WO2024087786A1 - 游戏元素的显示方法、装置、计算机设备及存储介质 - Google Patents

游戏元素的显示方法、装置、计算机设备及存储介质 Download PDF

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Publication number
WO2024087786A1
WO2024087786A1 PCT/CN2023/111041 CN2023111041W WO2024087786A1 WO 2024087786 A1 WO2024087786 A1 WO 2024087786A1 CN 2023111041 W CN2023111041 W CN 2023111041W WO 2024087786 A1 WO2024087786 A1 WO 2024087786A1
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Prior art keywords
identifier
display
combat
graphical user
user interface
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PCT/CN2023/111041
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English (en)
French (fr)
Inventor
李云鹏
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网易(杭州)网络有限公司
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Publication of WO2024087786A1 publication Critical patent/WO2024087786A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Definitions

  • the present disclosure relates to the field of game technology, and in particular to a method, device, computer equipment and storage medium for displaying game elements.
  • terminals such as smart phones, tablet computers and laptops
  • terminals are developing in a diversified and personalized direction, and are becoming an indispensable terminal in people's life and work.
  • entertainment games that can be operated on terminals have emerged.
  • multiplayer online tactical competitive games Multiplayer Online Battle Arena, MOBA
  • massively multiplayer online games Massive Multiplayer Online, MMO
  • client or server architecture are deeply loved by users due to their high fluency, good operation feel, real-time combat and other characteristics.
  • the game interface will present different interface effects according to the player's different game states, so that the player can obtain corresponding information in different game states.
  • the disclosed embodiments provide a method, apparatus, computer device and storage medium for displaying game elements.
  • the problem that the game interface of the related art does not distinguish between the combat state and the out-of-combat state, which results in the long-term display of combat interface information on the interface and the complicated and messy interface display can be solved.
  • the problem that the game interface of the related art displays combat-related interface information in the combat state and hides the combat-related interface information in the non-combat state which, however, results in the player being unable to monitor some special states, affecting the player's strategy deployment in the game, thereby affecting the player's gaming experience and resulting in the problem of low game interaction efficiency can be solved.
  • an embodiment of the present disclosure provides a method for displaying game elements, wherein a graphical user interface is provided through a terminal, wherein the graphical user interface includes at least a portion of a virtual scene, a first virtual character located in the virtual scene and controlled by the terminal device, and at least one battle-related interface element, wherein the battle-related interface element is configured to indicate battle information related to the battle, and the first virtual character is controlled by the terminal device.
  • the color is in an out-of-combat state, and the battle-related interface elements displayed on the graphical user interface are battle-related interface elements in a thumbnail form.
  • the method includes:
  • the combat-related interface elements in the expanded form displayed by the graphical user interface are restored to combat-related interface elements in the abbreviated form.
  • an embodiment of the present disclosure provides a display device for game elements, the display device for game elements comprising:
  • a first response unit configured to respond to an event that the first virtual character enters a combat state, and replace the combat-related interface elements in the thumbnail form displayed on the graphical user interface with combat-related interface elements in the expanded form;
  • the second response unit is used to respond to the event that the first virtual character leaves the combat state, and restore the combat-related interface elements in the expanded form displayed by the graphical user interface to the combat-related interface elements in the thumbnail form.
  • an embodiment of the present disclosure further provides a computer device, comprising a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program implements any step of a method for displaying game elements when executed by the processor.
  • an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of any one of the methods for displaying game elements are implemented.
  • the disclosed embodiment provides a method, apparatus, computer device and storage medium for displaying game elements.
  • the combat-related interface elements in the thumbnail form displayed on the graphical user interface are replaced with combat-related interface elements in the expanded form.
  • the combat-related interface elements in the expanded form displayed on the graphical user interface are restored to the combat-related interface elements in the thumbnail form.
  • the disclosed embodiment selectively displays combat-related interface elements corresponding to different game states in the graphical user interface according to the game state of the first virtual character controlled by the player.
  • It can provide targeted different interface display information and display minor combat information in thumbnails to distinguish it from important combat information, thereby improving the player's game interaction efficiency, enhancing the immersion, improving the player's game experience, reducing the response frequency of hardware devices, and helping to save the computing resources of hardware devices.
  • FIG. 1 is a schematic diagram of a scene of a display system for game elements provided by one of the embodiments of the present disclosure.
  • FIG. 2 is a flow chart of a method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 3 is a schematic diagram of an application scenario of a method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 4 is a schematic diagram of another application scenario of the method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 5 a is a schematic diagram of another application scenario of the method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 5 b is a schematic diagram of another application scenario of the method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 6 is a schematic diagram of another application scenario of the method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 7 is a schematic diagram of another application scenario of the method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 8 is a schematic diagram of another application scenario of the method for displaying game elements provided by one of the embodiments of the present disclosure.
  • FIG. 9 is a schematic diagram of a structure of a display device for game elements provided by one of the embodiments of the present disclosure.
  • FIG. 10 is a schematic diagram of the structure of a computer device provided in one of the embodiments of the present disclosure.
  • the embodiments of the present disclosure provide a method, device, computer equipment and storage medium for displaying game elements.
  • the method for displaying game elements of the embodiments of the present disclosure can be executed by a computer device, wherein the computer device can be a terminal or a server.
  • the terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc.
  • the terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.
  • the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
  • basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
  • the terminal device when the display method of the game element is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen.
  • the terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run.
  • the terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection.
  • the terminal device may include a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instruction, and control the display of the graphical user interface on the touch display screen.
  • the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface
  • the graphical user interface includes a game screen
  • the processor is used to run the game, generate a graphical user interface, respond to the operation instruction, and control the display of the graphical user interface on the touch display screen.
  • the display method of the game element when run on the server, it can be a cloud game.
  • Cloud gaming refers to a gaming method based on cloud computing.
  • the cloud gaming operation mode the operating body of the game application and the main body of the game screen presentation are separated, and the storage and operation of the display method of the game element are completed on the cloud gaming server.
