WO2022242276A1 - 游戏中的显示控制方法、装置、存储介质与电子设备 - Google Patents

游戏中的显示控制方法、装置、存储介质与电子设备 Download PDF

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Publication number
WO2022242276A1
WO2022242276A1 PCT/CN2022/080225 CN2022080225W WO2022242276A1 WO 2022242276 A1 WO2022242276 A1 WO 2022242276A1 CN 2022080225 W CN2022080225 W CN 2022080225W WO 2022242276 A1 WO2022242276 A1 WO 2022242276A1
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WIPO (PCT)
Prior art keywords
prompt
group
representative
logo
signs
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PCT/CN2022/080225
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English (en)
French (fr)
Inventor
原伯璋
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.)
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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
Priority to US18/257,109 priority Critical patent/US20240100429A1/en
Publication of WO2022242276A1 publication Critical patent/WO2022242276A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/40Processing 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
    • A63F13/426Processing 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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/5375Controlling 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 graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Definitions

  • the present disclosure relates to the technical field of human-computer interaction, and in particular, to a display control method in a game, a display control device in a game, a computer-readable storage medium, and electronic equipment.
  • the kind of electronic game is more and more.
  • the player can play the role of a manager to manage the virtual real world in the game.
  • This type of game is widely loved by the public because of its strong strategy and rich scene elements.
  • the present disclosure provides a display control method in a game, a display control device in a game, a computer-readable storage medium, and an electronic device, thereby at least to a certain extent improving the problem of poor visual display effect of prompt signs in the prior art .
  • a display control method in a game A graphical user interface is provided through a terminal device, and the graphical user interface displays at least one virtual object and one or more virtual objects respectively associated with the at least one virtual object.
  • prompt signs, and the prompt signs are respectively displayed in the vicinity of the corresponding virtual objects
  • the method includes: dividing the plurality of prompt signs into at least one group; in each group, according to each of the prompt marks Identify and/or the position information of the virtual object corresponding to each of the prompt marks in the game screen included in the graphical user interface, determine the sequence of each of the prompt marks; according to the group and order of each of the prompt marks, Each of the prompt signs is controlled to be displayed.
  • the dividing the plurality of reminder identifiers into at least one group includes: grouping the plurality of reminder identifiers according to preset rules, wherein the The preset rules include any one of the following: divide the prompt signs of each virtual object into a group; according to the category of the virtual object, divide the prompt signs of virtual objects belonging to the same category into a group; The flag class of the prompt flag, which divides the prompt flags with the same flag class into a group.
  • each The order of the prompt marks includes: determining the reference distance of each prompt mark according to each prompt mark and/or the position information of the virtual object corresponding to each prompt mark in the game screen; in ascending order The method sorts the reference distances of each prompting mark, and determines the order of the prompting marks according to the order obtained after sorting; wherein, the reference distance of each prompting mark is determined by the prompting mark and/or the said prompting mark The distance between the virtual object corresponding to the prompt and the preset position in the game screen is determined.
  • the controlling the display of each prompt mark according to the group and order of each prompt mark includes: displaying each prompt mark in each group A combination of information consisting of the group and order identified by the prompt.
  • the method when controlling the display of each of the reminder logos, the method further includes: displaying a representative logo of any group of reminder logos; wherein, the representative logo includes The prompt ID with the smallest ordinal value in either group.
  • the method further includes: when the number of prompt signs in any group is greater than a threshold value or the display ratio of the game screen is smaller than a threshold value, displaying the Representative ID of other prompt IDs.
  • the game screen includes a screen captured by a virtual camera in a game scene
  • the method further includes: when the virtual When the position of the camera and/or the shooting angle change, the order of each prompt mark in the group corresponding to each representative mark is updated according to the game screen captured by the changed virtual camera.
  • the method when displaying the representative logo of any group of prompt logos, the method further includes: according to the position information of the representative logo in the game screen, determine Whether the representative logo is blocked; when it is determined that the representative logo is blocked, sort and degrade the prompt marks corresponding to the blocked representative logo, and determine the order of the prompt marks in any group; A new representative identifier is determined for display according to the order of the prompt identifiers in any group.
  • the method when displaying the representative logo of any group of prompt logos, the method further includes: adjusting the representative logo in response to a first preset operation on the representative logo.
  • the method when displaying a representative logo of any type of prompt logo, the method further includes: adjusting the Represents the attribute values of the virtual objects corresponding to the prompt identifiers in the group corresponding to the identifiers, and cancels the display of the representative identifiers.
  • a display control device in a game is provided, a graphical user interface is provided through a terminal device, a graphical user interface is provided through a terminal device, and the graphical user interface displays at least one virtual object and the at least one One or more prompting signs associated with the virtual objects, and the prompting signs are respectively displayed in the vicinity of the corresponding virtual objects
  • the device includes: a division module, configured to divide the plurality of prompting signs into at least one group
  • the determination module is used to determine each group in each group according to the position information of each said prompt mark and/or the position information of the virtual object corresponding to each said prompt mark in the game screen included in the graphical user interface.
  • the order of the above-mentioned prompt signs; the display module is used to control the display of each of the prompt signs according to the group and order of each of the prompt signs.
  • the division module is configured to group the plurality of prompt identifiers according to preset rules, wherein the preset rules include any one of the following: Divide the prompt signs into a group; according to the category of the virtual objects, divide the prompt signs of the virtual objects belonging to the same category into a group; according to the identification categories of each of the prompt signs, divide the prompt signs with the same identification divided into a group.
  • the determination module is configured to determine each of the prompts according to the position information of each prompt mark and/or the position information of the virtual object corresponding to each prompt mark in the game screen.
  • the reference distance of each prompting mark sort the reference distance of each prompting mark in ascending order, and determine the order of each prompting mark according to the order obtained after sorting, wherein, the reference distance of each prompting mark It is determined by the distance between the prompt mark and/or the virtual object corresponding to the prompt mark and a preset position in the game screen.
  • the display module is configured to display each prompt identifier in each group as an information combination consisting of the group and sequence of the prompt identifiers.
  • the display module when controlling the display of each prompt logo, is used to display a representative logo of any group of prompt logos, wherein the representative logo includes The prompt ID with the smallest ordinal value in either group.
  • the display module is configured to display any group of prompts when the number of prompt signs in any group is greater than the quantity threshold or the display ratio of the game screen is smaller than the ratio threshold. Representative ID of other prompt IDs.
  • the game screen includes a screen captured by a virtual camera in a game scene
  • the method further includes: when the virtual When the position of the camera and/or the shooting angle change, the order of each prompt mark in the group corresponding to each representative mark is updated according to the game screen captured by the changed virtual camera.
  • the display module when displaying a representative logo of any group of prompt logos, is further configured to, according to the position information of the representative logo in the game screen, Determine whether the representative logo is blocked; when it is determined that the representative logo is blocked, sort and degrade the prompt marks corresponding to the blocked representative logo, and determine the order of the prompt marks in any group; A new representative identifier is determined for display according to the order of the prompt identifiers in any group.
  • the display module when displaying the representative logo of any group of prompt logos, is further configured to respond to the first preset operation on the representative logo, adjust The attribute value of the virtual object indicated by the representative identifier, and among the prompt identifiers in any group except the representative identifier, the prompt identifier with the smallest sequence value is determined as the new representative identifier, and the display The new delegate ID.
  • the display module when displaying a representative logo of any type of prompt logo, is further configured to adjust the The attribute value of the virtual object corresponding to each prompt identifier in the group corresponding to the representative identifier is canceled, and the display of the representative identifier is cancelled.
  • a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, any one of the above-mentioned display control methods in a game is implemented.
  • an electronic device including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the executable instructions to Execute the display control method in any one of the above games.
  • a plurality of prompt signs can be divided into at least one group, and in each group
  • the order of each prompt mark is determined, and according to the group and order of each prompt mark, each prompt mark is controlled to perform show.
  • the number of prompt marks displayed on the game screen can be reduced, the repetition degree of the prompt marks can be reduced, the display area of the game scene can be increased, and the number of prompt marks displayed on the game screen can also be reduced.
  • the cognition cost of the prompt logo improves the visual effect of displaying the game screen; on the other hand, by dividing multiple prompt logos into at least one group, the prompt logo can be integrated to optimize the information structure of the prompt logo; on the other hand , this exemplary embodiment can be implemented through a program, does not require an additional interface carrier, can provide players with an intuitive interface display effect, and has high portability and scalability.
  • FIG. 1 shows a schematic diagram of a prompt mark in a related art in this exemplary embodiment
  • FIG. 2A and FIG. 2B show schematic diagrams of prompt signs in another related technology in this exemplary embodiment
  • FIG. 3 shows a flow chart of a display control method in a game in this exemplary embodiment
  • Fig. 4 shows a schematic diagram of classifying prompt signs in this exemplary embodiment
  • Fig. 5 shows a schematic diagram of a reminder mark in this exemplary embodiment
  • Fig. 6 shows a schematic diagram of a zoomed and displayed game screen in this exemplary embodiment
  • Fig. 7 shows a schematic diagram of a representative identification in this exemplary embodiment
  • FIG. 8A and FIG. 8B are schematic diagrams showing a sequence of updating prompt identifiers in this exemplary embodiment
  • FIG. 9A and FIG. 9B show another schematic diagram representing a logo in this exemplary embodiment
  • Fig. 10 shows a schematic diagram of another representative identification in this exemplary embodiment
  • Fig. 11 shows a structural block diagram of a display control device in a game in this exemplary embodiment
  • FIG. 12 shows a computer-readable storage medium for implementing the above method in this exemplary embodiment
  • FIG. 13 shows an electronic device for implementing the above method in this exemplary embodiment.
  • Example embodiments will now be described more fully with reference to the accompanying drawings.
  • Example embodiments may, however, be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete and will fully convey the concept of example embodiments to those skilled in the art.
  • the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
  • the distance between virtual objects in the game scene can be increased to control the density of the prompt signs of the virtual objects, and at the same time, the scaling ratio of the game screen can be limited to control the number of points in the game screen.
  • the prompts overlap each other and block the game scene, and the player cannot browse and plan the layout of virtual objects in the game scene more macroscopically, etc.
  • the degree of freedom for players to play the game is greatly reduced.
  • the above method cannot be applied to games with high density of virtual objects.
  • the prompt mark of the virtual object can be set to be displayed in the game scene, and as the game screen is scaled, the prompt mark can also be scaled accordingly.
  • FIG. 2A shows a schematic interface diagram of a prompt mark. After scaling the display ratio of the game screen, the game screen shown in FIG. 2B is presented. It can be seen that when the game screen is zoomed to a smaller scale, the prompt The size of the logo will become very small, and it will be difficult for the player to recognize and distinguish the different prompt logos.
  • the exemplary embodiments of the present disclosure firstly provide a display control method applied to a terminal device in a game.
  • the terminal device may be an electronic device with a display screen, such as a desktop or portable computer, a smart phone, a tablet computer, a portable game console, and the like.
  • a graphical user interface can be provided by the terminal device, and the graphical user interface can be obtained by executing a game application program by the processor of the terminal device and rendering it on the display of the terminal device, and the graphical user interface can display at least one virtual An object and one or more reminder identifiers respectively associated with the virtual object, and each reminder identifier can be respectively displayed near the corresponding virtual object.
