界面对应的截图图像以及备注控件,截图图像中包括至少一个第二虚拟对象,在备注控件中显示至少一个第二虚拟对象的备注提示信息。这里,该截图图像中也可以包括第一虚拟对象和/或至少一个第三虚拟对象。
这里,截图图像指的是针对当前图形用户界面所显示的虚拟场景所截取的静态图像, 示例性的,截图图像包括的虚拟场景范围可以等于或者大于当前图形用户界面所显示的虚拟场景范围。在截图图像中包括至少一个第二虚拟对象;备注控件指的是能够显示第二虚拟对象的备注提示信息的控件,在备注控件中显示至少一个第二虚拟对象的备注提示信息。
本公开实施例中的添加备注操作可以为截图操作,进而,终端设备响应于游戏玩家的截图操作后,生成与当前图形用户界面对应的截图图像以及备注控件。其中,通过备注控件在截图图像上的位置,以确定在图形用户界面中展示第二虚拟对象的备注提示信息。
在本公开实施例中,作为一种可选的实施例,响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤可包括:响应于针对备注控件的拖动操作,将备注控件拖动到目标虚拟对象所在位置处,以将被拖动的备注控件对应的备注提示信息添加至目标虚拟对象。
这里,通过将备注控件拖动到截图图像中的目标虚拟对象所在位置处,来为目标虚拟对象添加备注提示信息。其中,备注控件可以直接显示备注提示信息,也可以只是提供一个备注提示信息的显示入口。
在本公开实施例中,作为一种可选的实施例,上述虚拟对象的信息显示方法可还包括:将包括添加备注信息后的目标虚拟对象的截图图像进行存储,并记录备注时间;响应于查看备注操作,在图形用户界面中按照备注时间展示所存储的截图图像。
这里,将包括带有备注信息的虚拟对象的截图图像保存,同时保存为虚拟对象添加备注信息的备注时间,响应游戏玩家的查看备注操作,这样可以在图形用户界面中按照备注时间展示所存储的截图图像,便于游戏玩家清晰的获取目标虚拟对象的备注信息。
在本实施方式中,在图形用户界面增加拍照和相册入口按钮,如图6所示,游戏玩家进行拍照及身份标记,其中,拍照时需要记录画面中各个虚拟对象的位置信息,在标记时根据位置信息关联虚拟对象,然后拖动标签进行标记,完成有效标记后即可得到图7所示的情况。具体地,拍照后需要对本人进行备注,使用拖动方式进行标记,当拖动到对应角色时,响应区域需要有反馈,如拖动到当前玩家操控的虚拟对象所在位置处无反馈(不可标记时),将虚拟对象上所显示的备注信息拖动到截图图形外可以删除本次标记,清除标记时,拖动备注控件从响应区域拖动到响应区域外(在响应区域时候显示响应区域,身份标记控件只在截图编辑时显示,后续打开相册界面不显示,避免多个照片对同一玩家多次标记的冲突)。
当进行截图图像替换时,在点击完成按钮关闭界面后进行替换,删除照片需要进行确认(通用确认界面),并且删除截图图像不会清除对应截图图像的身份标记,完成有效标记后,拖动到图形外可以删除本次标记,即清除标记时,拖动备注控件从响应区域拖动到响应区域外(在响应区域时候显示响应区域)。
在图像列表中,最近保存的截图图像显示在图像列表的最上方,默认在预览区域显示图像列表中最上方的第一张截图图像,截图图像显示截取时间,如xx分xx秒前,保存的截图图像的数量达到最大存储限值时,将最先存储的截图图像进行删除。
在本公开实施例中,作为一种可选的实施例,上述虚拟对象的信息显示方法可还包括:在目标虚拟对象的周侧展示所添加的备注信息。
这里,周侧指的是以目标虚拟对象为中心,位于目标虚拟对象四周的位置。当确定了为目标虚拟对象添加的备注信息后,将所添加的备注信息展示在目标虚拟对象的四周。
具体地,所添加的备注信息的展示形式包括但不限于以下方式:以所添加的备注信息的关键词的形式展示,如最可疑,比较可疑等;用字符代替所添加的备注信息,以标号的形式展示,如第一角色属性用字符1表示,第二角色属性用字符2表示。
可选地,如果目标虚拟对象与第一虚拟对象属于队友、且已知目标虚拟对象的属性信息,则在目标虚拟对象的周侧展示所添加的备注信息以及已知的属性信息。
这里,属性信息指的是在虚拟对象所在的对局游戏中,游戏服务器在进入游戏初始为虚拟对象分配的身份属性信息。第一虚拟对象的身份信息为特定身份信息指的是同一阵营的队友之间可以看到彼此的身份属性信息。
当目标虚拟对象与第一虚拟对象都具有特定身份信息时,在对局游戏中,第一虚拟对象能够看到目标虚拟对象的属性信息,但是游戏玩家仍然可以为该目标虚拟对象添加备注信息,这样在显示的时候,就可以在目标虚拟对象的周侧展示所添加的备注信息以及已知的属性信息。
在本公开的一可选实施例中,假设游戏对局中的各虚拟角色,基于所分配的不同角色属性分属于不同阵营,例如,分属于第一阵营和第二阵营,属于第一阵营中的各虚拟角色之间能够知道彼此的身份信息(指虚拟角色的真实身份,即,由游戏服务器所分配的身份),但是在行动阶段和讨论阶段,属于第一阵营中的各虚拟角色为了干扰属于第二阵营中的虚拟角色做任务或对属于第二阵营中的虚拟角色进行投票误导,可能会将自己的身份进行伪装,此外,为了避免对同属于第一阵营中的虚拟角色在讨论阶段出现错投的情况,游戏玩家也可以给自己的队友添加备注信息,以确保明确其角色属性。同时,备注信息也可以包括一些行为信息,这样,为队友标记一些行为信息,可以在讨论阶段根据标记的行为信息误导其他阵营的虚拟角色投票。
本公开实施例提出的虚拟对象的信息显示方法,通过为其他玩家在游戏中的虚拟对象添加备注信息,使该玩家容易对游戏过程中已经推理过的其他玩家的身份信息进行记录,并且添加备注操作比较便捷,可以防止该玩家忘记推理过的其他玩家各自对应的身份信息,同时根据推理过的玩家的身份信息确定身份可疑的玩家,可以使该玩家在行动时避开这些身份可疑的玩家,这样一来,可以提高玩家的游戏效率。
其中在行动阶段出现的功能通常有如下的第一至第八这几个功能,在讨论阶段通常有第一、第二和第七这几个功能。
第一,本实施例提供一种虚拟地图的显示功能。响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化;响应于预设的触发事件,控制图形用户界面中所显示的虚拟场景由第一虚拟场景切换为第二虚拟场景,其中,第二虚拟场景中包括至少一个第二虚拟对象。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图8所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图8所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以用于控制虚拟对象进入第二虚拟场景中。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从多个存活状态下的第二虚拟对象确定目标虚拟对象,多个存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图8中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,但上述目标虚拟对象进入了目标状态,导致目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态;其中的交互方式可以包括发言讨论交互、投票交互等; 被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以某一交互方式、或者将某一交互方式的次数限制在指定次数。