  • the game screen presentation is completed on the client of the cloud gaming.
  • the client is mainly used to receive and send game data and present the game screen.
  • the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, personal digital assistant, etc., but the terminal device for processing game data is the cloud game server in the cloud.
  • the user When playing the game, the user operates the cloud game client to send operation instructions to the cloud game server.
  • the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
  • FIG. 1 is a scene diagram of a display system of a game element provided by an embodiment of the present disclosure.
  • the system may include at least one terminal, at least one server, at least one database, and a network.
  • the terminal held by the user can be connected to the servers of different games through the network.
  • the terminal is any device with computing hardware that can support and execute software products corresponding to the game.
  • the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers.
  • the network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc.
  • WLAN wireless local area network
  • LAN local area network
  • cellular network a 2G network
  • 3G network a 3G network
  • 4G network a 5G network
  • different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc.
  • multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games.
  • the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.
  • the disclosed embodiment provides a method for displaying game elements, which can be executed by a terminal or a server.
  • the disclosed embodiment takes the method for displaying game elements executed by a terminal as an example for explanation.
  • the terminal may include a touch screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch screen is used as an example for explanation here), and the touch screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
  • the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions.
  • the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application
  • the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user.
  • the processor is configured to
  • the touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the graphical user interface using a finger, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.
  • the game can be any of casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc.
  • the game may include a virtual scene of the game drawn on the graphical user interface.
  • the virtual scene of the game may include one or more virtual objects controlled by the user (or player), such as virtual characters.
  • the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, for example, to limit the movement of one or more objects to a specific area within the virtual scene.
  • the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to the player, provide virtual services, increase the score related to the player's performance, etc.
  • the graphical user interface may also present one or more indicators to provide indication information to the player.
  • a game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character).
  • one or more other virtual objects are controlled by other players of the game.
  • one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to implement a man-machine battle mode.
  • a virtual object has various skills or abilities that game players use to achieve their goals.
  • a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game.
  • skills or abilities can be activated by a player of the game using one of a plurality of preset touch operations with a touch display screen of a terminal.
  • the processor may be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
  • the scene diagram of the display system of the various game elements shown in Figure 1 is merely an example.
  • the display system and scene of the various game elements described in the embodiment of the present disclosure are intended to more clearly illustrate the technical solution of the embodiment of the present disclosure, and do not constitute a limitation on the technical solution provided by the embodiment of the present disclosure.
  • a person of ordinary skill in the art can know that with the emergence of new business scenarios, the technical solution provided by the embodiment of the present disclosure is also applicable to similar technical problems.
  • the embodiments of the present disclosure provide a method, device, computer equipment and storage medium for displaying game elements, which can improve the game interaction efficiency of players in the game.
  • the following are detailed descriptions. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.
  • the disclosed embodiment provides a method for displaying game elements, which can be executed by a terminal or a server.
  • the disclosed embodiment takes the method for displaying game elements executed by a terminal as an example for explanation.
  • the disclosed embodiment provides a graphical user interface through a terminal, wherein the graphical user interface includes at least part of a virtual scene, a first virtual character controlled by the terminal device in the virtual scene, and at least one battle-related interface element, wherein the battle-related interface element is configured to indicate battle information related to a battle, wherein the first virtual character is in an out-of-combat state, and the battle-related interface element displayed on the graphical user interface is a battle-related interface element in a thumbnail form.
  • the battle-related information configured with the battle-related interface element can be the skill information of the game skills of the first virtual character, or the character information of the teammate of the first virtual character, that is, the second virtual character, or other battle-related battle information.
  • a game screen is displayed on a graphical user interface, and the game screen includes a virtual scene.
  • the virtual scene is a virtual environment displayed (or provided) when the application is running on a terminal.
  • the virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment.
  • the virtual environment is used for a virtual environment battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual environment.
  • a virtual scene is displayed in the game interface, and one or more virtual characters can be displayed in the virtual scene.
  • the virtual characters can include a first virtual character, a second virtual character, and a third virtual character, wherein the second virtual character is a virtual character in the same camp as the first virtual character, and the third virtual character is a virtual character in a different camp than the first virtual character.
  • the first virtual character, the second virtual character, and the third virtual character can exist simultaneously in the virtual scene, which is an example and not a limitation.
  • a virtual character (or hero) refers to an active object in a virtual environment.
  • a virtual character refers to a virtual object in the game controlled by a user or player through a terminal.
  • a first virtual object refers to a virtual object in the game controlled by the current player through the terminal, that is, a virtual character controlled by the player on this end.
  • the second virtual character and the third virtual character refer to virtual objects in the game controlled by other users through terminals, that is, virtual characters controlled by other terminal users.
  • FIG. 2 is a schematic diagram of a flow chart of a method for displaying game elements provided by an embodiment of the present disclosure.
  • the specific flow of the method for displaying game elements may include steps 101 to 102 as follows:
  • the method further includes:
  • the first virtual character is currently in the preset combat area, it is determined that the first virtual character is in a combat state, and an event of the first virtual character entering the combat state is responded to.
  • the first virtual character controlled by the user may be located in the virtual scene.
  • the first virtual character has not entered the preset combat area, so the first virtual character has not entered the combat state.
  • the computer device determines whether the current location of the first virtual character belongs to the preset combat area. If the first virtual character is currently in the preset combat area, it is determined that the first virtual character is in the combat state, and responds to the event of the first virtual character entering the combat state.
  • the method further includes:
  • the first virtual object is damaged by attacks from other virtual characters in the virtual scene, or the first virtual character attacks other virtual characters in the virtual scene, it is determined that the first virtual character is fighting, and an event of the first virtual character entering a combat state is responded to.
  • the graphical user interface also includes a second virtual character in the virtual scene that is in the same camp as the first virtual character.
  • a second virtual character in the virtual scene that is in the same camp as the first virtual character.
  • a first virtual character controlled by a user may be located in a virtual scene.