  • the vicinity of the virtual object may be an area within a preset range of the virtual object, such as an area within a certain distance of the virtual object.
  • the corresponding prompting signs may include x1, x2, and x3;
  • the corresponding prompting signs may include y1, y2, y3, and y4; Displaying the prompting logo in the vicinity of the virtual object, for example, displaying the prompting logo on the upper left corner or the upper right corner of the virtual object.
  • Virtual objects refer to game characters that are operated or not by players in the game, and can include roads, buildings, animals and plants, etc.
  • the prompt logo can be used to prompt the player to perform certain operations on the virtual object, for example, it can prompt the player
  • the virtual object is upgraded, or the player may be prompted to acquire a virtual item corresponding to the virtual object.
  • "farm” can be used to produce various "crops”, such as “wheat”, "rice”, etc.
  • the "crop” corresponding to the virtual object "farm”, namely "wheat ", "rice” and so on are the corresponding virtual items.
  • the prompt logo of the virtual item can be used to prompt the player to collect the corresponding "crops" to increase the quantity of the "crops”.
  • Fig. 3 shows a process of this exemplary embodiment, which may include the following steps S310-S330:
  • Step S310 Divide a plurality of prompt identifiers into at least one group.
  • one virtual object may correspond to one or more prompt identifiers.
  • the prompt identifiers may be divided into multiple groups according to the corresponding division criteria. Otherwise, the division standard can be pre-configured by the operator, or can also be set by the player according to their own usage habits.
  • each group may be distinguished and displayed by the same or similar shape, outline, color, brightness, and the like.
  • group A includes 2 reminder signs
  • group B includes 3 reminder signs. Then you can use letters or words to distinguish, such as: A1 and A2; B1, B2 and B3.
  • Different shapes can also be used to distinguish, for example: the 2 reminder signs in group A are displayed with circular signs, and each reminder sign is distinguished within the group by logo; the 3 reminder signs in group B The logo is displayed with a square logo, and each prompt logo uses a logo to distinguish within the group.
  • the above-mentioned multiple reminder identifiers may be grouped according to preset rules.
  • the preset rules can include any of the following:
  • each virtual object corresponds to multiple virtual items
  • the prompt identifiers of all virtual items associated with the virtual object may be divided into one group.
  • each virtual item may include one or more prompt identifiers, and each prompt identifier may be used to represent different prompt information.
  • the prompt signs of the virtual objects belonging to the same category are divided into one group.
  • the prompt identifiers of virtual objects belonging to the same category may be divided into one group according to the category of the virtual object, wherein the category of the virtual object may be preconfigured by the operator according to the attributes of the virtual object.
  • virtual objects of various categories such as “houses”, “roads” and “plants” may be included, and all virtual objects belonging to corresponding categories may be prompted
  • the signs are divided into one group, for example, the prompt signs of virtual objects such as "farmhouse”, "building” and "villa” belonging to the category of "house” can be divided into one group.
  • the prompt signs of "production buildings” belonging to different categories can be divided according to the category of "production buildings”.
  • the categories of "production buildings” in the game scene include A , B, C and D four types, each "production building” can generate and display one or more prompt signs, thus, the prompt signs of virtual objects can also be divided into A, B, C and D accordingly four groups.
  • the logo category refers to the inherent attribute of the prompt logo, which can be configured by the operator during game development.
  • the identification category can represent a specific virtual item, then all the prompt identifications of virtual items with the same identification type can be divided into one group, that is to say, for different virtual objects, the corresponding prompt identifications
  • the identification categories may also be the same, so the prompt identifications corresponding to different virtual objects and having the same identification category can be divided into one group.
  • the prompt signs of the virtual objects in a certain area may also be divided into one group according to the position of the virtual objects in the game scene. For example, for multiple virtual objects whose geographic location is "seaside", the prompt identifiers corresponding to these virtual objects may be divided into one group.
  • the prompt marks of each virtual object in the game scene can be effectively integrated, and the information structure of the prompt marks in the game can be optimized.
  • Step S320 In each group, according to the position information of each prompt mark and/or the virtual object corresponding to each prompt mark in the game screen included in the graphical user interface, the order of each prompt mark is determined.
  • the graphical user interface is a computer-operated user interface displayed in a graphical manner, which may include game screens and operating controls in the game, etc.; the position information of the prompt mark in the game screen may include coordinate information of the prompt mark in the game screen, etc.
  • each group After the prompt signs are divided into multiple groups, in each group, according to the position information of each prompt mark or the virtual object corresponding to each prompt mark in the game screen, the position of the prompt marks in each group can be determined. order. Specifically, the distance between each prompt mark or the virtual object corresponding to each prompt mark and a certain point in the game screen can be determined according to the position information of each prompt mark or the virtual object corresponding to each prompt mark in the game screen, so as to determine each prompt The order of identification, where the fixed point can be any point in the game screen.
  • the sequence of each prompt identifier is determined according to the position information of each prompt identifier in the game screen included in the GUI. Wherein, the position information of each prompt mark in the game screen is obtained, and the distance between the position of each prompt mark and a certain point in the game screen is determined to determine the sequence of each prompt mark.
  • the order of the prompt marks is determined according to the position information of the virtual object corresponding to each prompt mark in the game screen included in the GUI.
  • each virtual object includes one or more corresponding prompting signs, and these prompting signs take each virtual object as an anchor point, attach to each virtual object, and display near each virtual object, therefore, obtaining each virtual object in the game
  • the position information in the screen determines the distance between the position of each virtual object and a certain point in the game screen, so as to determine the order of the prompt signs.
  • the order of the prompt marks is determined according to the position information of each prompt mark and the virtual object corresponding to each prompt mark in the game screen included in the GUI.
  • each virtual object includes one or more corresponding prompting signs, and these prompting signs take each virtual object as an anchor point, attach to each virtual object, and display near each virtual object.
  • the position information of each prompting mark and the virtual object corresponding to each prompting mark in the game screen is obtained, and the position information of each prompting mark and the virtual object corresponding to each prompting mark is determined.
  • the distance of a certain point in the game screen is used to determine the order of each prompt mark.
  • step S320 may be implemented by the following method:
  • the reference distances of each prompt mark are sorted in ascending order, and the order of each prompt mark is determined according to the sequence obtained after sorting.
  • the reference distance of each prompt mark can be determined by the distance between the prompt mark or the virtual object corresponding to the prompt mark and the preset position in the game screen, and the preset position in the game screen can be any point in the game screen, For example, it may be the center point in the game screen; the reference distance may be used to indicate the distance between the prompt mark and the preset position in the game screen.
  • the distance between each prompt mark in each group and the center point 510 in the game screen can be used to The reference distances of the reminder marks of each group are sorted in ascending order, so that the sorted order is used as the order of the above-mentioned multiple reminder marks, and the order of each prompt mark is determined accordingly.
  • the prompt marks A1, A2, A3, A4 and A5 can be displayed on the game screen, where the numbers It can represent the order of the corresponding prompt signs, and it can be seen that the closer the distance, the higher the order.
  • the order of each prompt mark can be determined according to the position of the prompt mark in the game screen, which can help locate the position of each prompt mark.
  • the time for the player to locate the prompt mark can be greatly reduced.
  • Step S330 According to the group and order of each prompt mark, control each prompt mark to be displayed.
  • the group or sequence of each prompt mark can be displayed on the graphical user interface.
  • the player can quickly determine the content and position of the prompt signs of each virtual object, which is convenient for the player to select the corresponding prompt signs for operation, thus improving the player's operation efficiency and optimizing the display effect of the prompt signs in the game.
  • each prompt mark in each group may be displayed as the group marked by the prompt Combination of information in groups and sequences.
  • each prompt mark is displayed in the shape of a bubble, and the group and sequence of the prompt marks may be displayed in the bubble.
  • the player can determine the group and order of the prompt marks according to the content displayed in the prompt marks, and determine which virtual item it belongs to, and then can quickly determine the prompt mark that he wants to choose, especially when the number of prompt marks is small. For a long time, it can greatly reduce the time required for the player to find the prompt mark, and improve the accuracy and efficiency of the player's operation.
  • the following method may also be performed:
  • the representative identifier may be used to represent a prompt identifier of a group, for example, it may be a prompt identifier with the smallest sequence value in any group.
  • the representative logo can also be other types of identification information, for example, it can be a combination of a group and the number of reminders for the group, or it can be a shape logo that can uniquely represent a group of reminders Wait.
  • the representative logo can be used to represent the prompt logo of a group in the game screen, so as to realize the omission of display of the prompt logo of a group.
  • the number of prompt signs in the game screen can be greatly reduced, and the visual effect of the game screen can be improved.
  • the conditions for displaying the representative logo can also be set to trigger the omission of the display of the prompt logo.
  • the representative logo of any group of prompt signs may be displayed.
  • both the quantity threshold and the ratio threshold can be configured by the operator according to the game content, for example, the quantity threshold can be set to 10, and the ratio threshold can be set to 0.5.
  • the display of each reminder logo in any of the above groups can be hidden, and the representative logo of the reminder logo in this group can be displayed, and the representative logo can be one of the above groups with the smallest
  • the prompt ID of the ordinal value that is, the prompt ID of the first sort in this group.
  • the prompt signs of the group can be omitted and displayed, that is, the ranking in the group is displayed.
  • the display of the first prompt mark is omitted, only four prompt marks are displayed on the game screen, namely A1, B1, C1 and D1.
  • the number of prompt signs displayed in the graphical user interface can be reduced, so that the prompt signs appear within the visible range as much as possible, and the game scene is increased.
  • the display area can also ensure the display size of the prompt mark. For the player, it is very easy to distinguish the prompt mark and its location, and it is not easy to ignore the prompt mark, so the error-proof performance of the game can be improved.
  • the game screen may be the screen captured by the virtual camera in the game scene, and when the position of the virtual camera or the shooting angle changes, the game screen will also change. Therefore, in a
  • the order of the reminder signs in the group corresponding to the representative sign can be updated according to the game screen captured by the changed virtual camera.
  • the position information of each prompt mark in the group corresponding to each representative mark can be determined according to the game screen captured by the changed virtual camera, and the sequence of each prompt mark can be re-determined according to the position information.
  • the representative marks in each group can be re-determined, for example, the prompting marks with the smallest order in each group can be re-determined to obtain and display new representative marks.
  • the center point of the new game screen can be determined according to the game screen captured by the changed virtual camera, and the distance between each prompt mark and the center point in the new game screen can be calculated to update the order of the prompt marks.
  • the center point of the game screen 810 is 811.
  • the distances between each prompt logo in the groups corresponding to the representative logos A1, B1, C1, and D1 and the center point of the new game screen, that is, 821 can be calculated to update the groups corresponding to the representative logos
  • the representative marks of each group can be re-determined according to the order. As shown in the figure, when the center point of the game screen is switched from 811 to 821, the positions of the representative signs all change, and the representative sign of the reminder signs of group C is updated from C1 to C2.
  • the sequence of the prompt signs can be updated in time.
  • the position information of the above representative logos in the game screen can be used to determine the Whether the representative logo is blocked, when it is determined that the representative logo is blocked, sort and downgrade the prompts corresponding to the blocked representative logos, and determine the order of the prompts in any of the above groups, so that according to the above The order of the prompt marks in a group determines the new representative marks for display.