如图9所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入控件和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。
响应于针对功能控件的触控操作,在图形用户界面中显示位置标记界面,在位置标记界面中,根据至少一个第二虚拟对象和/或第一虚拟对象上报的位置标记信息显示至少一个第二虚拟对象和/或第一虚拟对象的角色标识。
第二,本实施例提供一种虚拟对象的信息显示功能。在图形用户界面中显示第一虚拟场景以及位于第一虚拟场景中的第一虚拟对象;响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图8所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色,或者非玩家控制的虚拟角色。如图8所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以用于控制虚拟对象进入第二虚拟场景中。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从至少一个处于存活状态下的第二虚拟对象和/或至少一个处于死亡状态下的第三虚拟对象中确定目标虚拟对象,至少一个处于存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他处于存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他 虚拟对象发现的虚拟对象作为目标虚拟对象,也可以选择基于位置、行为等推理出的具有可疑身份信息的虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置,或者选中目标虚拟对象以对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
例如,可以响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。此时,可以在第一虚拟场景中目标虚拟对象的周侧显示备注信息,也就是说,当第一虚拟对象根据移动操作在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化的过程中,如果目标虚拟对象出现在第一虚拟对象的预设范围内时,则玩家可以通过图形用户界面中所呈现的第一虚拟场景看到目标虚拟对象以及该目标虚拟对象的备注信息。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图8中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的角色模型、对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的角色模型、角色图标,这里的角色图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,如果目标虚拟对象进入了目标状态(如被添加了备注信息),则当前玩家可以通过图形用户界面中所呈现的第二虚拟场景看到目标虚拟对象以及该目标虚拟对象的备注信息。此外,第二虚拟场景中还配置有交互方式,其中的交互方式可以包括发言讨论交互、投票交互、备注交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以使用某一交互方式、或者将某一交互方式的次数限制在指定次数。示例性的,处于死亡状态的虚拟角色被限制使用投票交互,针对处于死亡状态、且身份已知的虚拟角色,被限制使用备注交互。
如图9所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入控件和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。此外,在显示投票按钮的同时,还可以显示备注控件,以基于针对备注控件的触控操作来为所点击的虚拟对象添加备注信息。
此外,也可以在第二虚拟场景中显示备注列表,在备注列表中展示备注提示信息,以响应于针对备注提示信息的触发操作,对展示的目标虚拟对象添加备注信息。该过程的具体实现方式可参见上述实施例。
第三,本实施例提供一种游戏进程的控制功能,在行动阶段,在图形用户界面显示行动阶段的至少部分第一虚拟场景和位于第一虚拟场景中的第一虚拟对象;获取第一虚拟对象的技能配置参数,以确定第一虚拟对象在角色默认技能的基础上新增的附加技能;默认技能为根据第一虚拟对象的身份属性分配的技能;确定对局阶段中的虚拟任务完成进度达到进度阈值时,控制第一虚拟对象解锁附加技能,并在图形用户界面中提供用于触发默认技能的默认技能控件的基础上,提供用于触发附加技能的附加技能控件;响应预设的触发事件,控制图形用户界面显示讨论阶段对应的第二虚拟场景;第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、第一虚拟对象、第一虚拟对象的角色图标;讨论阶段被配置为根据讨论阶段结果确定至少一个第二虚拟对象或第一虚拟对象的游戏状态。该过程的具体实现方式可参见下述实施例。
在本公开实施例中,从具有第一角色属性的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图8所示,在该第一虚拟场景中,第一虚拟对象可以移动、也可以游戏虚拟任务或者执行其他的交互操作。用户发出针对目标虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
用户控制第一虚拟对象在第一虚拟场景中移动时,根据第一虚拟对象的技能参数,确定第一虚拟对象在角色默认技能他的基础上新增的附加技能,其中,附加技能可以包括以下项中的至少一项:身份对赌技能、验证身份技能、指引技能和任务加倍技能,同时确定当前对局阶段中与第一虚拟对象拥有相同角色属性(第一角色属性)的多个其他虚拟对象共同完成的虚拟任务的进度,并根据显示的进度条进行显示,当确定对局阶段中的虚拟任务完成进度达到进度阈值时,即可控制第一虚拟对象解锁附加技能,第一虚拟对象利用附加技能进行游戏,例如,可以使用指引技能在行动阶段,确定出第一虚拟场景中距离第一虚拟对象预设距离阈值内的处于目标状态(如,死亡等)的虚拟对象,控制第一虚拟对象移动到处于目标状态的虚拟对象的位置处,并立即发起讨论。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如,如图8中所示,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象 均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象以及第一虚拟对象的对象图标之外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,如图9所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票,在进行投票之前,用户可以控制第一虚拟对象使用相应的已经解锁的附加技能对重点怀疑的虚拟对象进行查验,例如,第一虚拟对象可以使用验证身份技能对重点怀疑的虚拟对象的身份进行查验,根据查验结果,确定是否对该虚拟对象进行投票,以提高投票的准确率,当然,用户也可以点击弃票按钮,放弃本次的投票权限。