  • the computer device detects that a second virtual character is fighting with a third virtual character, it determines that the second virtual character enters a combat state, thereby determining that the first virtual character is fighting, and responds to the first virtual character.
  • the battle-related interface element in the expanded form includes a plurality of element display identifiers.
  • the step of "responding to the event that the first virtual character leaves the combat state, restoring the battle-related interface element in the expanded form displayed by the graphical user interface to the battle-related interface element in the thumbnail form" includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated element identifier, and the display of other element display identifiers among the multiple element display identifiers on the graphical user interface is canceled.
  • the multiple element display identifiers include a shortcut key identifier, an element graphic identifier, and a text identifier, wherein the shortcut key identifier is used to prompt the player to control the first virtual character to trigger the battle-related interface element associated with the shortcut key identifier in the virtual scene.
  • the step of "responding to the event that the first virtual character leaves the battle state, determining a target element display identifier from the multiple element display identifiers, and generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier as the battle-related interface element in the thumbnail form" may include:
  • determining the shortcut key identifier as a target element display identifier from the multiple element display identifiers and generating a thumbnail shortcut identifier as the combat-related interface element in the thumbnail form based on current combat information associated with the shortcut key identifier and the combat-related interface element;
  • the step of replacing the battle-related interface element in the expanded form displayed on the graphical user interface with the abbreviated element identifier, and cancelling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated shortcut identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.
  • a plurality of element display identifiers may include a shortcut key identifier and an element graphic identifier.
  • the computer device detects that the second virtual character and the third virtual character have finished fighting, it is determined that the first virtual character follows the second virtual character to leave the battle, and the computer device responds to the event that the first virtual character leaves the battle state, determines the shortcut key identifier as the target element display identifier from the plurality of element display identifiers, and generates a thumbnail shortcut identifier as the battle-related interface element in the thumbnail form based on the current battle information associated with the shortcut key identifier and the battle-related interface element.
  • the battle-related interface element (shortcut key identifier and element graphic identifier) in the expanded form displayed by the graphical user interface is replaced with the thumbnail shortcut identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.
  • multiple element display identifiers may include friendly camp character information, shortcut key identifiers, and element graphic identifiers.
  • the computer device detects that the second virtual character and the third virtual character have finished fighting, it is determined that the first virtual character follows the second virtual character to leave the battle, and the computer device responds to the event that the first virtual character leaves the battle state, determines the friendly camp character information and shortcut key identifier as the target element display identifier from the multiple element display identifiers, generates a thumbnail shortcut identifier based on the current battle information associated with the shortcut key identifier and the battle-related interface element, and at this time, the friendly camp character information includes the character information of the first virtual character and the character information of the second virtual character, and the character information may include a character image identifier, a character name identifier (such as Zhang San and Li Si) and a character health value identifier (such as a health bar and health value), generates a thumbnail character identifier based on the friendly camp character
  • battle-related interface elements friendly camp character information, shortcut key identifier and element graphic identifier
  • the battle-related interface elements friendly camp character information, shortcut key identifier and element graphic identifier
  • the abbreviated shortcut identifier and abbreviated character identifier are replaced with the abbreviated shortcut identifier and abbreviated character identifier, and the display of the character health value identifier, element graphic identifier and text identifier on the graphical user interface is cancelled.
  • the battle-related interface element may be associated with a game skill
  • the abbreviated shortcut identifier may update the shadow display ratio in the abbreviated shortcut identifier according to the cooldown time of the game skill.
  • the cooldown time of the game skill corresponding to the abbreviated shortcut identifier is 5 seconds
  • the computer device may detect that If the cooling time of the game skill corresponding to the abbreviated shortcut logo is 1 second, the shadow display ratio in the abbreviated shortcut logo is 20%.
  • the shadow display ratio in the abbreviated shortcut logo is updated from 20% to 80%, thereby reminding the player that the game skill is about to cool down.
  • the computer device In order to distinguish and display different skill types when the first virtual character leaves the combat state, so as to distinguish and prompt the player's skills in the thumbnail state, when the computer device detects that the first virtual character leaves the combat state, the computer device responds to the event that the first virtual character leaves the combat state, determines the shortcut key identifier as the target element display identifier from multiple element display identifiers, judges the skill type of the game skill corresponding to the shortcut key identifier, determines the conventional game skill and the special game skill respectively, and generates the first shortcut key identifier and the second shortcut key identifier respectively according to the first specified color corresponding to the conventional game skill and the second specified color of the special game skill, as the combat-related interface elements in the thumbnail form.
  • the combat-related interface elements shortcut key identifier and element graphic identifier
  • the first shortcut key identifier of the conventional game skill is grayscale display
  • the second shortcut key identifier of the special game skill is highlighted display.
  • the first shortcut key identifier of the conventional game skill is displayed in the first color
  • the second shortcut key identifier of the special game skill is displayed in the second color, and the first color is different from the second color.
  • the step of “in response to the event that the first virtual character leaves the combat state, determining a target element display identifier from the multiple element display identifiers, and generating a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier as the combat-related interface element in the thumbnail form” may include:
  • the step of replacing the battle-related interface element in the expanded form displayed on the graphical user interface with the thumbnail element graphic identifier, and canceling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface includes:
  • the step of “the step of responding to the event that the first virtual character leaves the combat state, determining a target element display identifier from the multiple element display identifiers, and generating a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier as the combat-related interface element in the thumbnail form” may include:
  • the step of replacing the battle-related interface element in the expanded form displayed on the graphical user interface with the abbreviated text identifier, and cancelling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated shortcut identifier, and the display of the shortcut key identifier and the element graphic identifier on the graphical user interface is canceled.
  • the step of "generating the thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, as the battle-related interface element in the thumbnail form" it also includes:
  • adjusting the display size of the thumbnail element identifier to obtain an adjusted thumbnail element identifier, wherein the display size of the adjusted thumbnail element identifier is smaller than the display size of the element display identifier;
  • the adjusted thumbnail element identifier is used as the battle-related interface element in the thumbnail form.
  • a plurality of element display identifiers may include a shortcut key identifier and an element graphic identifier.