  • the representative logo is the prompt logo with the smallest order value in the corresponding group, and each representative logo is displayed as identification information composed of group and order, and the representative logo C1 is blocked by B1.
  • the masked representative logo that is, the prompt logo C1 is sorted and downgraded.
  • the order of the prompt logo C1 can be updated to 2, so that the prompt logo C2 can be used as a new representative logo.
  • the prompt logo C1 is no longer is displayed, and a new representative mark C2 is displayed.
  • both the prompt identifier and the representative identifier can be used to increase the attribute value of the virtual object.
  • the attribute value of the virtual object may be the attribute value of the virtual object itself, such as the level of the virtual object, etc., or the attribute value of the virtual item corresponding to the virtual object, such as the value of a certain virtual item owned by the virtual object. Quantity, yield, health, etc. Therefore, in an optional implementation manner, when displaying the representative logo of any group of prompt logos, the following method may also be executed:
  • the prompt identifier with the smallest sequence value is determined as the new representative identifier, and the new representative identifier is displayed.
  • the first preset operation refers to an operation in which the player adjusts the attribute value of the virtual object corresponding to the representative logo, for example, it may be an operation in which the player clicks on the representative logo.
  • the attribute value of the virtual object indicated by the representative logo can be adjusted, for example, the virtual object can be upgraded according to the upgrade value indicated by the representative logo, or the representative logo can be adjusted.
  • the virtual object indicated by the identification is related to the quantity value of a certain virtual item, for example: obtain the virtual item representing the quantity value referred to by the identification, and increase the quantity value above the total value of the virtual item quantity in the game, so as to determine the new The total value of the number of virtual items in the game.
  • the next reminder logo in the group can be displayed sequentially according to the order of the reminder logos of the corresponding group, as shown in FIG. 10 , in the game screen shown in FIG.
  • the corresponding virtual object can be controlled to increase the attribute value of the virtual item corresponding to A1, and the next prompting mark of the group A prompting mark, namely A2, will be displayed in order.
  • the next prompting logo can be displayed sequentially until the condition for displaying the representative logo no longer satisfied.
  • the second preset operation is an operation of adjusting the attribute value of the virtual object corresponding to each prompt mark in the group corresponding to the representative mark, for example, it may be an operation in which the player drags the representative mark to move in a certain direction.
  • the attribute value of the virtual object corresponding to each prompt logo in the group corresponding to the representative logo can be adjusted, for example, each prompt in the group corresponding to the representative logo can be controlled
  • the virtual object corresponding to the identification is upgraded, or the virtual object associated with the representative identification in the game screen can also be controlled to obtain the virtual items corresponding to each prompt identification in the group indicated by the representative identification, and increase the number of virtual objects to virtual items or Output, etc., for example: obtain the virtual items in the group referred to by the representative logo, increase the number of virtual items in the group on top of the total value of the virtual items in the game, so as to determine a new in-game The total value of the number of virtual items.
  • the corresponding virtual object can be controlled to increase the number of virtual items corresponding to the prompt logo of group B, thereby realizing Batch acquisition of virtual items corresponding to a certain group prompt identifier.
  • the display of the corresponding prompt identifier in the graphical user interface may be hidden.
  • one-key operation for one type of prompt logo can be realized, for example, one-key acquisition for multiple virtual items can be realized, and the operation convenience and operation efficiency of the player's game can be improved.
  • the operator can choose whether to enable the batch selection function of the prompt logo.
  • the operation mode of the representative logo can be set as the default operation, that is, as long as the player receives the representative logo
  • the default adjustment represents the attribute value of a virtual object indicated by the identifier
  • the default adjustment represents the attribute value of the virtual object corresponding to each prompt identifier in the group indicated by the identifier.
  • the function of individually adjusting the attribute values of virtual objects through representative logos and adjusting the attribute values of virtual objects in batches through representative logos can also be set in the game at the same time.
  • Players can choose the opening of each function and the operation mode of each function, such as Players can choose to enable the function of individually adjusting the attribute values of virtual objects and the function of adjusting the attribute values of virtual objects in batches at the same time, and set different operation methods to control the representative logo to perform corresponding functions. In this way, the operational flexibility of the representative logo can be enhanced to meet the needs of the player to customize the game operation mode.
  • a plurality of prompt marks can be divided into at least one group, and in each group, according to each prompt mark or the virtual corresponding to each prompt mark
  • the position information of the object in the game screen contained in the graphical user interface determines the order of the prompt signs, and controls the display of the prompt signs according to the group and order of the prompt signs.
  • the number of prompt marks displayed on the game screen can be reduced, the repetition degree of the prompt marks can be reduced, the display area of the game scene can be increased, and the number of prompt marks displayed on the game screen can also be reduced.
  • the cognition cost of the prompt logo improves the visual effect of displaying the game screen; on the other hand, by dividing multiple prompt logos into at least one group, the prompt logo can be integrated to optimize the information structure of the prompt logo; on the other hand , this exemplary embodiment can be implemented through a program, does not require an additional interface carrier, can provide players with an intuitive interface display effect, and has high portability and scalability.
  • This exemplary embodiment also provides a display control device in a game.
  • a graphical user interface is provided through a terminal device, and the graphical user interface displays at least one virtual object and one or more prompt signs respectively associated with the at least one virtual object, and The prompt signs are respectively displayed in the vicinity of the corresponding virtual objects.
  • the display control device 1100 in the game may include: a division module 1110, which may be used to divide a plurality of prompt signs into at least one group; a determination module 1120 , can be used in each group to determine the order of each prompt logo according to each prompt logo and/or the position information of the virtual object corresponding to each prompt logo in the game screen contained in the graphical user interface; the display module 1130, It can be used to control the display of each prompt mark according to the group and order of each prompt mark.
  • a division module 1110 which may be used to divide a plurality of prompt signs into at least one group
  • a determination module 1120 can be used in each group to determine the order of each prompt logo according to each prompt logo and/or the position information of the virtual object corresponding to each prompt logo in the game screen contained in the graphical user interface
  • the display module 1130 It can be used to control the display of each prompt mark according to the group and order of each prompt mark.
  • the division module 1110 may be used to group multiple prompt identifiers according to preset rules, wherein the preset rules include any one of the following: divide the prompt identifiers of each virtual object into A group; according to the category of the virtual object, divide the prompt signs of the virtual objects belonging to the same category into a group; according to the sign categories of each prompt sign, divide the prompt signs with the same sign category into a group.
  • preset rules include any one of the following: divide the prompt identifiers of each virtual object into A group; according to the category of the virtual object, divide the prompt signs of the virtual objects belonging to the same category into a group; according to the sign categories of each prompt sign, divide the prompt signs with the same sign category into a group.
  • the determination module 1120 may be configured to determine the reference distance of each prompt mark according to each prompt mark and/or the position information of the virtual object corresponding to each prompt mark in the game screen , sort the reference distances of each prompt mark in ascending order, and determine the order of each prompt mark according to the order obtained after sorting, wherein, the reference distance of each prompt mark is determined by the prompt mark and/or the virtual object corresponding to the prompt mark The distance from the preset position in the game screen is determined.
  • the display module 1130 may be configured to display each reminder identifier in each group as an information combination consisting of the group and order of the reminder identifiers.
  • the display module 1130 when controlling the display of each reminder logo, can be used to display the representative logo of any group of reminder logos, wherein the representative logo includes any group with The hint ID for the smallest ordinal value.
  • the display module 1130 can be used to display any group of prompt signs when the number of prompt signs of any group is greater than the number threshold or the display ratio of the game screen is smaller than the ratio threshold. representative ID.
  • the display module 1130 can also be used to update the representations of each representative logo according to the game screen captured by the changed virtual camera when the position and/or shooting angle of the virtual camera change. The order of the individual prompt IDs in the corresponding group.
  • the display module 1130 when displaying the representative logo of any group of prompt logos, may also be used to locate the representative logo of any group of prompt logos on the game screen information, to determine whether the representative logo is blocked; when it is determined that the representative logo is blocked, sort and downgrade the prompt signs corresponding to the covered representative logo, and determine the order of the prompt marks in any group, according to any group The order of each prompt mark in the category determines a new representative mark for display.
  • the display module 1130 when displaying the representative logo of any group of prompt logos, can also be used to adjust the representative logo indicated by the first preset operation on the representative logo.
  • the prompt identifier with the smallest sequence value is determined as the new representative identifier, and the new representative identifier is displayed.
  • the display module 1130 when displaying a representative logo of any type of prompt logo, may also be configured to adjust the group corresponding to the representative logo in response to a second preset operation on the representative logo. The attribute value of the virtual object corresponding to each prompt mark in the category, and cancels the display of the representative mark.
  • Exemplary embodiments of the present disclosure also provide a computer-readable storage medium on which a program product capable of implementing the above-mentioned method in this specification is stored.
  • various aspects of the present disclosure can also be implemented in the form of a program product, which includes program code.
  • the program product runs on the terminal device, the program code is used to make the terminal device execute the above-mentioned Steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Methods" section:
  • the position information in the system determines the order of the prompt signs; and controls the display of each prompt sign according to the group and order of the prompt signs.
  • the dividing the plurality of reminder identifiers into at least one group includes: grouping the plurality of reminder identifiers according to a preset rule, wherein the preset rule includes any one of the following: Divide the prompt identification of each virtual object into a group; divide the prompt identification of virtual objects belonging to the same category into a group according to the category of the virtual object; Prompt tokens of the same token category are grouped into one group.
  • the determining the sequence of the prompt marks according to the prompt marks and/or the position information of the virtual objects corresponding to the prompt marks in the game screen contained in the GUI includes : According to each prompt mark and/or the position information of the virtual object corresponding to each prompt mark in the game screen, determine the reference distance of each prompt mark; according to the ascending order of each prompt mark The reference distances are sorted, and the order of the prompt marks is determined according to the order obtained after sorting; wherein, the reference distance of each prompt mark is determined by the prompt mark and/or the virtual object corresponding to the prompt mark and The distance between the preset positions in the game screen is determined.
  • controlling the display of each of the prompt marks according to the group and order of each of the prompt marks includes: displaying each of the prompt marks in each group as a group identified by the prompt Combination of information composed of gender and sequence.
  • the method when controlling the display of each prompt logo, the method further includes: displaying a representative logo of any group of prompt logos; wherein, the representative logo includes The hint ID for the smallest ordinal value.
  • the method further includes: when the number of prompt signs of any group is greater than a quantity threshold or the display ratio of the game screen is smaller than a ratio threshold, displaying a representative logo of any group of prompt signs.
  • the game screen includes the screen captured by the virtual camera in the game scene, and after obtaining the order of each prompt identification, the method further includes: when the position and/or shooting angle of the virtual camera When a change occurs, the order of each prompt mark in the group corresponding to each representative mark is updated according to the game screen captured by the changed virtual camera.
  • the method when displaying the representative logo of the prompt logo of any group, the method further includes: determining whether the representative logo is blocked according to the position information of the representative logo in the game screen; When it is determined that the representative logo is blocked, perform sorting and downgrading processing on the prompt logos corresponding to the blocked representative logos, and determine the order of the prompt logos in any of the groups; The order of each prompt ID of the user determines the new representative ID for display.