第四,本实施例提供另一种虚拟地图的显示功能。响应移动操作,控制虚拟角色在虚拟场景中进行移动,并在图形用户界面中展示虚拟角色当前所移动到的虚拟场景;
在本实施例中,从玩家所控制的虚拟对象的角度描述。图形用户界面中提供了一虚拟场景,如图8所示,在该虚拟场景(如图8中所示的第一虚拟场景)中,玩家所控制的虚拟角色(如图8中所示的第一虚拟角色和/或第二虚拟角色)可以在该虚拟场景中进行移动、也可以执行游戏任务或者执行其他的交互操作。响应于玩家发出的移动操作,控制虚拟对象在虚拟场景中移动,在大多情况下,虚拟对象位于图形用户界面中显示的虚拟场景范围的相对中心的位置。虚拟场景中的虚拟摄像机跟随虚拟对象的移动而移动,进而导致图形用户界面中所显示的虚拟场景随着虚拟对象的移动对应变化,在图形用户界面中展示虚拟角色当前所移动到的虚拟场景。
参与当局游戏的虚拟对象处在同一个虚拟场景中,因此,在上述虚拟对象的移动过程中,如果虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图9所示,在该虚拟场景范围中显示有多个虚拟对象。除此之外,图形用户界面中还显示有控制虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以用于控制虚拟对象进入如图9所示的第二虚拟场景中。
响应于用户所下发的地图显示操作,在图形用户界面所显示的虚拟场景之上叠加显示第一虚拟地图。例如,玩家针对于场景缩略图(如图8中所示的场景地图)的触控操作,在虚拟场景之上叠加显示第一虚拟地图;又例如,响应控制虚拟角色执行第二特定动作的控制操作,在虚拟场景之上叠加显示第一虚拟地图;这里,第一虚拟地图中至少包括第一虚拟角色当前所处的位置、虚拟场景中各个第一虚拟区域的位置以及连通区域 的位置等。
当地图切换条件被触发后,将图形用户界面中虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二虚拟地图,第二虚拟地图的至少部分地图区域的透明度高于第一虚拟地图对应地图区域的透明度,以使得切换后的虚拟地图对虚拟场景中的信息的遮挡程度低于切换前的遮挡程度。例如,地图切换条件可以为特定的触发操作,处于存活状态下的虚拟对象可以执行该触发操作,例如,响应控制虚拟对象执行第一特定动作的控制操作后,将虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二虚拟地图;又例如,可以通过触发地图切换按键,虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二虚拟地图。
当地图切换条件被触发后,可以通过特定的切换方式将第一虚拟地图切换为第二虚拟地图,例如,将虚拟场景之上叠加显示的第一虚拟地图替换为虚拟场景对应的第二虚拟地图;或者,按照透明度第一变化阈值,将第一虚拟地图在当前的虚拟场景调节至不可视化的状态,将虚拟场景之上叠加显示的第一虚拟地图替换为虚拟场景对应的第二虚拟地图;或者,清除虚拟场景之上叠加显示的第一虚拟地图,按照透明度第二变化阈值,在虚拟场景叠加显示第二虚拟地图;再或者,按照透明度第三变化阈值,调节第一虚拟地图的透明度的,同时按照透明度第四变化阈值,在虚拟场景中叠加显示第二虚拟地图,直至第一虚拟地图在当前的虚拟场景中处于不可视化的状态为止。
第五,本实施例提供一种游戏中的目标攻击功能。响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化;控制临时虚拟对象在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,以使目标虚拟对象进入目标状态,其中,临时虚拟对象为具有目标身份的第一虚拟对象控制的虚拟对象,目标身份为对局开始时分配的身份属性,目标虚拟对象为从多个存活状态下的第二虚拟对象中确定的虚拟对象,目标状态为目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态,第二虚拟场景为响应预设的触发事件,在图形用户界面中显示的虚拟场景,其中,第二虚拟场景中包括至少一个第二虚拟对象或第二虚拟对象的对象图标。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图8所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象 的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图8所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以用于控制虚拟对象进入第二虚拟场景中。
上述临时虚拟对象为具有目标身份的第一虚拟对象控制的虚拟对象,目标身份为对局开始时分配的身份属性,目标虚拟对象为从多个存活状态下的第二虚拟对象中确定的虚拟对象,目标状态为目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态,第二虚拟场景为响应预设的触发事件,在图形用户界面中显示的虚拟场景,其中,第二虚拟场景中包括至少一个第二虚拟对象或第二虚拟对象的角色图标。
在初始状态时,上述临时虚拟对象没有被用户控制,但在某些特定条件下,具有目标身份的第一虚拟对象本身或者具有目标身份的第一虚拟对象对应的用户具有控制临时虚拟对象的权限。具体可以控制临时虚拟对象在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置,并对目标虚拟对象执行指定操作。初始位置可以是临时虚拟对象在没有被控制的时候所处的位置,该指定操作可以为攻击操作,对目标虚拟对象执行指定操作之后,对目标虚拟对象产生特定的影响,即上述的使目标虚拟对象进入目标状态。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从多个存活状态下的第二虚拟对象确定目标虚拟对象,多个存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图8中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,但上述目标虚拟对象进入了目标状态,导致目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态;其中的交互方式可以包括发言讨论交互、投票交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以某一交互方式、或者将某一交互方式的次数限制在指定次数。