  • the computer device detects that the second virtual character and the third virtual character have ended the battle, and determines that the first virtual character follows the second virtual character out of the battle, the computer device responds to the event that the first virtual character leaves the battle state, determines the shortcut key identifier as the target element display identifier from the plurality of element display identifiers, and generates a thumbnail shortcut identifier based on the current battle information associated with the shortcut key identifier and the battle-related interface element as the battle-related interface element in the thumbnail form.
  • the machine device responds to the size adjustment instruction for the thumbnail element identifier, adjusts the display size of the thumbnail element identifier to obtain an adjusted thumbnail element identifier, wherein the display size of the adjusted thumbnail element identifier is smaller than the display size of the element display identifier, and then replaces the battle-related interface elements (shortcut key identifier and element graphic identifier) in the expanded form displayed by the graphical user interface with the adjusted thumbnail element identifier, and cancels the display of the element graphic identifier and the text identifier on the graphical user interface.
  • the battle-related interface elements shortcut key identifier and element graphic identifier
  • the step of "generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier as the battle-related interface element in the thumbnail form" it also includes:
  • the display color of the abbreviated element identifier is set to a specified display color to obtain a set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier is displayed differently from the element display identifier;
  • the set abbreviated element identifier is used as the battle-related interface element in the abbreviated form.
  • the method further includes:
  • an information display window is displayed on the graphical user interface, wherein the information display window is used to display the thumbnail element identifier associated with the thumbnail element identifier. All current combat information;
  • the display of the information display window is canceled.
  • the step of "replacing the battle-related interface element in the expanded form displayed on the graphical user interface with the abbreviated element identifier, and canceling the display of other element display identifiers of the multiple element display identifiers on the graphical user interface" it also includes:
  • a graphical user interface is displayed on a touch screen of a computer device, the graphical user interface including at least a portion of a virtual scene, a first virtual character, a second virtual character, and a third virtual character located in the virtual scene and controlled by the terminal device, and at least one battle-related interface element, the battle-related interface element being configured to indicate battle information related to a battle, the first virtual character being in an out-of-combat state, and the battle-related interface element displayed on the graphical user interface being a battle-related interface element in a thumbnail form, that is, a thumbnail shortcut identifier is displayed.
  • the first virtual character controlled by the user may be located in a virtual scene.
  • the computer device detects that the second virtual character is fighting with the third virtual character, it is determined that the second virtual character enters a combat state, thereby determining that the first virtual character is fighting.
  • the combat-related interface element in the thumbnail form displayed by the graphical user interface is replaced with a combat-related interface element in the expanded form, wherein the combat-related interface element in the expanded form includes a plurality of element display identifiers, and the plurality of element display identifiers may include a shortcut key identifier and an element graphic identifier.
  • the battle-related interface element (shortcut key identifier and element graphic identifier) in the expanded form displayed by the graphical user interface is replaced with the thumbnail shortcut identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.
  • the disclosed embodiment provides a method for displaying game elements, by responding to the event that the first virtual character enters a combat state, replacing the combat-related interface elements in the thumbnail form displayed by the graphical user interface with combat-related interface elements in the expanded form; then, in response to the event that the first virtual character leaves the combat state, restoring the combat-related interface elements in the expanded form displayed by the graphical user interface to combat-related interface elements in the thumbnail form.
  • the disclosed embodiment selectively displays combat-related interface elements corresponding to different game states in the graphical user interface according to the game state of the first virtual character controlled by the player, and can provide different interface display information in a targeted manner, display minor combat information in thumbnails to distinguish it from important combat information, thereby improving the player's game interaction efficiency, enhancing the sense of immersion, and improving the player's game experience.
  • the embodiment of the present disclosure also provides a device for displaying game elements based on the method for displaying game elements.
  • the meanings of the terms are the same as those in the method for displaying game elements, and the specific implementation details can refer to the description in the method embodiment.
  • FIG. 9 is a schematic diagram of the structure of a display device for game elements provided by an embodiment of the present disclosure, the device comprising:
  • a first response unit 201 is used to respond to the event that the first virtual character enters a combat state, and replace the combat-related interface elements in the thumbnail form displayed on the graphical user interface with combat-related interface elements in the expanded form;
  • the second responding unit 202 is used to respond to the event that the first virtual character leaves the combat state, and restore the combat-related interface elements in the expanded form displayed by the graphical user interface to the combat-related interface elements in the thumbnail form.
  • the display device of the game element includes:
  • a first response subunit for responding to an event that the first virtual character leaves the combat state, determining a target element display identifier from the plurality of element display identifiers, and generating a thumbnail element identifier as a combat-related interface element in the thumbnail form based on the target element display identifier and current combat information associated with the target element display identifier;
  • the first replacement subunit is used to replace the battle-related interface element in the expanded form displayed by the graphical user interface with the abbreviated element identifier, and cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.
  • the display device of the game element includes:
  • a second response subunit configured to respond to an event that the first virtual character leaves the combat state, determine the shortcut key identifier as a target element display identifier from the multiple element display identifiers, and generate a thumbnail shortcut identifier as the combat-related interface element in the thumbnail form based on current combat information associated with the shortcut key identifier and the combat-related interface element;
  • the display device of the game element includes:
  • the second replacement subunit is used to replace the battle-related interface element in the expanded form displayed by the graphical user interface with the abbreviated shortcut logo, and cancel the display of the element graphic logo and the text logo on the graphical user interface.
  • the display device of the game element includes:
  • a first adjustment subunit is used to adjust the display size of the abbreviated element identifier in response to a size adjustment instruction for the abbreviated element identifier to obtain an adjusted abbreviated element identifier, wherein the display size of the adjusted abbreviated element identifier is smaller than the display size of the element display identifier;
  • the first adjustment subunit is further used to identify the adjusted thumbnail element as a battle-related interface element in the thumbnail form.