  • the method when displaying the representative logo of any group of prompt logos, the method further includes: adjusting the virtual object indicated by the representative logo in response to a first preset operation on the representative logo and among the prompt identifiers in any group except the representative identifier, determine the prompt identifier with the smallest sequence value as the new representative identifier, and display the new representative identifier.
  • the method when displaying the representative logo of any category of prompt logos, the method further includes: adjusting the group corresponding to the representative logo in response to a second preset operation on the representative logo.
  • Each prompt identifies the attribute value of the corresponding virtual object, and cancels the display of the representative identification.
  • the number of prompt marks displayed on the game screen can be reduced, the repetition degree of the prompt marks can be reduced, and the display area of the game scene can be increased.
  • the cognitive cost of the player for the prompt logo can also reduce the cognitive cost of the player for the prompt logo, and improve the visual effect of displaying the game screen;
  • the prompt logo can be integrated to optimize the information of the prompt logo Structure;
  • this exemplary embodiment can be implemented through a program, does not require an additional interface carrier, can provide players with an intuitive interface display effect, and has high portability and scalability.
  • a program product 1200 for implementing the above method according to an exemplary embodiment of the present disclosure is described, which may adopt a portable compact disk read-only memory (CD-ROM) and include program codes, and may be displayed on a terminal devices, such as personal computers.
  • CD-ROM portable compact disk read-only memory
  • the program product of the present disclosure is not limited thereto.
  • a readable storage medium may be any tangible medium containing or storing a program, and the program may be used by or in combination with an instruction execution system, apparatus or device.
  • Program product 1200 may utilize any combination of one or more readable media.
  • the readable medium may be a readable signal medium or a readable storage medium.
  • the readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination thereof. More specific examples (non-exhaustive list) of readable storage media include: electrical connection with one or more conductors, portable disk, hard disk, random access memory (RAM), read only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
  • a computer readable signal medium may include a data signal carrying readable program code in baseband or as part of a carrier wave. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
  • a readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transport a program for use by or in conjunction with an instruction execution system, apparatus, or device.
  • Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
  • Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages—such as Java, C++, etc., as well as conventional procedural programming Language - such as "C" or similar programming language.
  • the program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server to execute.
  • the remote computing device may be connected to the user computing device through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (for example, using an Internet service provider). business to connect via the Internet).
  • LAN local area network
  • WAN wide area network
  • Internet service provider for example, using an Internet service provider
  • Exemplary embodiments of the present disclosure also provide an electronic device capable of implementing the above method, which may be the above terminal device with a display screen.
  • An electronic device 1300 according to such an exemplary embodiment of the present disclosure is described below with reference to FIG. 13 .
  • the electronic device 1300 shown in FIG. 13 is only an example, and should not limit the functions and scope of use of the embodiments of the present disclosure.
  • electronic device 1300 may take the form of a general-purpose computing device.
  • the components of the electronic device 1300 may include, but are not limited to: the at least one processing unit 1310 mentioned above, the at least one storage unit 1320 mentioned above, the bus 1330 and the display unit 1340 connecting different system components (including the storage unit 1320 and the processing unit 1310).
  • the storage unit 1320 stores program codes, and the program codes can be executed by the processing unit 1310, so that the processing unit 1310 performs the steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Method" section above in this specification:
  • the position information in the system determines the order of the prompt signs; and controls the display of each prompt sign according to the group and order of the prompt signs.
  • the dividing the plurality of reminder identifiers into at least one group includes: grouping the plurality of reminder identifiers according to a preset rule, wherein the preset rule includes any one of the following: Divide the prompt identification of each virtual object into a group; divide the prompt identification of virtual objects belonging to the same category into a group according to the category of the virtual object; Prompt tokens of the same token category are grouped into one group.
  • the determining the sequence of the prompt marks according to the prompt marks and/or the position information of the virtual objects corresponding to the prompt marks in the game screen contained in the GUI includes : According to each prompt mark and/or the position information of the virtual object corresponding to each prompt mark in the game screen, determine the reference distance of each prompt mark; according to the ascending order of each prompt mark The reference distances are sorted, and the order of the prompt marks is determined according to the order obtained after sorting; wherein, the reference distance of each prompt mark is determined by the prompt mark and/or the virtual object corresponding to the prompt mark and The distance between the preset positions in the game screen is determined.
  • controlling the display of each of the prompt marks according to the group and order of each of the prompt marks includes: displaying each of the prompt marks in each group as a group identified by the prompt Combination of information composed of gender and sequence.
  • the method when controlling the display of each prompt logo, the method further includes: displaying a representative logo of any group of prompt logos; wherein, the representative logo includes The hint ID for the smallest ordinal value.
  • the method further includes: when the number of prompt signs of any group is greater than a quantity threshold or the display ratio of the game screen is smaller than a ratio threshold, displaying a representative logo of any group of prompt signs.
  • the game screen includes the screen captured by the virtual camera in the game scene, and after obtaining the order of each prompt identification, the method further includes: when the position and/or shooting angle of the virtual camera When a change occurs, the order of each prompt mark in the group corresponding to each representative mark is updated according to the game screen captured by the changed virtual camera.
  • the method when displaying the representative logo of the prompt logo of any group, the method further includes: determining whether the representative logo is blocked according to the position information of the representative logo in the game screen; When it is determined that the representative logo is blocked, perform sorting and downgrading processing on the prompt logos corresponding to the blocked representative logos, and determine the order of the prompt logos in any of the groups; The order of each prompt ID of the user determines the new representative ID for display.
  • the method when displaying the representative logo of any group of prompt logos, the method further includes: adjusting the virtual object indicated by the representative logo in response to a first preset operation on the representative logo and among the prompt identifiers in any group except the representative identifier, determine the prompt identifier with the smallest sequence value as the new representative identifier, and display the new representative identifier.
  • the method when displaying the representative logo of any category of prompt logos, the method further includes: adjusting the group corresponding to the representative logo in response to a second preset operation on the representative logo.
  • Each prompt identifies the attribute value of the corresponding virtual object, and cancels the display of the representative identification.
  • the number of prompt marks displayed on the game screen can be reduced, the repetition degree of the prompt marks can be reduced, and the display area of the game scene can be increased.
  • the cognitive cost of the player for the prompt logo can also reduce the cognitive cost of the player for the prompt logo, and improve the visual effect of displaying the game screen;
  • the prompt logo can be integrated to optimize the information of the prompt logo Structure;
  • this exemplary embodiment can be implemented through a program, does not require an additional interface carrier, can provide players with an intuitive interface display effect, and has high portability and scalability.
  • the storage unit 1320 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 1321 and/or a cache storage unit 1322 , and may further include a read-only storage unit (ROM) 1323 .
  • RAM random access storage unit
  • ROM read-only storage unit
  • Storage unit 1320 may also include programs/utilities 1324 having a set (at least one) of program modules 1325, such program modules 1325 including but not limited to: an operating system, one or more application programs, other program modules, and program data, Implementations of networked environments may be included in each or some combination of these examples.
  • Bus 1330 may represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local area using any of a variety of bus structures. bus.
  • the electronic device 1300 can also communicate with one or more external devices 1400 (such as keyboards, pointing devices, Bluetooth devices, etc.), and can also communicate with one or more devices that enable the user to interact with the electronic device 1300, and/or communicate with Any device (eg, router, modem, etc.) that enables the electronic device 1300 to communicate with one or more other computing devices. Such communication may occur through input/output (I/O) interface 1350 .
  • the electronic device 1300 can also communicate with one or more networks (such as a local area network (LAN), a wide area network (WAN) and/or a public network such as the Internet) through the network adapter 1360 .
  • networks such as a local area network (LAN), a wide area network (WAN) and/or a public network such as the Internet
  • the network adapter 1360 communicates with other modules of the electronic device 1300 through the bus 1330 .
  • other hardware and/or software modules may be used in conjunction with electronic device 1300, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives And data backup storage system, etc.
  • the exemplary implementations described here can be implemented by software, or by combining software with necessary hardware. Therefore, the technical solutions according to the exemplary embodiments of the present disclosure may be embodied in the form of software products, and the software products may be stored in a non-volatile storage medium (which may be CD-ROM, U disk, mobile hard disk, etc.) or On the network, several instructions are included to make a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) execute the method according to the exemplary embodiment of the present disclosure.
  • a computing device which may be a personal computer, a server, a terminal device, or a network device, etc.