如图9所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。
在上述游戏中的目标攻击方法中,在第一虚拟场景中,具有目标身份的第一虚拟对象可以控制临时虚拟对象对目标虚拟对象执行指定操作,无需控制第一虚拟对象直接对目标虚拟对象执行指定操作,该攻击方式操作简便,可以帮助第一虚拟对象降低暴露目标身份的风险,提高攻击成功率。
第六,本实施例提供一种游戏中的交互数据处理功能,响应针对移动控制区域的触控操作,控制第一虚拟对象在虚拟场景中移动,并控制图形用户界面所显示的虚拟场景范围根据第一虚拟对象的移动而进行改变;确定第一虚拟对象移动至虚拟场景中的目标虚拟物体的响应区域,其中,目标虚拟物体为设置在虚拟场景中的可与虚拟对象交互的虚拟物体;响应通过触控操作触发的控制指令,控制将第一虚拟对象的显示状态切换为隐身状态,并在目标虚拟物体的区域显示用于指代第一虚拟对象的标记。
其中,该移动控制区域用于控制虚拟对象在虚拟场景中移动,该移动控制区域可以为虚拟摇杆,通过该虚拟摇杆可以控制虚拟对象的移动方向,还可以控制虚拟对象的移动速度。
在图形用户界面中所显示的虚拟场景主要是通过虚拟相机拍摄虚拟对象所在的位置所对应的虚拟场景范围的图像得到,在虚拟对象的移动过程中,虚拟相机通常可以设置为跟随虚拟对象移动,此时,虚拟相机拍摄的虚拟场景范围也会跟着移动。
在虚拟场景中可以设置一些具有交互功能的虚拟对象,该虚拟对象可以与虚拟对象进行交互,虚拟对象在位于该虚拟对象的响应区域时可以触发交互。在虚拟场景中可以包括至少一个具有交互功能的虚拟对象,该目标虚拟物体为该至少一个具有交互功能的虚拟对象中的任意一个。
其中,该虚拟对象的响应区域的范围可以预先设置,例如,可以根据虚拟对象的大小来设置响应区域的范围,还可以根据虚拟对象的类型来设置响应区域的范围,具体可以根据实际的需要进行设置。例如,对于载具类的虚拟对象的响应区域的范围可以设置为大于该虚拟对象所在的区域,对于恶作剧类道具的虚拟对象的响应区域的范围可以设置为等于该虚拟对象所在的区域。
其中,该通过触控操作触发的控制指令可以为针对指定区域的特定操作,也可以为针对指定对象的特定操作,例如,可以通过针对目标虚拟物体的双击操作触发控制指令,再例如,该图形用户界面中可以提供交互控件,可以通过针对交互控件的点击操作触发 控制指令。其中,该交互控件可以为在确定第一虚拟对象移动至虚拟场景中的目标虚拟物体的响应区域之后,再提供。基于此,该方法还可以包括:控制图形用户界面显示目标虚拟物体的交互控件;其中,通过触控操作触发的控制指令包括通过触控交互控件触发的控制指令。
通过本公开实施例,可以实现,在玩家触发与虚拟对象的交互后,可以控制虚拟对象的显示状态转换为隐身显示,显示状态的切换以及操作切换本身不影响游戏进程,增加与玩家的互动,提升了趣味性,提升了用户体验。
在一些实施例中,该目标虚拟物体可以为虚拟载具,该虚拟载具可以预先设置有预设阈值,该预设阈值用于指示该虚拟载具的最大承载数量,也就是在该虚拟载具上隐身的虚拟对象的最大数量。基于此,当确定该虚拟载具已经满载时,可以指示后续进行隐身切换的玩家隐身失败。
在一些实施例中,在推理类游戏中,可以包括两个可以分为两个环节,分为是行动环节和投票环节。该环节中所有存活状态(处于游戏中的玩家)的虚拟对象都可以行动,如可以做任务,可以捣乱等。该环节中玩家可以聚集起来讨论并投票出推理结果的环节,例如,推理出各个虚拟对象的身份,其中,不同虚拟对象的身份对应的任务可以不同。在该类游戏中,还可以对在目标虚拟物体的区域释放技能,以实现任务的执行,或者捣乱等。基于此,在确定第一虚拟对象移动至虚拟场景中的目标虚拟物体的响应区域之后,该方法还可以包括:响应通过触控操作触发的技能释放指令,将在目标虚拟物体的区域隐身的至少一个虚拟对象作为备选虚拟对象;在至少一个备选虚拟对象中随机确定一个作为技能释放指令的作用对象。
其中,该通过触控操作触发的技能释放指令的虚拟对象可以为隐身状态的角色,也可以为非隐身状态的虚拟对象。
第七,本实施例提供一种游戏中的场景记录功能。图形用户界面上显示游戏界面,游戏界面包括处于第一游戏任务阶段的至少部分第一虚拟场景和位于第一虚拟场景中的第一虚拟对象;响应针对第一虚拟对象的移动操作,控制游戏界面中显示的虚拟场景范围根据移动操作而进行改变;响应于在第一游戏任务阶段触发的记录指令,获取当前游戏界面预设范围的图像;存储图像;响应于在第二游戏任务阶段触发的查看指令,显示图像,其中,第二游戏任务阶段和第一游戏任务阶段为第一虚拟对象当前所处的对局中的不同任务阶段。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图10-图11所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据 第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图10-图11所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以用于控制虚拟对象进入第二虚拟场景中。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从多个存活状态下的第二虚拟对象确定目标虚拟对象,多个存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图10-图11中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,但上述目标虚拟对象进入了目标状态,导致目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态;其中的交互方式可以包括发言讨论交互、投票交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以某一交互方式、或者将某一交互方式的次数限制在指定次数。
如图12所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。
响应于针对功能控件的触控操作,在图形用户界面中显示位置标记界面,在位置标记界面中,根据至少一个第二虚拟对象和/或第一虚拟对象上报的位置标记信息显示至少 一个第二虚拟对象和/或第一虚拟对象的角色标识。
第八,本实施例提供一种游戏操作功能。通过终端提供图形用户界面,图形用户界面包括虚拟场景和虚拟对象,虚拟场景包括多个传送区域,多个传送区域包括第一传送区域和至少一个与第一传送区域对应的场景位置不同的第二传送区域。响应针对移动控制区域的触控操作,控制虚拟对象在虚拟场景中移动;确定虚拟对象移动至第一传送区域,并在移动控制区域显示与至少一个第二传送区域相对应的第一组方向控件;响应针对第一组方向控件中目标方向控件的触发指令,控制将图形用户界面中显示的包括第一传送区域的虚拟场景变化为包括目标方向控件所对应第二传送区域的虚拟场景。