  • the display device of the game element includes:
  • a third response subunit is used to respond to the color adjustment instruction for the abbreviated element identifier, set the display color of the abbreviated element identifier to a specified display color, and obtain the set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier is displayed differently from the element display identifier;
  • the third response subunit is further used to identify the set abbreviated element as a battle-related interface element in the abbreviated form.
  • the display device of the game element includes:
  • a fourth response subunit configured to, in response to a first touch operation on the graphical user interface, restore display of other element display identifiers of the plurality of element display identifiers on the graphical user interface during a duration of the first touch operation;
  • the processing subunit is configured to cancel display of other element display identifiers among the multiple element display identifiers on the graphical user interface when detecting that the first touch operation ends.
  • the display device of the game element includes:
  • a fifth response subunit configured to display an information display window on the graphical user interface in response to a second touch operation on the abbreviated element identifier, wherein the information display window is configured to display all current combat information associated with the abbreviated element identifier;
  • the fifth response subunit is further used to cancel the display of the information display window in response to any position on the graphical user interface except the information display window.
  • the display device of the game element includes:
  • the sixth response subunit is used to cancel the display of the abbreviated element identifier on the graphical user interface in response to a third touch operation on the abbreviated element identifier.
  • the display device of the game element includes:
  • the seventh response subunit is used to cancel the display of all thumbnail element identifiers on the graphical user interface in response to the touch operation on the graphical user interface.
  • the display device of the game element includes:
  • a first determining subunit used to determine whether the current location of the first virtual character belongs to a preset combat area
  • the first determining subunit is further configured to determine that the first virtual character is in a combat state if the first virtual character is currently in the preset combat area, and respond to an event that the first virtual character enters a combat state.
  • the display device of the game element includes:
  • a second determining subunit is used to determine whether there is a game event of attacking or being attacked between the first virtual character and other virtual characters;
  • the second determining subunit is further configured to determine that the first virtual character is engaged in combat and respond to an event in which the first virtual character enters a combat state.
  • the display device of the game element includes:
  • the third determining subunit is used to determine that the first virtual character is engaged in combat when it is detected that the second virtual character enters a combat state, and respond to the event that the first virtual character enters a combat state.
  • the disclosed embodiment discloses a display device for game elements, wherein the first response unit 201 responds to the event that the first virtual character enters a combat state, and replaces the combat-related interface elements in the thumbnail form displayed on the graphical user interface with combat-related interface elements in an expanded form; the second response unit 202 responds to the event that the first virtual character leaves the combat state, and restores the combat-related interface elements in the expanded form displayed on the graphical user interface to combat-related interface elements in the thumbnail form.
  • different interface display information can be provided in a targeted manner, and minor combat information can be displayed in thumbnails to be distinguished from important combat information, thereby improving the game interaction efficiency of the player, enhancing the sense of immersion, and improving the game experience of the player.
  • the embodiment of the present disclosure also provides a computer device, which can be a terminal or a server, and the terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc.
  • Figure 10 is a schematic diagram of the structure of the computer device provided by the embodiment of the present disclosure.
  • the computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor.
  • the processor 301 is electrically connected to the memory 302.
  • the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange components differently.
  • the processor 301 is the control center of the computer device 300. It uses various interfaces and lines to connect the various parts of the entire computer device 300, executes various functions of the computer device 300 and processes data by running or loading software programs and/or modules stored in the memory 302, and calling data stored in the memory 302, thereby monitoring the computer device 300 as a whole.
  • the processor 301 in the computer device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will The processor 301 runs the application program stored in the memory 302 to implement various functions:
  • the combat-related interface elements in the expanded form displayed by the graphical user interface are restored to combat-related interface elements in the abbreviated form.
  • the battle-related interface element in the expanded form includes a plurality of element display identifiers
  • restoring the combat-related interface elements in the expanded form displayed by the graphical user interface to combat-related interface elements in the abbreviated form includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated element identifier, and the display of other element display identifiers among the multiple element display identifiers on the graphical user interface is canceled.
  • the multiple element display identifiers include a shortcut key identifier, an element graphic identifier, and a text identifier, wherein the shortcut key identifier is used to prompt the player to control the first virtual character to trigger the battle-related interface element associated with the shortcut key identifier in the virtual scene;
  • the method of responding to the event that the first virtual character leaves the combat state, determining a target element display identifier from the multiple element display identifiers, and generating a thumbnail element identifier as a combat-related interface element in the thumbnail form based on the target element display identifier and current combat information associated with the target element display identifier includes:
  • determining the shortcut key identifier as a target element display identifier from the multiple element display identifiers and generating a thumbnail shortcut identifier as the combat-related interface element in the thumbnail form based on current combat information associated with the shortcut key identifier and the combat-related interface element;
  • the step of replacing the battle-related interface element in the expanded form displayed on the graphical user interface with the abbreviated element identifier, and cancelling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated shortcut identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.
  • the method further includes:
  • adjusting the display size of the thumbnail element identifier to obtain an adjusted thumbnail element identifier, wherein the display size of the adjusted thumbnail element identifier is smaller than the display size of the element display identifier;
  • the adjusted thumbnail element identifier is used as the battle-related interface element in the thumbnail form.
  • the method further includes:
  • the display color of the abbreviated element identifier is set to a specified display color to obtain a set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier is displayed differently from the element display identifier;
  • the set abbreviated element identifier is used as the battle-related interface element in the abbreviated form.
  • the method further includes:
  • the method further includes:
  • the display of the information display window is canceled.
  • the method further includes:
  • the method further includes:
  • the method before responding to the event of the first virtual character entering a combat state, the method further includes:
  • the first virtual character is currently in the preset combat area, it is determined that the first virtual character is in a combat state, and an event of the first virtual character entering the combat state is responded to.
  • the method before responding to the event of the first virtual character entering a combat state, the method further includes:
  • the graphical user interface further includes a second virtual character located in the virtual scene and in the same camp as the first virtual character;
  • the method Before responding to the event that the first virtual character enters a combat state, the method further includes:
  • the computer device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307.
  • the processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307.