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Abstract

一种游戏中的显示控制方法、装置、存储介质与电子设备,属于人机交互技术领域。通过终端设备提供图形用户界面,所述图形用户界面显示至少一个虚拟对象和所述至少一个虚拟对象分别对应的至少一个提示标识,且所述提示标识分别显示于对应的虚拟对象的附近,所述方法包括:将所述多个提示标识划分为至少一个组别;在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序;根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。优化了游戏中提示标识的显示效果,提高了玩家的游戏体验。

Description

游戏中的显示控制方法、装置、存储介质与电子设备
本公开要求于2021年05月17日提交的申请号为202110534316.9、名称为“游戏中的显示控制方法、装置、存储介质与电子设备”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全文。
技术领域
本公开涉及人机交互技术领域,尤其涉及一种游戏中的显示控制方法、游戏中的显示控制装置、计算机可读存储介质与电子设备。
背景技术
随着计算机技术等的发展,电子游戏的种类越来越多。例如,在一些模拟经营或策略类游戏中,玩家可以扮演管理者的角色,对游戏中虚拟的现实世界进行经营管理。这类游戏由于具有策略性强、场景元素丰富等特点,受到了大众的广泛喜爱。
在上述游戏中,通常需要设置虚拟对象的提示标识,来提示玩家对虚拟对象进行操作,如收集虚拟对象产生的虚拟物品。然而,随着游戏进程的不断推进,游戏场景中的虚拟对象和虚拟对象所产生的虚拟物品的数量都会不断增多,由此,虚拟对象的提示标识的数量也不断增多,有时会出现提示标识互相重叠、遮挡游戏场景的问题,尤其在游戏场景的显示比例较小时,会给玩家带来较大的信息压力,游戏的视觉效果变差。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开提供了一种游戏中的显示控制方法、游戏中的显示控制装置、计算机可读存储介质与电子设备,进而至少在一定程度上改善现有技术中提示标识的视觉显示效果不佳的问题。
本公开的其他特性和优点将通过下面的详细描述变得显然,或部分地通过本公开的实践而习得。
根据本公开的第一方面,提供一种游戏中的显示控制方法,通过终端设备提供图形用户界面,所述图形用户界面显示至少一个虚拟对象和与所述至少一个虚拟对象分别关联的一个或多个提示标识,且所述提示标识分别显示于对应的虚拟对象的附近,所述方法包括:将所述多个提示标识划分为至少一个组别;在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序;根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。
在本公开的一种示例性实施方式中,所述将所述多个提示标识划分为多个至少一个组别,包括:按照预设规则对所述多个提示标识进行分组,其中,所述预设规则包括以下任意一条:将每个虚拟对象的提示标识划分为一个组别;按照所述虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别;根据各所述提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。
在本公开的一种示例性实施方式中,所述根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序,包括:根据每个提示标识和/或所述每个提示标识对应的虚拟对象在所述游戏画面中的位置信息,确定所述每个提示标识的参考距离;按照升序方式对所述每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各所述提示标识的顺序;其中,所述每个提示标识的参考距离通过所述提示标识和/或所述提示标识对应的虚拟对象与所述游戏画面中的预设位置之间的距离确定。
在本公开的一种示例性实施方式中,所述根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示,包括:将所述每个组别中的各个提示标识显示为由所述提示标识的组别和顺序组成的信息组合。
在本公开的一种示例性实施方式中,在控制各所述提示标识进行显示时,所述方法还包括:显示所述任一组别的提示标识的代表标识;其中,所述代表标识包括所述任一组别中具有最小顺序值的提示标识。
在本公开的一种示例性实施方式中,所述方法还包括:当任一组别的提示标识的数量大于数量阈值或所述游戏画面的显示比例小于比例阈值时,显示所述任一组别的提示标识的代表标识。
在本公开的一种示例性实施方式中,所述游戏画面包括通过虚拟相机在游戏场景中捕获到的画面,在得到各所述提示标识的顺序后,所述方法还包括:当所述虚拟相机的位置和/或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新各代表标识所对应的组别中的各个提示标识的顺序。
在本公开的一种示例性实施方式中,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:根据所述代表标识在所述游戏画面中的位置信息,确定所述代表标识是否被遮挡;在确定所述代表标识被遮挡时,对被遮挡的代表标识所对应的提示标识进行排序降级处理,并确定所述任一组别中的各提示标识的顺序;根据所述任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。
在本公开的一种示例性实施方式中,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:响应于对所述代表标识的第一预设操作,调整所述代表标识所指示的虚拟对象的属性值;以及在除所述代表标识以外的所述任一组别中的提示标识中,将具有最小顺序值的提示标识确定为新的代表标识,显示所述新的代表标识。
在本公开的一种示例性实施方式中,在显示所述任一类别的提示标识的代表标识时,所述方法还包括:响应于对所述代表标识的第二预设操作,调整所述代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,并取消对所述代表标识的显示。
根据本公开的第二方面,提供一种游戏中的显示控制装置,通过终端设备提供图形用户界面,通过终端设备提供图形用户界面,所述图形用户界面显示至少一个虚拟对象和与所述至少一个虚拟对象分别关联的一个或多个提示标识,且所述提示标识分别显示于对应的虚拟对象的附近,所述装置包括:划分模块,用于将所述多个提示标识划分为至少一个组别;确定模块,用于在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序;显示模块,用于根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。
在本公开的一种示例性实施方式中,所述划分模块用于按照预设规则对所述多个提示标识进行分组,其中,所述预设规则包括以下任意一条:将每个虚拟对象的提示标识划分为一个组别;按照所述虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别;根据各所述提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。
在本公开的一种示例性实施方式中,所述确定模块用于根据每个提示标识和/或所述每个提示标识对应的虚拟对象在所述游戏画面中的位置信息,确定所述每个提示标识的参考距离,按照升序方式对所述每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各所述提示标识的顺序,其中,所述每个提示标识的参考距离通过所述提示标识和/或所述提示标识对应的虚拟对象与所述游戏画面中的预设位置之间的距离确定。
在本公开的一种示例性实施方式中,所述显示模块用于将所述每个组别中的各个提示标识显示为由所述提示标识的组别和顺序组成的信息组合。
在本公开的一种示例性实施方式中,在控制各所述提示标识进行显示时,所述显示模块用于显示所述任一组别的提示标识的代表标识,其中,所述代表标识包括所述任一组别中具有最小顺序值的提示标识。
在本公开的一种示例性实施方式中,所述显示模块用于当任一组别的提示标识的数量大于数量阈值或所述游戏画面的显示比例小于比例阈值时,显示所述任一组别的提示标识的代表标识。
在本公开的一种示例性实施方式中,所述游戏画面包括通过虚拟相机在游戏场景中捕获到的画面,在得到各所述提示标识的顺序后,所述方法还包括:当所述虚拟相机的位置和/或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新各代表标识所对应的组别中的各个提示标识的顺序。
在本公开的一种示例性实施方式中,在显示所述任一组别的提示标识的代表标识时,所述显示模块还用于根据所述代表标识在所述游戏画面中的位置信息,确定所述代表标识是否被遮挡;在确定所述代表标识被遮挡时,对被遮挡的代表标识对应的提示标识进行排序降级处理,并确定所述任一组别中的各提示标识的顺序;根据所述任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。
在本公开的一种示例性实施方式中,在显示所述任一组别的提示标识的代表标识时,所述显示模块还用于响应于对所述代表标识的第一预设操作,调整所述代表标识所指示的虚拟对象的属性值,以及在除所述代表标识以外的所述任一组别中的提示标识中,将具有最小顺序值的提示标识确定为新的代表标识,显示所述新的代表标识。
在本公开的一种示例性实施方式中,在显示所述任一类别的提示标识的代表标识时,所述显示模块还用于响应于对所述代表标识的第二预设操作,调整所述代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,并取消对所述代表标识的显示。
根据本公开的第三方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述任意一种游戏中的显示控制方法。
根据本公开的第四方面,提供一种电子设备,包括:处理器;以及存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令来执行上述任意一种游戏中的显示控制方法。
本公开具有以下有益效果:
根据本示例性实施方式中的游戏中的显示控制方法、游戏中的显示控制装置、计算机可读存储介质和电子设备,可以将多个提示标识划分为至少一个组别,并在每个组别中,根据各提示标识或各提示标识对应的虚拟对象在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序,根据各提示标识的组别和顺序,控制各提示标识进行显示。一方面,通过根据各提示标识的类别和顺序控制各提示标识进行显示,可以减少游戏画面中显示的提示标识的数量,降低提示标识的重复度,增大游戏场景的显示面积,也可以降低玩家对提示标识的认知成本,提高显示游戏画面的视觉效果;另一方面,通过将多个提示标识划分为至少一个组别,可以对提示标识进行整合,优化提示标识的信息结构;再一方面,本示例性实施方式可以通过程序实现,不需要额外的界面载体,能够为玩家提供直观的界面显示效果,且具有较高的可移植性和可扩展性。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施方式,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅 是本公开的一些实施方式,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的附图。
图1示出本示例性实施方式中一种相关技术中的提示标识的示意图;
图2A和图2B示出本示例性实施方式中另一种相关技术中的提示标识的示意图;
图3示出本示例性实施方式中一种游戏中的显示控制方法的流程图;
图4示出本示例性实施方式中一种划分提示标识的类别的示意图;
图5示出本示例性实施方式中一种提示标识的示意图;
图6示出本示例性实施方式中一种缩放显示的游戏画面的示意图;
图7示出本示例性实施方式中一种代表标识的示意图;
图8A和图8B示出本示例性实施方式中一种更新提示标识的顺序的示意图;
图9A和图9B示出本示例性实施方式中另一种代表标识的示意图;
图10示出本示例性实施方式中再一种代表标识的示意图;
图11示出本示例性实施方式中一种游戏中的显示控制装置的结构框图;
图12示出本示例性实施方式中一种用于实现上述方法的计算机可读存储介质;
图13示出本示例性实施方式中一种用于实现上述方法的电子设备。
具体实施方式
现在将参考附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本公开将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施方式中。
相关技术的一种方案中,参考图1所示,可以增大游戏场景中各虚拟对象之间的距离来控制虚拟对象的提示标识的密度,同时限制游戏画面的缩放比例,来控制游戏画面中显示的提示标识的数量和重叠度。然而,在这种方法中,当物品获取表示的数量较多时,仍会产生提示标识互相重叠、遮挡游戏场景的问题,且玩家也无法更宏观地浏览和规划游戏场景中虚拟对象的布局等,玩家进行游戏的自由度大大降低。此外,上述方法也无法适用于虚拟对象的密度较大的游戏中。
相关技术的另一种方案中,可以将虚拟对象的提示标识设置在游戏场景中进行显示,随着游戏画面的缩放,提示标识也可以随之进行缩放。例如,图2A示出了一种提示标识的界面示意图,在缩放游戏画面的显示比例后,呈现出如图2B所示的游戏画面,可以看出,当游戏画面缩放至较小比例时,提示标识的尺寸会变得很小,玩家很难辨认和区分不同的提示标识。