响应针对移动控制区域的触控操作,控制虚拟对象在虚拟场景中移动;确定虚拟对象移动至第一传送区域,并在移动控制区域显示与至少一个第二传送区域相对应的第一组方向控件;响应针对第一组方向控件中目标方向控件的触发指令,控制将图形用户界面中显示的包括第一传送区域的虚拟场景范围变化为包括目标方向控件所对应第二传送区域的虚拟场景范围。
在本实施例中,图形用户界面包括至少部分虚拟场景和虚拟对象,虚拟场景包括多个传送区域,多个传送区域包括第一传送区域和至少一个与第一传送区域对应的场景位置不同的第二传送区域,其中,第一传送区域可以为隐藏区域(例如地道、隧道等,本公开以地道为例)入口区域,第二传送区域可以为隐藏区域出口区域。
图形用户界面可以包括移动控制区域,其中,移动控制区域在图形用户界面上的位置可以根据实际需求自定义设置,例如可以设置于图形用户界面的左下方、右下方等玩家拇指可触控区域。
如图13所示,用户输入针对移动控制区域的触控操作,控制虚拟对象在虚拟场景中移动,若确定虚拟对象移动至第一传送区域,则在移动控制区域显示与至少一个第二传送区域相对应的第一组方向控件(方向控件1和方向控件2),第一组方向控件用于指示相对应的地道出口的方向。
用户输入针对第一组方向控件中目标方向控件(方向控件1)的触发指令,则可以控制将图形用户界面中显示的包括第一传送区域的虚拟场景范围变化为包括目标方向控件所对应第二传送区域的虚拟场景范围,也即,通过针对目标方向控件的触发指令,使得图形用户界面中当前显示的是方向控件1所对应第二传送区域的虚拟场景范围。该过程的具体实现方式可参见上述实施例。
基于同一发明构思,本公开实施例中还提供了与虚拟对象的信息显示方法对应的虚拟对象的信息显示装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述虚拟对象的信息显示方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图14,图14为本公开实施例所提供的一种虚拟对象的信息显示装置的结构示意图,如图14中所示,通过终端设备提供图形用户界面,信息显示装置800包括:
第一显示控制模块810,用于在图形用户界面中显示第一虚拟场景以及位于第一虚拟场景中的第一虚拟对象。
移动控制模块820,用于响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
第二显示控制模块830,用于响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息。
信息备注模块840,用于响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
第三显示控制模块850,用于如果目标虚拟对象与第一虚拟对象属于队友、且已知目标虚拟对象的属性信息,则在目标虚拟对象的周侧展示所添加的备注信息以及已知的属性信息。
本公开实施例通过为其他玩家在游戏中的虚拟对象添加备注信息,使该玩家容易对游戏过程中已经推理过的其他玩家的身份信息进行记录,并且添加备注操作比较便捷,可以防止该玩家忘记推理过的其他玩家各自对应的身份信息,同时根据推理过的玩家的身份信息确定身份可疑的玩家,可以使该玩家在行动时避开这些身份可疑的玩家,这样一来,可以提高玩家的游戏效率。
请参阅图15,图15为本公开实施例所提供的一种电子设备的结构示意图。如图15中所示,所述电子设备900包括处理器910、存储器920和总线930。
所述存储器920存储有所述处理器910可执行的机器可读指令,当电子设备900运行时,所述处理器910与所述存储器920之间通过总线930通信,所述机器可读指令被所述处理器910执行时,可以执行如下方法步骤:
在所述图形用户界面中显示第一虚拟场景以及位于所述第一虚拟场景中的第一虚拟对象;
响应于针对所述第一虚拟对象的移动操作,控制所述第一虚拟对象在所述第一虚拟场景中进行移动,并控制所述图形用户界面中所显示的第一虚拟场景范围根据所述第一虚拟对象的移动对应变化;
响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息;
响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
可选地,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于添加备注操作,在所述图形用户界面中显示备注列表,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息。
可选地,所述信息显示方法还包括:
在所述备注列表中还展示至少一个第三虚拟对象的备注提示信息,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象。
可选地,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
在所述备注列表中按照第二虚拟对象的显示优先级展示所述至少一个第二虚拟对象的备注提示信息,所述显示优先级是根据所述至少一个第二虚拟对象与所述第一虚拟对象之间的距离来确定的。
可选地,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
在所述备注列表中展示所述至少一个第二虚拟对象以及备注控件,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
可选地,所述信息显示方法可还包括:
响应于预设的触发事件,在所述图形用户界面中显示第二虚拟场景,其中,所述第二虚拟场景中包括所述至少一个第二虚拟对象;并根据所述备注提示信息对所述第二虚拟角色进行视觉标记。
可选地,所述备注提示信息包括用于指示虚拟对象身份的多个身份信息,所述备注信息包括身份标识;
其中,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
响应于针对目标身份信息的选择操作,在对应所述目标虚拟对象的预设位置处展示与所选择的目标身份信息对应的身份标识。
可选地,所述信息显示方法还包括:
在所述图形用户界面中显示所述第二虚拟场景时,在所述图形用户界面中还展示所述至少一个第二虚拟对象的身份投票控件;
响应于对所述身份投票控件的投票操作,执行对应的投票指令。
可选地,所述第二虚拟场景中包括多个虚拟对象,所述多个虚拟对象包括第一虚拟对象、所述至少一个第二虚拟对象和\或至少一个第三虚拟对象,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象,所述信息显示方法还包括:
响应于添加备注操作,在所述图形用户界面中展示所述至少一个第二虚拟对象和/或所述至少一个第三虚拟对象的备注提示信息;
响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象和/或所述至少一个第三虚拟对象中的目标虚拟对象添加备注信息。