  • the computer device structure shown in FIG10 does not limit the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
  • the touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
  • the touch display screen 303 may include a display panel and a touch panel.
  • the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof.
  • the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like.
  • LCD liquid crystal display
  • OLED Organic Light-Emitting Diode
  • the touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs.
  • the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into touch point coordinates, and then sends it to the processor 301, and can receive commands sent by the processor 301 and execute them.
  • the touch panel can cover the display panel.
  • the touch panel When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event. Then the processor 301 provides corresponding visual output on the display panel according to the type of touch event.
  • the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions.
  • the touch panel and the touch panel can be used as two independent That is, the touch display screen 303 can also be used as a part of the input unit 306 to realize the input function.
  • the processor 301 executes the game application to generate a graphical user interface on the touch screen 303.
  • the touch screen 303 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
  • the radio frequency circuit 304 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
  • the audio circuit 305 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone.
  • the audio circuit 305 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another computer device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing.
  • the audio circuit 305 may also include an earphone jack to provide communication between an external headset and the computer device.
  • the input unit 306 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
  • user feature information such as fingerprint, iris, facial information, etc.
  • the power supply 307 is used to supply power to various components of the computer device 300.
  • the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption.
  • the power supply 307 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
  • the computer device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail herein.
  • the computer device replaces the battle-related interface elements in the thumbnail form displayed on the graphical user interface with battle-related interface elements in the expanded form in response to the event that the first virtual character enters the battle state; then, in response to the event that the first virtual character leaves the battle state, In the event of leaving the combat state, the combat-related interface elements in the expanded form displayed on the graphical user interface are restored to the combat-related interface elements in the thumbnail form.
  • the disclosed embodiment selectively displays combat-related interface elements corresponding to different game states in the graphical user interface according to the game state of the first virtual character controlled by the player, and can provide different interface display information in a targeted manner, display minor combat information in thumbnails to distinguish it from important combat information, thereby improving the game interaction efficiency of the player, enhancing the sense of immersion, and improving the game experience of the player.
  • the present disclosure provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any of the game element display methods provided in the present disclosure.
  • the computer program can execute the following steps:
  • the combat-related interface elements in the expanded form displayed by the graphical user interface are restored to combat-related interface elements in the abbreviated form.
  • the battle-related interface element in the expanded form includes a plurality of element display identifiers
  • restoring the combat-related interface elements in the expanded form displayed by the graphical user interface to combat-related interface elements in the abbreviated form includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated element identifier, and the display of other element display identifiers among the multiple element display identifiers on the graphical user interface is canceled.
  • the multiple element display identifiers include a shortcut key identifier, an element graphic identifier, and a text identifier, wherein the shortcut key identifier is used to prompt the player to control the first virtual character to trigger the battle-related interface element associated with the shortcut key identifier in the virtual scene;
  • the method of responding to the event that the first virtual character leaves the combat state, determining a target element display identifier from the multiple element display identifiers, and generating a thumbnail element identifier as a combat-related interface element in the thumbnail form based on the target element display identifier and current combat information associated with the target element display identifier includes:
  • determining the shortcut key identifier as a target element display identifier from the multiple element display identifiers and generating a thumbnail shortcut identifier as the combat-related interface element in the thumbnail form based on current combat information associated with the shortcut key identifier and the combat-related interface element;
  • the step of replacing the battle-related interface element in the expanded form displayed on the graphical user interface with the abbreviated element identifier, and cancelling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface includes:
  • the battle-related interface element in the expanded form displayed by the graphical user interface is replaced with the abbreviated shortcut identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.
  • the method further includes:
  • adjusting the display size of the thumbnail element identifier to obtain an adjusted thumbnail element identifier, wherein the display size of the adjusted thumbnail element identifier is smaller than the display size of the element display identifier;
  • the adjusted thumbnail element identifier is used as the battle-related interface element in the thumbnail form.
  • the method further includes:
  • the display color of the abbreviated element identifier is set to a specified display color to obtain a set abbreviated element identifier, wherein the set abbreviated element identifier
  • the display color of the abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier is displayed differently from the element display identifier;
  • the set abbreviated element identifier is used as the battle-related interface element in the abbreviated form.
  • the method further includes:
  • the method further includes:
  • the display of the information display window is canceled.
  • the method further includes:
  • the method further includes:
  • the method before responding to the event of the first virtual character entering a combat state, the method further includes:
  • the first virtual character is currently in the preset combat area, it is determined that the first virtual character is in a combat state, and an event of the first virtual character entering the combat state is responded to.
  • the method before responding to the event of the first virtual character entering a combat state, the method further includes:
  • the graphical user interface further includes a second virtual character located in the virtual scene and in the same camp as the first virtual character;
  • the method Before responding to the event that the first virtual character enters a combat state, the method further includes:
  • the storage medium may include: read-only memory (ROM), random access memory (RAM), disk or CD, etc.
  • the combat-related interface elements in the thumbnail form displayed by the graphical user interface are replaced with combat-related interface elements in the expanded form; then, in response to the event that the first virtual character leaves the combat state, the combat-related interface elements in the expanded form displayed by the graphical user interface are restored to combat-related interface elements in the thumbnail form.
  • the disclosed embodiment selectively displays combat-related interface elements corresponding to different game states in the graphical user interface according to the game state of the first virtual character controlled by the player, and can provide different interface display information in a targeted manner, display minor combat information in thumbnails to distinguish it from important combat information, thereby improving the player's game interaction efficiency, enhancing the sense of immersion, and improving the player's game experience.