鉴于前述的各种问题,本公开的示例性实施方式首先提供了一种应用于终端设备的游戏中的显示控制方法。其中,终端设备可以是具有显示屏幕的电子设备,例如可以是 台式或便携式计算机、智能手机、平板电脑、便携式游戏机等。本示例性实施方式中,可以通过终端设备提供图形用户界面,该图形用户界面可以由终端设备的处理器执行游戏应用程序并在终端设备的显示器上渲染得到,且图形用户界面可以显示至少一个虚拟对象和与该虚拟对象分别关联的一个或多个提示标识,且各提示标识可以分别显示于对应的虚拟对象的附近。其中,虚拟对象的附近可以是虚拟对象的预设范围内的区域,如可以是虚拟对象在一定距离范围内的区域。例如,对于虚拟对象a而言,对应的提示标识可以包括x1、x2和x3,对于虚拟对象b而言,对应的提示标识可以包括y1、y2、y3和y4,在显示各提示标识时,可以将提示标识显示于虚拟对象的邻近区域,如可以将提示标识挂靠在虚拟对象的左上角或右上角进行显示。
虚拟对象是指游戏中受玩家操作或不受玩家操作的游戏角色,可以包括道路、建筑物、动植物等等,提示标识可以用于提示玩家对虚拟对象进行某种操作,例如,可以提示玩家对虚拟对象进行升级,或者也可以提示玩家获取虚拟对象对应的某个虚拟物品。例如,在一些城市模拟类游戏中,“农场”可以用于生产多种“作物”,如“小麦”、“水稻”等,此时,虚拟对象“农场”对应的“作物”,即“小麦”、“水稻”等为与其相对应的虚拟物品,此时,虚拟物品的提示标识可以用于提示玩家收集对应“作物”,以增加该“作物”的数量。
图3示出了本示例性实施方式的一种流程,可以包括以下步骤S310~S330:
步骤S310.将多个提示标识划分为至少一个组别。
本示例性实施方式中,一个虚拟对象可以对应一个或多个提示标识,当虚拟对象的数量较多或虚拟对象的提示标识的数量较多时,提示标识可以按照相应的划分标准划分为多个组别,该划分标准可以由操作人员预先配置,或者也可以由玩家根据自己的使用习惯进行设置。
在一种可选的实施方式中,每个组别之间可以通过相同或相似的外形、轮廓、颜色、亮度等来进行区分显示。例如:组别A包括2个提示标识,组别B包括3个提示标识。那么可以采用字母或文字来进行区分,如:A1和A2;B1、B2和B3。也可以采用不同的外形来进行区分,如:组别A中的2个提示标识采用圆形的标识进行显示,每个提示标识中通过logo进行组内的区分;组别B中的3个提示标识采用正方形的标识进行显示,每个提示标识中通过logo进行组内的区分。
具体而言,在一种可选的实施方式中,可以按照预设规则对上述多个提示标识进行分组。其中,预设规则可以包括以下任意一条:
(1)将每个虚拟对象的提示标识划分为一个组别。例如,当一个虚拟对象对应多个虚拟物品时,可以将与该虚拟对象关联的全部虚拟物品的提示标识划分为一个组别。其中,每个虚拟物品可以包括一个或多个提示标识,每个提示标识可以用于表示不同的提示信息。
(2)按照虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别。具体的,可以按照虚拟对象的类别,将属于同一类别的虚拟对象的提示标识划分为一个组别,其中,虚拟对象的类别可以是由操作人员根据虚拟对象的属性预先配置的。
例如,在上述城市模拟类游戏中,可以包括“房屋”、“道路”、“植物”等多种类别的虚拟对象,则可以按照这些虚拟对象的类别,将属于对应类别的全部虚拟对象的提示标识划分为一个组别,如可以将属于“房屋”类别的“农舍”、“大楼”、“别墅”等虚拟对象的提示标识划分为一个组别。再例如,参考图4所示,可以按照“生产建筑”的类别,对属于不同类别的“生产建筑”的提示标识进行划分,如图所示,游戏场景内的“生产建筑”的类别包括A、B、C和D四个类型,每个“生产建筑”均可以生成和显示一个或多个提示标识,由此,虚拟对象的提示标识也可以相应的被划分为A、B、C和D四个组别。
(3)根据各提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。其中,标识类别是指提示标识的固有属性,可以由操作人员在游戏开发时配置。例如,标识类别可以表示一种特定的虚拟物品,则可以将标识类别相同的虚拟物品的所有提示标识划分为一个组别,也就是说,对于不同的虚拟对象而言,其对应的提示标识的标识类别也可能相同,所以可以将不同虚拟对象所对应的具有相同标识类别的提示标识划分为一个组别。
在一种可选的实施方式中,还可以按照虚拟对象在游戏场景中的位置,将一定区域内的虚拟对象的提示标识划分为一个组别。例如,对于地理位置处于“海边”的多个虚拟对象,可以将这些虚拟对象对应的提示标识划分为一个组别。
需要说明的是,上述将多个提示标识划分为不同的组别的方法仅为示例性说明,在实际应用中,可以设置不同的提示标识的划分规则,本示例性实施方式对此不做特殊限定。
通过将多个提示标识划分为至少一个组别,可以有效整合游戏场景中各个虚拟对象的提示标识,优化游戏中提示标识的信息结构。
步骤S320.在每个组别中,根据各提示标识和/或各提示标识对应的虚拟对象在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序。
其中,图形用户界面是采用图形方式显示的计算机操作用户界面,可以包括游戏画面和游戏中的操作控件等;提示标识在游戏画面中的位置信息可以包括提示标识在游戏画面中的坐标信息等。
在将提示标识划分为多个组别后,可以在每个组别中,根据各提示标识或各提示标识对应的虚拟对象在游戏画面中的位置信息,确定每个组别中的提示标识的顺序。具体的,可以根据各提示标识或各提示标识对应的虚拟对象在游戏画面中的位置信息,确定各提示标识或各提示标识对应的虚拟对象与游戏画面中某一定点的距离,来确定各提示 标识的顺序,其中,定点可以是游戏画面中的任意一点。
在一种可选的实施方式中,根据各提示标识在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序。其中,获取各个提示标识在游戏画面中的位置信息,确定各提示标识的位置与游戏画面中某一定点的距离,来确定各提示标识的顺序。
在一种可选的实施方式中,根据各提示标识对应的虚拟对象在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序。其中,各个虚拟对象包括对应的一个或多个提示标识,这些提示标识以各虚拟对象为锚点,依附于各虚拟对象,并在各虚拟对象的附近进行显示,因此,获取各个虚拟对象在游戏画面中的位置信息,确定各虚拟对象的位置与游戏画面中某一定点的距离,来确定各提示标识的顺序。
在一种可选的实施方式中,根据各提示标识和各提示标识对应的虚拟对象在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序。其中,各个虚拟对象包括对应的一个或多个提示标识,这些提示标识以各虚拟对象为锚点,依附于各虚拟对象,并在各虚拟对象的附近进行显示。同时考虑到多个提示标识之间可能存在重叠遮挡,因此,获取各个各提示标识和各提示标识对应的虚拟对象在游戏画面中的位置信息,确定各提示标识和各提示标识对应的虚拟对象与游戏画面中某一定点的距离,来确定各提示标识的顺序。通过对各提示标识和各虚拟对象的位置信息进行同一考量,从而在排序的过程中,可以更为客观,大大减少提示标识发生重叠的可能性。
在一种可选的实施方式中,步骤S320可以通过以下方法实现:
根据每个提示标识或每个提示标识对应的虚拟对象在游戏画面中的位置信息,确定每个提示标识的参考距离;
按照升序方式对每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各提示标识的顺序。
其中,每个提示标识的参考距离可以通过提示标识或提示标识对应的虚拟对象与游戏画面中的预设位置之间的距离确定,游戏画面中的预设位置可以是游戏画面中的任意一点,例如可以是游戏画面中的中心点;参考距离可以用于表示提示标识与游戏画面中的预设位置的距离大小。
参考图5所示,对于游戏场景中显示的A、B、C、D四类“生产建筑”,可以按照每个组别中各个提示标识与游戏画面中的中心点510之间的距离,对每个组别的提示标识的参考距离按照从小到大的顺序进行排序,从而将排序后得到的顺序作为上述多个提示标识的顺序,并据此确定各提示标识的顺序。以组别为A的提示标识为例,按照A组别对应的每个提示标识与游戏画面的中心点的距离,游戏画面中可以显示提示标识A1、A2、A3、A4和A5,其中,数字可以表示对应提示标识的顺序,可以看出,距离越近,顺序越靠前。通过上述方法,可以实现提示标识的数据层次和结构的优化。
通过上述步骤S320,可以根据提示标识在游戏画面中的位置确定各提示标识的顺 序,能够帮助定位每个提示标识的位置,当提示标识的数量较多时,可以大大减少玩家定位提示标识的时间。
步骤S330.根据各提示标识的组别和顺序,控制各提示标识进行显示。
在确定各提示标识的组别和顺序后,可以在图形用户界面中显示各提示标识的组别或顺序。由此,玩家可以快速确定各虚拟对象的提示标识的内容和位置,便于玩家选择相应的提示标识进行操作,因而可以提高玩家的操作效率,优化游戏中提示标识的显示效果。
为了便于玩家同时确定每个提示标识的组别和位置,在一种可选的实施方式中,可以在显示各提示标识时,将每个组别中的各个提示标识显示为由该提示标识的组别和顺序组成的信息组合。例如,继续参考图5所示,每个提示标识显示为气泡形状,气泡内可以显示提示标识的组别和顺序。由此,玩家可以根据提示标识内显示的内容确定提示标识的组别和顺序,判断出其属于哪种虚拟物品,进而可以快速确定自己想要选择的提示标识,尤其是在提示标识的数量较多时,能够大大减少玩家查找提示标识所需要的时间,提高玩家操作的准确率和效率。
进一步的,当图形用户界面中显示的提示标识的数量较多时,若显示全部的提示标识会占用较多的显示面积,会对游戏场景产生过多的遮挡,并且当显示的相同的提示标识的数量较多时,也会给玩家带来较大的信息压力,导致其难以辨认和区分不同的提示标识。因此,在一种可选的实施方式中,还可以执行以下方法:
显示任一组别的提示标识的代表标识。其中,代表标识可以用于表示一个组别的提示标识,如可以是任一组别中具有最小顺序值的提示标识。此外,代表标识也可以是其他类型的标识信息,如可以是由组别和该组别提示标识的数量组合而成的标识,或者也可以是能够唯一代表某一组别的提示标识的形状标识等。
通过上述方法,可以用代表标识表示游戏画面中的一个组别的提示标识,实现一个组别的提示标识的省略显示。由此,可以大大减少游戏画面中提示标识的数量,提升游戏画面的视觉效果。
此外,在一些情况下,还可以设置显示代表标识的条件,来触发提示标识的省略显示。例如,在一种可选的实施方式中,当任一组别的提示标识的数量大于数量阈值或游戏画面的显示比例小于比例阈值时,可以显示上述任一组别的提示标识的代表标识。其中,数量阈值和比例阈值均可以由操作人员根据游戏内容等自行配置,例如,可以将数量阈值设置为10,比例阈值设置为0.5。
实际上,当游戏画面的显示比例较小时,如图6所示,游戏画面中所显示的游戏场景的范围较大,玩家可以进行较大范围的布局规划,在这种情况下,显示全部提示标识会导致玩家难以辨认和区分每个提示标识。因此,当任一组别的提示标识数量大于数量阈值或游戏画面的显示比例小于比例阈值时,可以减少提示标识的显示数量,并将其转 换为省略显示。具体而言,可以在图形用户界面中,隐藏上述任一组别中每个提示标识的显示,并显示该组别的提示标识的代表标识,该代表标识可以是上述任一组别中具有最小顺序值的提示标识,也就是该组别中排序最前的提示标识。例如,参考图7所示,对于如图5所示的游戏画面,在任一组别的提示标识的数量大于2时,可以对该组别的提示标识进行省略显示,即显示该组别中排序最前的提示标识,如图所示,在省略显示的情况下,游戏画面中仅显示4个提示标识,即A1、B1、C1和D1。
通过上述方法,可以在提示标识的数量较多或者游戏画面的显示比例较小时,减少图形用户界面中显示的提示标识的数量,使得提示标识尽可能的出现在可视范围内,增加游戏场景的显示面积,也可以确保提示标识的显示尺寸,对玩家而言,能够非常容易地区分提示标识及其所在的位置,也不容易忽略提示标识,故可以提高游戏的防错性能。
进一步的,本示例性实施方式中,游戏画面可以是虚拟相机在游戏场景中捕获到的画面,而当虚拟相机的位置或拍摄角度发生变化后,游戏画面也会发生变化,因此,在一种可选的实施方式中,可以在虚拟相机的位置或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新代表标识所对应的组别中的各个提示标识的顺序。具体而言,可以依据变化后的虚拟相机所捕获的游戏画面确定各代表标识对应的组别中的各个提示标识的位置信息,并根据该位置信息重新确定各提示标识的顺序。在更新各提示标识的顺序后,可以重新确定每个组别中的代表标识,如可以重新确定每个组别中具有最小顺序的提示标识,来得到新的代表标识并进行显示。
示例性的,可以依据变化后的虚拟相机所捕获的游戏画面确定新的游戏画面的中心点,计算各提示标识与新的游戏画面中的中心点的距离,来更新各提示标识的顺序。参考图8A所示,游戏画面810的中心点为811,当虚拟相机的位置发生变化后,如图8B所示,图形用户界面中切换显示游戏画面820,其对应的游戏画面的中心点为821,此时,可以分别计算代表标识A1、B1、C1和D1对应的组别中的各个提示标识与新的游戏画面的中心点,即821之间的距离,来更新各代表标识对应的组别中的各个提示标识的顺序。在更新各提示标识的顺序后,可以根据该顺序重新确定每个组别的代表标识。如图所示,当游戏画面的中心点从811切换为821后,代表标识的位置均发生了变化,且C组别的提示标识的代表标识由C1更新为C2。
通过这种方法,可以在游戏画面发生变化时,及时更新各提示标识的顺序。