可选地,所述至少一个第二虚拟对象为多个,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于针对多个第二虚拟对象的多选操作,在所述多个第二虚拟对象中的任一第二虚拟对象的周侧显示备注提示信息。
可选地,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于添加备注操作,生成与当前图形用户界面对应的截图图像以及备注控件,所述截图图像中包括所述至少一个第二虚拟对象,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
可选地,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
响应于针对备注控件的拖动操作,将所述备注控件拖动到所述目标虚拟对象所在位置处,以将被拖动的备注控件对应的备注提示信息添加至所述目标虚拟对象。
可选地,所述信息显示方法还包括:
将包括添加备注信息后的所述目标虚拟对象的截图图像进行存储,并记录备注时间;
响应于查看备注操作,在所述图形用户界面中按照备注时间展示所存储的截图图像。
可选地,所述信息显示方法还包括:
在所述目标虚拟对象的周侧展示所添加的备注信息。
可选地,在所述目标虚拟对象的周侧展示所添加的备注信息的步骤包括:
如果所述目标虚拟对象与所述第一虚拟对象属于队友、且已知所述目标虚拟对象的属性信息,则在所述目标虚拟对象的周侧展示所添加的备注信息以及已知的属性信息。
本实施例中的具体实现方式可参见方法实施例,在此不再赘述。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行以下方法步骤:
在所述图形用户界面中显示第一虚拟场景以及位于所述第一虚拟场景中的第一虚拟对象;
响应于针对所述第一虚拟对象的移动操作,控制所述第一虚拟对象在所述第一虚拟场景中进行移动,并控制所述图形用户界面中所显示的第一虚拟场景范围根据所述第一虚拟对象的移动对应变化;
响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息;
响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
可选地,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于添加备注操作,在所述图形用户界面中显示备注列表,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息。
可选地,所述信息显示方法还包括:
在所述备注列表中还展示至少一个第三虚拟对象的备注提示信息,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象。
可选地,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
在所述备注列表中按照第二虚拟对象的显示优先级展示所述至少一个第二虚拟对象的备注提示信息,所述显示优先级是根据所述至少一个第二虚拟对象与所述第一虚拟对象之间的距离来确定的。
可选地,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
在所述备注列表中展示所述至少一个第二虚拟对象以及备注控件,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
可选地,所述信息显示方法可还包括:
响应于预设的触发事件,在所述图形用户界面中显示第二虚拟场景,其中,所述第二虚拟场景中包括所述至少一个第二虚拟对象;并根据所述备注提示信息对所述第二虚拟角色进行视觉标记。
可选地,所述备注提示信息包括用于指示虚拟对象身份的多个身份信息,所述备注信息包括身份标识;
其中,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
响应于针对目标身份信息的选择操作,在对应所述目标虚拟对象的预设位置处展示与所选择的目标身份信息对应的身份标识。
可选地,所述信息显示方法还包括:
在所述图形用户界面中显示所述第二虚拟场景时,在所述图形用户界面中还展示所述至少一个第二虚拟对象的身份投票控件;
响应于对所述身份投票控件的投票操作,执行对应的投票指令。
可选地,所述第二虚拟场景中包括多个虚拟对象,所述多个虚拟对象包括第一虚拟对象、所述至少一个第二虚拟对象和\或至少一个第三虚拟对象,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象,所述信息显示方法还包括:
响应于添加备注操作,在所述图形用户界面中展示所述至少一个第二虚拟对象和/或所述至少一个第三虚拟对象的备注提示信息;
响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象和/或所述至少一个第三虚拟对象中的目标虚拟对象添加备注信息。
可选地,所述至少一个第二虚拟对象为多个,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于针对多个第二虚拟对象的多选操作,在所述多个第二虚拟对象中的任一第二虚拟对象的周侧显示备注提示信息。
可选地,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
响应于添加备注操作,生成与当前图形用户界面对应的截图图像以及备注控件,所述截图图像中包括所述至少一个第二虚拟对象,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
可选地,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
响应于针对备注控件的拖动操作,将所述备注控件拖动到所述目标虚拟对象所在位置处,以将被拖动的备注控件对应的备注提示信息添加至所述目标虚拟对象。
可选地,所述信息显示方法还包括:
将包括添加备注信息后的所述目标虚拟对象的截图图像进行存储,并记录备注时间;
响应于查看备注操作,在所述图形用户界面中按照备注时间展示所存储的截图图像。
可选地,所述信息显示方法还包括:
在所述目标虚拟对象的周侧展示所添加的备注信息。
可选地,在所述目标虚拟对象的周侧展示所添加的备注信息的步骤包括:
如果所述目标虚拟对象与所述第一虚拟对象属于队友、且已知所述目标虚拟对象的属性信息,则在所述目标虚拟对象的周侧展示所添加的备注信息以及已知的属性信息。
本实施例中的虚拟对象的信息显示方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统、装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个 网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (18)