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Abstract

本公开公开了一种游戏元素的显示方法、装置、计算机设备及存储介质,方法包括:响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;然后,响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素;本申请实施例根据玩家操控的第一虚拟角色的游戏状态,在图形用户界面有选择性的展示不同游戏状态对应状态的战斗关联界面元素,有针对性的提供不同的界面显示信息,对次要战斗信息进行缩略显示,以与重要战斗信息区别显示,提高了玩家游戏交互效率,提高玩家游戏体验。

Description

游戏元素的显示方法、装置、计算机设备及存储介质 技术领域
本公开涉及游戏技术领域,具体涉及一种游戏元素的显示方法、装置、计算机设备及存储介质。
背景技术
随着计算机通信技术的不断发展,智能手机、平板电脑及笔记本电脑等终端的大量普及应用,终端向着多样化、个性化的方向发展,日益成为人们在生活与工作中不可或缺的终端。为了满足人们对精神生活的追求,能够在终端上操作的娱乐游戏应运而生,例如,基于客户端或服务器架构开发的多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)和大型多人在线游戏(Massive Multiplayer Online,MMO)等类型的游戏,由于具有高流畅度、操作手感好、即时战斗等特点,深受用户喜爱。
在目前的游戏中,游戏界面会根据玩家不同的游戏状态呈现不同的界面效果,从而使玩家在不同的游戏状态下获取相应的信息。
技术问题
本公开实施例提供一种游戏元素的显示方法、装置、计算机设备及存储介质,一方面,可以解决相关技术的游戏界面会不区分战斗状态及脱战状态,这样导致界面上长期显示战斗界面信息,界面显示繁琐杂乱的问题;另一方面,可以解决相关技术的游戏界面在战斗状态下,显示战斗相关界面信息,非战斗状态下隐藏战斗相关界面信息,然而这样会导致玩家将无法对部分特殊状态进行监控,影响玩家在游戏中的策略部署,从而影响玩家游戏体验,导致游戏交互效率低的问题。
技术解决方案
第一方面,本公开实施例提供了一种游戏元素的显示方法,通过终端提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的第一虚拟角色,以及至少一种战斗关联界面元素,所述战斗关联界面元素被配置为指示与战斗相关的战斗信息,所述第一虚拟角 色处于脱战状态,所述图形用户界面上显示的所述战斗关联界面元素为缩略形态下的战斗关联界面元素,该方法包括:
响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
第二方面,本公开实施例提供了还一种游戏元素的显示装置,该游戏元素的显示装置包括:
第一响应单元,用于响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
第二响应单元,用于响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
第三方面,本公开实施例还提供一种计算机设备,包括处理器、存储器及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现游戏元素的显示方法任一项的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所述计算机程序被处理器执行时实现游戏元素的显示方法任一项的步骤。
有益效果
本公开实施例提供一种游戏元素的显示方法、装置、计算机设备及存储介质,通过响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;然后,响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。本公开实施例通过根据玩家操控的第一虚拟角色的游戏状态,在图形用户界面有选择性的展示不同游戏状态对应状态的战斗关联界面元 素,可以有针对性的提供不同的界面显示信息,对次要战斗信息进行缩略显示,以与重要战斗信息区别显示,提高了玩家的游戏交互效率,提升沉浸感,提高玩家的游戏体验,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
附图说明
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,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是本公开实施例其中之一提供的一种游戏元素的显示系统的场景示意图。
图2是本公开实施例其中之一提供的游戏元素的显示方法的一种流程示意图。
图3是本公开实施例其中之一提供的游戏元素的显示方法的一种应用场景示意图。
图4是本公开实施例其中之一提供的游戏元素的显示方法的另一种应用场景示意图。
图5a是本公开实施例其中之一提供的游戏元素的显示方法的另一种应用场景示意图。
图5b是本公开实施例其中之一提供的游戏元素的显示方法的另一种应用场景示意图。
图6是本公开实施例其中之一提供的游戏元素的显示方法的另一种应用场景示意图。
图7是本公开实施例其中之一提供的游戏元素的显示方法的另一种应用场景示意图。
图8是本公开实施例其中之一提供的游戏元素的显示方法的另一种应用场景示意图。
图9是本公开实施例其中之一提供的游戏元素的显示装置的一种结构示意图。
图10是本公开实施例其中之一提供的计算机设备的结构示意图。
本公开的实施方式
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述。显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开实施例提供一种游戏元素的显示方法、装置、计算机设备及存储介质。具体地,本公开实施例的游戏元素的显示方法可以由计算机设备执行,其中,该计算机设备可以为终端或者服务器等设备。该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备,终端还可以包括客户端,该客户端可以是游戏应用客户端、携带有游戏程序的浏览器客户端或即时通信客户端等。服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计算服务的云服务器。
例如,当该游戏元素的显示方法运行于终端时,终端设备存储有游戏应用程序并用于呈现游戏画面中的虚拟场景。终端设备用于通过图形用户界面与用户进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现图形用户界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面、响应操作指令以及控制图形用户界面在触控显示屏上的显示。