考虑到代表标识有可能存在互相遮挡的问题,为了减少被遮挡的代表标识对游戏画面的影响,在一种可选的实施方式中,可以根据上述代表标识在游戏画面中的位置信息,确定该代表标识是否被遮挡,在确定该代表标识被遮挡时,对被遮挡的代表标识所对应的提示标识进行排序降级处理,并确定上述任一组别中的各提示标识的顺序,从而根据上述任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。参考图9A所示,代表标识为对应组别中具有最小顺序值的提示标识,每个代表标识显示为由组别和顺序 组成的标识信息,代表标识C1被B1遮挡,此时,可以对被遮挡的代表标识,即提示标识C1进行排序降级,如可以将提示标识C1的顺序更新为2,由此,可以将提示标识C2作为新的代表标识,如图9B所示,提示标识C1不再进行显示,而显示新的代表标识C2。通过对被遮挡的代表标识进行排序降级处理,可以确定每个组别中未被遮挡、且排序最靠前的提示标识,从而可以保证图形用户界面中显示的代表标识不被遮挡,避免了遮挡信息对玩家操作产生干扰的可能。
本示例性实施方式中,提示标识和代表标识均可以用于增加虚拟对象的属性值。其中,虚拟对象的属性值可以是虚拟对象本身的属性值,如可以是虚拟对象的等级等,也可以是虚拟对象对应的虚拟物品的属性值,如可以是虚拟对象拥有的某个虚拟物品的数量、产量、生命值等等。由此,在一种可选的实施方式中,在显示任一组别的提示标识的代表标识时,还可以执行以下方法:
响应于对代表标识第一预设操作,调整代表标识所指示的虚拟对象的属性值;
在除代表标识以外的上述任一组别中的提示标识中,将具有最小顺序值的提示标识确定为新的代表标识,显示新的代表标识。
其中,第一预设操作是指玩家调整代表标识对应的虚拟对象的属性值的操作,如可以是玩家点击代表标识的操作。
在接收到玩家对代表标识的第一预设操作时,可以调整代表标识所指示的虚拟对象的属性值,例如,可以按照代表标识所指示的升级值对虚拟对象进行升级,或者也可以调整代表标识所指示的虚拟对象关于某个虚拟物品的数量值,例如:获取代表标识所指代的数量值的虚拟物品,在游戏内的虚拟物品数量总值之上,增加该数量值,从而确定新的游戏内的虚拟物品数量总值。接下来,可以按照对应组别的提示标识的顺序,依次显示该组别中的下一个提示标识,如图10所示,在如图9所示的游戏画面中,在玩家触发对代表标识A1的第一预设操作后,可以控制对应的虚拟对象增加关于A1对应的虚拟物品的属性值,并按照顺序显示A组别提示标识的下一个提示标识,即A2。
在一种可选的实施方式中,在通过上述方法依次调整每个提示标识对应的虚拟对象的属性值时,可以在显示每个提示标识时,判断当前时刻该提示标识所属组别的全部提示标识的数量是否大于上述数量阈值,如果大于数量阈值,可以继续显示该组别提示标识的代表标识,如果不大于数量阈值,则可以停止显示该组别提示标识的代表标识,并显示该组别提示标识中的全部提示标识。也就是说,在按照顺序依次调整每个提示标识对应的虚拟对象的属性值时,可以在调整代表标识所指示的虚拟对象的属性值后,顺序显示下一提示标识,直至显示代表标识的条件不再满足。
进一步的,为了提高玩家的操作效率,在一种可选的实施方式中,在显示任一组别的提示标识的代表标识时,还可以执行以下方法:
响应于对代表标识的第二预设操作,调整代表标识对应的组别中的各个提示标识所 对应的虚拟对象的属性值,并取消对代表标识的显示
其中,第二预设操作是调整代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值的操作,如可以是玩家拖动代表标识向某一方向移动的操作。
在接收到玩家对代表标识的第二预设操作时,可以调整代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,如可以控制代表标识对应的组别中的各个提示标识对应的虚拟对象进行升级,或者也可以控制游戏画面中与代表标识相关联的虚拟对象获取代表标识所指示的组别中各个提示标识对应的虚拟物品,并增加虚拟对象对虚拟物品的数量或产量等,例如:获取代表标识所指代的该组别内的虚拟物品,在游戏内的虚拟物品数量总值之上,增加该组别内的虚拟物品的数量值,从而确定新的游戏内的虚拟物品数量总值。例如,在如图10所示的游戏画面中,在玩家触发对代表标识B1的第二预设操作时,可以控制对应的虚拟对象增加关于B组别提示标识对应的虚拟物品的数量,从而实现对某一组别提示标识对应的虚拟物品的批量获取。在完成批量获取后,可以隐藏对应的提示标识在图形用户界面中的显示。
通过以上方法,可以实现对一类提示标识的一键操作,如可以实现对多个虚拟物品的一键获取,提高玩家游戏的操作便利性和操作效率。
进一步的,在上述方法中,可以在游戏开发时,由操作人员选择是否开启提示标识的批量选择功能,例如,可以将代表标识的操作方式设置为默认操作,即只要接收到玩家对代表标识的选择操作时,默认调整代表标识所指示的一个虚拟对象的属性值,或者默认调整代表标识所指示的组别中的各个提示标识对应的虚拟对象的属性值。此外,也可以在游戏中同时设置通过代表标识单独调整虚拟对象的属性值和通过代表标识批量调整虚拟对象的属性值的功能,由玩家自己选择各个功能的开启,以及各个功能的操作方式,如玩家可以选择同时开启单独调整虚拟对象的属性值的功能和批量调整虚拟对象的属性值的功能,并设置不同的操作方式来控制代表标识执行对应的功能。通过这种方式,可以增强代表标识的操作灵活性,满足玩家自定义游戏操作方式的需求。
综上,根据本示例性实施方式中的游戏中的显示控制方法,可以将多个提示标识划分为至少一个组别,并在每个组别中,根据各提示标识或各提示标识对应的虚拟对象在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序,根据各提示标识的组别和顺序,控制各提示标识进行显示。一方面,通过根据各提示标识的类别和顺序控制各提示标识进行显示,可以减少游戏画面中显示的提示标识的数量,降低提示标识的重复度,增大游戏场景的显示面积,也可以降低玩家对提示标识的认知成本,提高显示游戏画面的视觉效果;另一方面,通过将多个提示标识划分为至少一个组别,可以对提示标识进行整合,优化提示标识的信息结构;再一方面,本示例性实施方式可以通过程序实现,不需要额外的界面载体,能够为玩家提供直观的界面显示效果,且具有较高的可移植性和可扩展性。
本示例性实施方式还提供了一种游戏中的显示控制装置,通过终端设备提供图形用户界面,图形用户界面显示至少一个虚拟对象和与至少一个虚拟对象分别关联的一个或多个提示标识,且提示标识分别显示于对应的虚拟对象的附近,参考图11所示,游戏中的显示控制装置1100可以包括:划分模块1110,可以用于将多个提示标识划分为至少一个组别;确定模块1120,可以用于在每个组别中,根据各提示标识和/或各提示标识对应的虚拟对象在图形用户界面中包含的游戏画面中的位置信息,确定各提示标识的顺序;显示模块1130,可以用于根据各提示标识的组别和顺序,控制各提示标识进行显示。
在本公开的一种示例性实施方式中,划分模块1110可以用于按照预设规则对多个提示标识进行分组,其中,预设规则包括以下任意一条:将每个虚拟对象的提示标识划分为一个组别;按照虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别;根据各提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。
在本公开的一种示例性实施方式中,确定模块1120可以用于根据每个提示标识和/或每个提示标识对应的虚拟对象在游戏画面中的位置信息,确定每个提示标识的参考距离,按照升序方式对每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各提示标识的顺序,其中,每个提示标识的参考距离通过提示标识和/或提示标识对应的虚拟对象与游戏画面中的预设位置之间的距离确定。
在本公开的一种示例性实施方式中,显示模块1130可以用于将每个组别中的各个提示标识显示为由提示标识的组别和顺序组成的信息组合。
在本公开的一种示例性实施方式中,在控制各提示标识进行显示时,显示模块1130可以用于显示任一组别的提示标识的代表标识,其中,代表标识包括任一组别中具有最小顺序值的提示标识。
在本公开的一种示例性实施方式中,显示模块1130可以用于当任一组别的提示标识的数量大于数量阈值或游戏画面的显示比例小于比例阈值时,显示任一组别的提示标识的代表标识。
在本公开的一种示例性实施方式中,显示模块1130还可以用于当虚拟相机的位置和/或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新各代表标识所对应的组别中的各个提示标识的顺序。
在本公开的一种示例性实施方式中,在显示任一组别的提示标识的代表标识时,显示模块1130还可以用于根据任一组别的提示标识的代表标识在游戏画面中的位置信息,确定代表标识是否被遮挡;在确定代表标识被遮挡时,对被遮挡的代表标识对应的提示标识进行排序降级处理,并确定任一组别中的各提示标识的顺序,根据任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。
在本公开的一种示例性实施方式中,在显示任一组别的提示标识的代表标识时,显示模块1130还可以用于响应于对代表标识的第一预设操作,调整代表标识所指示的虚拟 对象的属性值,以及在除代表标识以外的任一组别中的提示标识中,将具有最小顺序值的提示标识确定为新的代表标识,显示新的代表标识。
在本公开的一种示例性实施方式中,在显示任一类别的提示标识的代表标识时,显示模块1130还可以用于响应于对代表标识的第二预设操作,调整代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,并取消对代表标识的显示。
上述装置中各模块的具体细节在方法部分实施方式中已经详细说明,未披露的方案细节内容可以参见方法部分的实施方式内容,因而不再赘述。
所属技术领域的技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,这里可以统称为“电路”、“模块”或“系统”。
本公开的示例性实施方式还提供了一种计算机可读存储介质,其上存储有能够实现本说明书上述方法的程序产品。在一些可能的实施方式中,本公开的各个方面还可以实现为一种程序产品的形式,其包括程序代码,当程序产品在终端设备上运行时,程序代码用于使终端设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤:
将所述多个提示标识划分为至少一个组别;在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序;根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。
可选的,所述将所述多个提示标识划分为多个至少一个组别,包括:按照预设规则对所述多个提示标识进行分组,其中,所述预设规则包括以下任意一条:将每个虚拟对象的提示标识划分为一个组别;按照所述虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别;根据各所述提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。
可选的,所述根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序,包括:根据每个提示标识和/或所述每个提示标识对应的虚拟对象在所述游戏画面中的位置信息,确定所述每个提示标识的参考距离;按照升序方式对所述每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各所述提示标识的顺序;其中,所述每个提示标识的参考距离通过所述提示标识和/或所述提示标识对应的虚拟对象与所述游戏画面中的预设位置之间的距离确定。
可选的,所述根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示,包括:将所述每个组别中的各个提示标识显示为由所述提示标识的组别和顺序组成的信 息组合。
可选的,在控制各所述提示标识进行显示时,所述方法还包括:显示所述任一组别的提示标识的代表标识;其中,所述代表标识包括所述任一组别中具有最小顺序值的提示标识。
可选的,所述方法还包括:当任一组别的提示标识的数量大于数量阈值或所述游戏画面的显示比例小于比例阈值时,显示所述任一组别的提示标识的代表标识。
可选的,所述游戏画面包括通过虚拟相机在游戏场景中捕获到的画面,在得到各所述提示标识的顺序后,所述方法还包括:当所述虚拟相机的位置和/或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新各代表标识所对应的组别中的各个提示标识的顺序。
可选的,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:根据所述代表标识在所述游戏画面中的位置信息,确定所述代表标识是否被遮挡;在确定所述代表标识被遮挡时,对被遮挡的代表标识所对应的提示标识进行排序降级处理,并确定所述任一组别中的各提示标识的顺序;根据所述任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。
可选的,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:响应于对所述代表标识的第一预设操作,调整所述代表标识所指示的虚拟对象的属性值;以及在除所述代表标识以外的所述任一组别中的提示标识中,将具有最小顺序值的提示标识确定为新的代表标识,显示所述新的代表标识。
可选的,在显示所述任一类别的提示标识的代表标识时,所述方法还包括:响应于对所述代表标识的第二预设操作,调整所述代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,并取消对所述代表标识的显示。
通过上述实施方式,一方面,通过根据各提示标识的类别和顺序控制各提示标识进行显示,可以减少游戏画面中显示的提示标识的数量,降低提示标识的重复度,增大游戏场景的显示面积,也可以降低玩家对提示标识的认知成本,提高显示游戏画面的视觉效果;另一方面,通过将多个提示标识划分为至少一个组别,可以对提示标识进行整合,优化提示标识的信息结构;再一方面,本示例性实施方式可以通过程序实现,不需要额外的界面载体,能够为玩家提供直观的界面显示效果,且具有较高的可移植性和可扩展性。