  1. 一种虚拟对象的信息显示方法,其中,通过终端设备提供图形用户界面,所述信息显示方法包括:
    在所述图形用户界面中显示第一虚拟场景以及位于所述第一虚拟场景中的第一虚拟对象;
    响应于针对所述第一虚拟对象的移动操作,控制所述第一虚拟对象在所述第一虚拟场景中进行移动,并控制所述图形用户界面中所显示的第一虚拟场景范围根据所述第一虚拟对象的移动对应变化;
    响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息;
    响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
  2. 根据权利要求1所述的信息显示方法,其中,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
    响应于添加备注操作,在所述图形用户界面中显示备注列表,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息。
  3. 根据权利要求2所述的信息显示方法,其中,所述信息显示方法还包括:
    在所述备注列表中还展示至少一个第三虚拟对象的备注提示信息,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象。
  4. 根据权利要求2所述的信息显示方法,其中,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
    在所述备注列表中按照第二虚拟对象的显示优先级展示所述至少一个第二虚拟对象的备注提示信息,所述显示优先级是根据所述至少一个第二虚拟对象与所述第一虚拟对象之间的距离来确定的。
  5. 根据权利要求2所述的信息显示方法,其中,在所述备注列表中展示所述至少一个第二虚拟对象的备注提示信息的步骤包括:
    在所述备注列表中展示所述至少一个第二虚拟对象以及备注控件,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
  6. 根据权利要求1所述的信息显示方法,其中,所述信息显示方法还包括:
    响应于预设的触发事件,在所述图形用户界面中显示第二虚拟场景,其中,所述第二虚拟场景中包括所述至少一个第二虚拟对象;并根据所述备注提示信息对所述第二虚拟角色进行视觉标记。
  7. 根据权利要求6所述的信息显示方法,其中,所述备注提示信息包括用于指示虚拟对象身份的多个身份信息,所述备注信息包括身份标识;
    其中,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
    响应于针对目标身份信息的选择操作,在对应所述目标虚拟对象的预设位置处展示与所选择的目标身份信息对应的身份标识。
  8. 根据权利要求7所述的信息显示方法,其中,所述信息显示方法还包括:
    在所述图形用户界面中显示所述第二虚拟场景时,在所述图形用户界面中还展示所述至少一个第二虚拟对象的身份投票控件;
    响应于对所述身份投票控件的投票操作,执行对应的投票指令。
  9. 根据权利要求8所述的信息显示方法,其中,所述第二虚拟场景中包括多个虚拟对象,所述多个虚拟对象包括第一虚拟对象、所述至少一个第二虚拟对象和\或至少一个第三虚拟对象,其中,所述至少一个第二虚拟对象为处于存活状态的虚拟对象,所述至少一个第三虚拟对象为处于死亡状态的虚拟对象,所述信息显示方法还包括:
    响应于添加备注操作,在所述图形用户界面中展示所述至少一个第二虚拟对象和/或所述至少一个第三虚拟对象的备注提示信息;
    响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象和/或所述至少一个第三虚拟对象中的目标虚拟对象添加备注信息。
  10. 根据权利要求6所述的信息显示方法,其中,所述至少一个第二虚拟对象为多个,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
    响应于针对多个第二虚拟对象的多选操作,在所述多个第二虚拟对象中的任一第二虚拟对象的周侧显示备注提示信息。
  11. 根据权利要求1所述的信息显示方法,其中,响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息的步骤包括:
    响应于添加备注操作,生成与当前图形用户界面对应的截图图像以及备注控件,所述截图图像中包括所述至少一个第二虚拟对象,在所述备注控件中显示所述至少一个第二虚拟对象的备注提示信息。
  12. 根据权利要11所述的信息显示方法,其中,响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息的步骤包括:
    响应于针对备注控件的拖动操作,将所述备注控件拖动到所述目标虚拟对象所在位置处,以将被拖动的备注控件对应的备注提示信息添加至所述目标虚拟对象。
  13. 根据权利要求12所述的信息显示方法,其中,所述信息显示方法还包括:
    将包括添加备注信息后的所述目标虚拟对象的截图图像进行存储,并记录备注时间;
    响应于查看备注操作,在所述图形用户界面中按照备注时间展示所存储的截图图像。
  14. 根据权利要求1所述的信息显示方法,其中,所述信息显示方法还包括:
    在所述目标虚拟对象的周侧展示所添加的备注信息。
  15. 根据权利要求14所述的信息显示方法,其中,在所述目标虚拟对象的周侧展示所添加的备注信息的步骤包括:
    如果所述目标虚拟对象与所述第一虚拟对象属于队友、且已知所述目标虚拟对象的属性信息,则在所述目标虚拟对象的周侧展示所添加的备注信息以及已知的属性信息。
  16. 一种虚拟对象的信息显示装置,其中,通过终端设备提供图形用户界面,所述信息显示装置包括:
    第一显示控制模块,用于在所述图形用户界面中显示第一虚拟场景以及位于所述第一虚拟场景中的第一虚拟对象;
    移动控制模块,用于响应于针对所述第一虚拟对象的移动操作,控制所述第一虚拟对象在所述第一虚拟场景中进行移动,并控制所述图形用户界面中所显示的第一虚拟场景范围根据所述第一虚拟对象的移动对应变化;
    第二显示控制模块,用于响应于添加备注操作,在所述图形用户界面中展示至少一个第二虚拟对象的备注提示信息;
    信息备注模块,用于响应于针对所述备注提示信息的触发操作,对展示的所述至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
  17. 一种电子设备,其中,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1至15任一所述虚拟对象的信息显示方法的步骤。
  18. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至15任一所述虚拟对象的信息显示方法的步骤。
PCT/CN2022/077514 2021-04-19 2022-02-23 虚拟对象的信息显示方法、装置、电子设备及存储介质 WO2022222592A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110420287.3 2021-04-19
CN202110420287.3A CN113101636A (zh) 2021-04-19 2021-04-19 虚拟对象的信息显示方法、装置、电子设备及存储介质

Publications (2)

Publication Number Publication Date
WO2022222592A1 true WO2022222592A1 (zh) 2022-10-27
WO2022222592A9 WO2022222592A9 (zh) 2023-06-15

Family

ID=76718529

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2022/077514 WO2022222592A1 (zh) 2021-04-19 2022-02-23 虚拟对象的信息显示方法、装置、电子设备及存储介质

Country Status (2)

Country Link
CN (1) CN113101636A (zh)
WO (1) WO2022222592A1 (zh)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116271830A (zh) * 2023-02-09 2023-06-23 广州延利网络科技有限公司 虚拟游戏对象的行为控制方法、装置、设备以及存储介质

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113101636A (zh) * 2021-04-19 2021-07-13 网易(杭州)网络有限公司 虚拟对象的信息显示方法、装置、电子设备及存储介质
CN113648661B (zh) * 2021-08-18 2024-04-12 网易(杭州)网络有限公司 游戏中处理信息的方法、装置、电子设备及存储介质
CN117427336A (zh) * 2022-07-14 2024-01-23 腾讯科技(深圳)有限公司 虚拟场景的信息显示方法、装置、设备、介质及程序产品

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101217534A (zh) * 2007-12-27 2008-07-09 腾讯科技(深圳)有限公司 网络游戏的通信方法、系统及实现网络游戏的方法、系统
JP2014235538A (ja) * 2013-05-31 2014-12-15 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理システム、および情報処理方法
CN106914017A (zh) * 2015-12-28 2017-07-04 上海冰眼科技有限公司 密室逃脱类真人游戏的场景系统
CN107335219A (zh) * 2017-08-16 2017-11-10 杭州游卡网络技术有限公司 一种基于可视化终端特性的游戏装置及其方法
CN110090444A (zh) * 2019-05-07 2019-08-06 网易(杭州)网络有限公司 游戏中行为记录创建方法、装置、存储介质及电子设备
CN110339570A (zh) * 2019-07-17 2019-10-18 网易(杭州)网络有限公司 信息的交互方法、装置、存储介质和电子装置
CN111888754A (zh) * 2020-08-12 2020-11-06 淮南市九方皋科技咨询有限公司 一种狼人杀游戏辅佐工具
CN113101636A (zh) * 2021-04-19 2021-07-13 网易(杭州)网络有限公司 虚拟对象的信息显示方法、装置、电子设备及存储介质

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6421543B2 (ja) * 2014-10-17 2018-11-14 セイコーエプソン株式会社 頭部装着型表示装置、頭部装着型表示装置を制御する方法、コンピュータープログラム
CN107899235B (zh) * 2017-10-13 2019-05-17 网易(杭州)网络有限公司 信息处理方法及装置、存储介质、电子设备
CN108295470B (zh) * 2017-12-15 2019-05-24 腾讯科技(深圳)有限公司 虚拟应用控制方法和装置、存储介质及电子装置
CN108744512A (zh) * 2018-06-01 2018-11-06 腾讯科技(深圳)有限公司 信息提示方法和装置、存储介质及电子装置
CN110433493B (zh) * 2019-08-16 2023-05-30 腾讯科技(深圳)有限公司 虚拟对象的位置标记方法、装置、终端及存储介质
CN111672130A (zh) * 2020-06-03 2020-09-18 西安万像电子科技有限公司 游戏玩家的身份认证方法、认证装置和云游戏系统
CN112619143B (zh) * 2020-12-23 2023-03-21 上海米哈游天命科技有限公司 一种角色标识显示方法、装置、设备及存储介质

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101217534A (zh) * 2007-12-27 2008-07-09 腾讯科技(深圳)有限公司 网络游戏的通信方法、系统及实现网络游戏的方法、系统
JP2014235538A (ja) * 2013-05-31 2014-12-15 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理システム、および情報処理方法
CN106914017A (zh) * 2015-12-28 2017-07-04 上海冰眼科技有限公司 密室逃脱类真人游戏的场景系统
CN107335219A (zh) * 2017-08-16 2017-11-10 杭州游卡网络技术有限公司 一种基于可视化终端特性的游戏装置及其方法
CN110090444A (zh) * 2019-05-07 2019-08-06 网易(杭州)网络有限公司 游戏中行为记录创建方法、装置、存储介质及电子设备
CN110339570A (zh) * 2019-07-17 2019-10-18 网易(杭州)网络有限公司 信息的交互方法、装置、存储介质和电子装置
CN111888754A (zh) * 2020-08-12 2020-11-06 淮南市九方皋科技咨询有限公司 一种狼人杀游戏辅佐工具
CN113101636A (zh) * 2021-04-19 2021-07-13 网易(杭州)网络有限公司 虚拟对象的信息显示方法、装置、电子设备及存储介质

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116271830A (zh) * 2023-02-09 2023-06-23 广州延利网络科技有限公司 虚拟游戏对象的行为控制方法、装置、设备以及存储介质
CN116271830B (zh) * 2023-02-09 2023-12-05 广州延利网络科技有限公司 虚拟游戏对象的行为控制方法、装置、设备以及存储介质

Also Published As

Publication number Publication date
CN113101636A (zh) 2021-07-13
WO2022222592A9 (zh) 2023-06-15

Similar Documents

Publication Publication Date Title
WO2022222592A1 (zh) 虚拟对象的信息显示方法、装置、电子设备及存储介质
CN113101634B (zh) 一种虚拟地图显示方法、装置、电子设备及存储介质
WO2022151946A1 (zh) 虚拟角色的控制方法、装置、电子设备、计算机可读存储介质及计算机程序产品
WO2022222595A1 (zh) 游戏中的场景记录方法、装置、设备及存储介质
WO2022222597A1 (zh) 一种游戏进程的控制方法、装置、电子设备及存储介质
WO2022257653A1 (zh) 虚拟道具的显示方法、装置、电子设备及存储介质
CN113082718A (zh) 游戏操作方法、装置、终端及存储介质
WO2022222594A1 (zh) 游戏中的目标攻击方法、装置和电子设备
TWI804208B (zh) 對局結算介面的顯示方法、裝置、設備、儲存媒體及電腦程式產品
CN112691366B (zh) 虚拟道具的显示方法、装置、设备及介质
CN113101635A (zh) 虚拟地图的显示方法、装置、电子设备以及可读存储介质
CN114404969A (zh) 虚拟物品的处理方法、装置、电子设备及存储介质
WO2022188622A1 (zh) 一种联系人信息展示方法、装置、电子设备、计算机可读存储介质及计算机程序产品
CN113975824B (zh) 游戏观战的提醒方法以及相关设备
CN113813603A (zh) 一种游戏的显示控制方法、装置、电子设备及存储介质
WO2023024880A1 (zh) 虚拟场景中的表情显示方法、装置、设备以及介质
CN113058265B (zh) 虚拟场景中团队间的交互方法、装置、设备及存储介质
CN113952739A (zh) 游戏数据的处理方法、装置、电子设备及可读存储介质
CN113633968A (zh) 一种游戏中的信息展示方法、装置、电子设备及存储介质
WO2024060924A1 (zh) 虚拟场景的互动处理方法、装置、电子设备及存储介质
CN115089968A (zh) 一种游戏中的操作引导方法、装置、电子设备及存储介质
CN117563225A (zh) 游戏对局控制方法、装置、设备及计算机存储介质
CN117764758A (zh) 用于虚拟场景的群组建立方法、装置、设备及存储介质
CN116983667A (zh) 观战互动方法、装置、设备、介质及程序产品
CN116115994A (zh) 游戏角色的控制方法、装置和电子设备

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22790702

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 22790702

Country of ref document: EP

Kind code of ref document: A1