参考图12所示,描述了根据本公开的示例性实施方式的用于实现上述方法的程序产品1200,其可以采用便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在终端设备,例如个人电脑上运行。然而,本公开的程序产品不限于此,在本文件中,可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。
程序产品1200可以采用一个或多个可读介质的任意组合。可读介质可以是可读信号介质或者可读存储介质。可读存储介质例如可以为但不限于电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。可读存储介质的更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读介质,该可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。
本公开的示例性实施方式还提供了一种能够实现上述方法的电子设备,其可以是上述具有显示屏幕的终端设备。下面参照图13来描述根据本公开的这种示例性实施方式的电子设备1300。图13显示的电子设备1300仅仅是一个示例,不应对本公开实施方式的功能和使用范围带来任何限制。
如图13所示,电子设备1300可以以通用计算设备的形式表现。电子设备1300的组件可以包括但不限于:上述至少一个处理单元1310、上述至少一个存储单元1320、连接不同系统组件(包括存储单元1320和处理单元1310)的总线1330和显示单元1340。
其中,存储单元1320存储有程序代码,程序代码可以被处理单元1310执行,使得处理单元1310执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤:
将所述多个提示标识划分为至少一个组别;在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信 息,确定各所述提示标识的顺序;根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。
可选的,所述将所述多个提示标识划分为多个至少一个组别,包括:按照预设规则对所述多个提示标识进行分组,其中,所述预设规则包括以下任意一条:将每个虚拟对象的提示标识划分为一个组别;按照所述虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别;根据各所述提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。
可选的,所述根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序,包括:根据每个提示标识和/或所述每个提示标识对应的虚拟对象在所述游戏画面中的位置信息,确定所述每个提示标识的参考距离;按照升序方式对所述每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各所述提示标识的顺序;其中,所述每个提示标识的参考距离通过所述提示标识和/或所述提示标识对应的虚拟对象与所述游戏画面中的预设位置之间的距离确定。
可选的,所述根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示,包括:将所述每个组别中的各个提示标识显示为由所述提示标识的组别和顺序组成的信息组合。
可选的,在控制各所述提示标识进行显示时,所述方法还包括:显示所述任一组别的提示标识的代表标识;其中,所述代表标识包括所述任一组别中具有最小顺序值的提示标识。
可选的,所述方法还包括:当任一组别的提示标识的数量大于数量阈值或所述游戏画面的显示比例小于比例阈值时,显示所述任一组别的提示标识的代表标识。
可选的,所述游戏画面包括通过虚拟相机在游戏场景中捕获到的画面,在得到各所述提示标识的顺序后,所述方法还包括:当所述虚拟相机的位置和/或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新各代表标识所对应的组别中的各个提示标识的顺序。
可选的,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:根据所述代表标识在所述游戏画面中的位置信息,确定所述代表标识是否被遮挡;在确定所述代表标识被遮挡时,对被遮挡的代表标识所对应的提示标识进行排序降级处理,并确定所述任一组别中的各提示标识的顺序;根据所述任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。
可选的,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:响应于对所述代表标识的第一预设操作,调整所述代表标识所指示的虚拟对象的属性值;以及在除所述代表标识以外的所述任一组别中的提示标识中,将具有最小顺序值的提示标识 确定为新的代表标识,显示所述新的代表标识。
可选的,在显示所述任一类别的提示标识的代表标识时,所述方法还包括:响应于对所述代表标识的第二预设操作,调整所述代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,并取消对所述代表标识的显示。
通过上述实施方式,一方面,通过根据各提示标识的类别和顺序控制各提示标识进行显示,可以减少游戏画面中显示的提示标识的数量,降低提示标识的重复度,增大游戏场景的显示面积,也可以降低玩家对提示标识的认知成本,提高显示游戏画面的视觉效果;另一方面,通过将多个提示标识划分为至少一个组别,可以对提示标识进行整合,优化提示标识的信息结构;再一方面,本示例性实施方式可以通过程序实现,不需要额外的界面载体,能够为玩家提供直观的界面显示效果,且具有较高的可移植性和可扩展性。
存储单元1320可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)1321和/或高速缓存存储单元1322,还可以进一步包括只读存储单元(ROM)1323。
存储单元1320还可以包括具有一组(至少一个)程序模块1325的程序/实用工具1324,这样的程序模块1325包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。
总线1330可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理单元或者使用多种总线结构中的任意总线结构的局域总线。
电子设备1300也可以与一个或多个外部设备1400(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子设备1300交互的设备通信,和/或与使得该电子设备1300能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口1350进行。并且,电子设备1300还可以通过网络适配器1360与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图所示,网络适配器1360通过总线1330与电子设备1300的其它模块通信。应当明白,尽管图中未示出,可以结合电子设备1300使用其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的示例性实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来 具体化。
此外,上述附图仅是根据本公开示例性实施方式的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例性实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开示例性实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、终端装置、或者网络设备等)执行根据本公开示例性实施方式的方法。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其他实施方式。本公开旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施方式仅被视为示例性的,本公开的真正范围和精神由权利要求指出。

Claims (13)

  1. 一种游戏中的显示控制方法,通过终端设备提供图形用户界面,所述图形用户界面显示至少一个虚拟对象和与所述至少一个虚拟对象分别关联的一个或多个提示标识,且所述提示标识分别显示于对应的虚拟对象的附近,所述方法包括:
    将所述多个提示标识划分为至少一个组别;
    在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序;
    根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。
  2. 根据权利要求1所述的方法,其中,所述将所述多个提示标识划分为多个至少一个组别,包括:
    按照预设规则对所述多个提示标识进行分组,其中,所述预设规则包括以下任意一条:
    将每个虚拟对象的提示标识划分为一个组别;
    按照所述虚拟对象的类别,将属于相同类别的虚拟对象的提示标识划分为一个组别;
    根据各所述提示标识的标识类别,将具有相同标识类别的提示标识划分为一个组别。
  3. 根据权利要求1所述的方法,其中,所述根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序,包括:
    根据每个提示标识和/或所述每个提示标识对应的虚拟对象在所述游戏画面中的位置信息,确定所述每个提示标识的参考距离;
    按照升序方式对所述每个提示标识的参考距离进行排序,并依据排序后得到的顺序确定各所述提示标识的顺序;
    其中,所述每个提示标识的参考距离通过所述提示标识和/或所述提示标识对应的虚拟对象与所述游戏画面中的预设位置之间的距离确定。
  4. 根据权利要求1所述的方法,其中,所述根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示,包括:
    将所述每个组别中的各个提示标识显示为由所述提示标识的组别和顺序组成的信息组合。
  5. 根据权利要求1所述的方法,其中,在控制各所述提示标识进行显示时,所述方法还包括:
    显示所述任一组别的提示标识的代表标识;
    其中,所述代表标识包括所述任一组别中具有最小顺序值的提示标识。
  6. 根据权利要求5所述的方法,其中,所述方法还包括:
    当任一组别的提示标识的数量大于数量阈值或所述游戏画面的显示比例小于比例阈值时,显示所述任一组别的提示标识的代表标识。
  7. 根据权利要求5所述的方法,其中,所述游戏画面包括通过虚拟相机在游戏场景中捕获到的画面,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:
    当所述虚拟相机的位置和/或拍摄角度发生变化时,依据变化后的虚拟相机所捕获到的游戏画面更新各代表标识所对应的组别中的各个提示标识的顺序。
  8. 根据权利要求5所述的方法,其中,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:
    根据所述代表标识在所述游戏画面中的位置信息,确定所述代表标识是否被遮挡;
    在确定所述代表标识被遮挡时,对被遮挡的代表标识所对应的提示标识进行排序降级处理,并确定所述任一组别中的各提示标识的顺序;
    根据所述任一组别中的各提示标识的顺序确定新的代表标识,以进行显示。
  9. 根据权利要求5所述的方法,其中,在显示所述任一组别的提示标识的代表标识时,所述方法还包括:
    响应于对所述代表标识的第一预设操作,调整所述代表标识对应的虚拟对象的属性值;以及
    在除所述代表标识以外的所述任一组别中的提示标识中,将具有最小顺序值的提示标识确定为新的代表标识,显示所述新的代表标识。
  10. 根据权利要求5所述的方法,其中,在显示所述任一类别的提示标识的代表标识时,所述方法还包括:
    响应于对所述代表标识的第二预设操作,调整所述代表标识对应的组别中的各个提示标识所对应的虚拟对象的属性值,并取消对所述代表标识的显示。
  11. 一种游戏中的显示控制装置,通过终端设备提供图形用户界面,所述图形用户界面显示至少一个虚拟对象和与所述至少一个虚拟对象分别关联的一个或多个提示标识,且所述提示标识分别显示于对应的虚拟对象的附近,所述装置包括:
    划分模块,用于将所述多个提示标识划分为至少一个组别;
    确定模块,用于在每个组别中,根据各所述提示标识和/或各所述提示标识对应的虚拟对象在所述图形用户界面中包含的游戏画面中的位置信息,确定各所述提示标识的顺序;
    显示模块,用于根据各所述提示标识的组别和顺序,控制各所述提示标识进行显示。
  12. 一种计算机可读存储介质,其上存储有计算机程序,其中,所述计算机程序被处理器执行时实现权利要求1-10任一项所述的方法。
  13. 一种电子设备,其中,包括:
    处理器;以及
    存储器,用于存储所述处理器的可执行指令;
    其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1-10任一项所述的方法。
PCT/CN2022/080225 2021-05-17 2022-03-10 游戏中的显示控制方法、装置、存储介质与电子设备 WO2022242276A1 (zh)

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