例如,当该游戏元素的显示方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏元素的显示方法的储存与运行是在云游戏服务器上完成的。而游戏画面呈现是在云游戏的客户端完成的,云游戏 客户端主要用于游戏数据的接收、发送以及游戏画面的呈现,例如,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。
请参阅图1,图1为本公开实施例提供的一种游戏元素的显示系统的场景示意图。该系统可以包括至少一个终端,至少一个服务器,至少一个数据库,以及网络。用户持有的终端可以通过网络连接到不同游戏的服务器。终端是具有计算硬件的任何设备,该计算硬件能够支持和执行与游戏对应的软件产品。另外,当系统包括多个终端、多个服务器、多个网络时,不同的终端可以通过不同的网络、通过不同的服务器相互连接。网络可以是无线网络或者有线网络,比如无线网络为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等。另外,不同的终端之间也可以使用自身的蓝牙网络或者热点网络连接到其他终端或者连接到服务器等。例如,多个用户可以通过不同的终端在线从而通过适当网络连接并且相互同步,以支持多玩家游戏。另外,该系统可以包括多个数据库,多个数据库耦合到不同的服务器,并且可以将与游戏环境有关的信息在不同用户在线进行多玩家游戏时连续地存储于数据库中。
本公开实施例提供了一种游戏元素的显示方法,该方法可以由终端或服务器执行。本公开实施例以游戏元素的显示方法由终端执行为例来进行说明。其中,该终端可以包括触控显示屏和处理器(当然,终端也可以采用鼠标、键盘等外设作为输入设备,此处仅以触控显示屏为例进行说明),该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。用户通过触控显示屏对图形用户界面进行操作时,该图形用户界面可以通过响应于接收到的操作指令控制终端本地的内容,也可以通过响应于接收到的操作指令控制对端服务器的内容。例如,用户作用于图形用户界面产生的操作指令包括用于启动游戏应用程序的指令,处理器被配置为在接收到用户提供的启动游戏应用程序的指令之后启动游戏应用程序。此外,处理器被配置为在触控显示屏 上渲染和绘制与游戏相关联的图形用户界面。触控显示屏是能够感测屏幕上的多个点同时执行的触摸或者滑动操作的多触敏屏幕。用户在使用手指在图形用户界面上执行触控操作,图形用户界面在检测到触控操作时,控制游戏的图形用户界面中的不同虚拟对象执行与触控操作对应的动作。例如,该游戏可以为休闲游戏、动作游戏、角色扮演游戏、策略游戏、体育游戏、益智游戏等游戏中的任一种。其中,游戏可以包括在图形用户界面上绘制的游戏的虚拟场景。此外,游戏的虚拟场景中可以包括由用户(或玩家)控制的一个或多个虚拟对象,诸如虚拟角色。另外,游戏的虚拟场景中还可以包括一个或多个障碍物,诸如栏杆、沟壑、墙壁等,以限制虚拟对象的移动,例如将一个或多个对象的移动限制到虚拟场景内的特定区域。可选地,游戏的虚拟场景还包括一个或多个元素,诸如技能、分值、角色健康状态、能量等,以向玩家提供帮助、提供虚拟服务、增加与玩家表现相关的分值等。此外,图形用户界面还可以呈现一个或多个指示器,以向玩家提供指示信息。例如,游戏可以包括玩家控制的虚拟对象和一个或多个其他虚拟对象(诸如敌方角色)。在一个实施例中,一个或多个其他虚拟对象由游戏的其他玩家控制。例如,一个或多个其他虚拟对象可以由计算机控制,诸如使用人工智能(AI)算法的机器人,实现人机对战模式。例如,虚拟对象拥有游戏玩家用来实现目标的各种技能或能力。例如虚拟对象拥有可用于从游戏中消除其他对象的一种或多种武器、道具、工具等。这样的技能或能力可由游戏的玩家使用与终端的触控显示屏的多个预设触控操作之一来激活。处理器可以被配置为响应于用户的触控操作产生的操作指令来呈现对应的游戏画面。
需要说明的是,图1所示的种游戏元素的显示系统的场景示意图仅仅是一个示例,本公开实施例描述的种游戏元素的显示系统以及场景是为了更加清楚的说明本公开实施例的技术方案,并不构成对于本公开实施例提供的技术方案的限定,本领域普通技术人员可知,随着新业务场景的出现,本公开实施例提供的技术方案对于类似的技术问题,同样适用。
基于上述问题,本公开实施例提供一种游戏元素的显示方法、装置、计算机设备及存储介质,可以提高玩家在游戏中的游戏交互效率。以下分别进行详细说明。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。
本公开实施例提供一种游戏元素的显示方法,该方法可以由终端或服务器执行,本公开实施例以游戏元素的显示方法由终端执行为例来进行说明。本公开实施例通过终端提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的第一虚拟角色,以及至少一种战斗关联界面元素,所述战斗关联界面元素被配置为指示与战斗相关的战斗信息,所述第一虚拟角色处于脱战状态,所述图形用户界面上显示的所述战斗关联界面元素为缩略形态下的战斗关联界面元素。其中,战斗关联界面元素被配置的与战斗相关的战斗信息,可以为第一虚拟角色的游戏技能的技能信息,也可以为第一虚拟角色的队友,也即第二虚拟角色的角色信息,还可以为其他战斗相关的战斗信息。
在本公开实施例中,图形用户界面上显示有游戏画面,游戏画面中包括虚拟场景,虚拟场景是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的三维环境,还可以是纯虚构的三维环境。该虚拟环境用于至少两个虚拟角色之间的虚拟环境对战,在该虚拟环境中具有可供至少两个虚拟角色使用的虚拟资源。在游戏界面中显示有虚拟场景,虚拟场景中可以显示有一个或多个虚拟角色,虚拟角色可以包括第一虚拟角色、第二虚拟角色和第三虚拟角色,其中,第二虚拟角色为与第一虚拟角色为相同阵营的虚拟角色,第三虚拟角色为与第一虚拟角色为非同阵营的虚拟角色。在虚拟场景中可以同时存在第一虚拟角色、第二虚拟角色和第三虚拟角色,此处为举例说明,并不作为限定。虚拟角色(或英雄)是指在虚拟环境中的可活动对象。虚拟角色指的是用户或者玩家通过终端控制的在游戏中的虚拟对象。在本公开实施例中,第一虚拟对象指的是当前玩家通过终端控制的在游戏中的虚拟对象,也即本端玩家控制的虚拟角色。第二虚拟角色和第三虚拟角色指的则是其他用户通过终端控制的在游戏中的虚拟对象,也即其他端用户控制的虚拟角色。
请参阅图2,图2为本公开实施例提供的一种游戏元素的显示方法的流程示意图,该游戏元素的显示方法的具体流程可以如下步骤101至步骤102:
101,响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界 面元素。
为了确定第一虚拟角色的当前状态,在步骤“响应所述第一虚拟角色进入战斗状态的事件”之前,还包括:
确定所述第一虚拟角色的当前所在位置是否属于预设战斗区域;
若所述第一虚拟角色当前处于所述预设战斗区域中,则确定所述第一虚拟角色进行战斗状态,并响应所述第一虚拟角色进入战斗状态的事件。
例如,请参阅图3,用户操控的第一虚拟角色可以位于虚拟场景中,此时,第一虚拟角色并未走进预设战斗区域内,因此第一虚拟角色还未进入战斗状态。当用户操控第一虚拟角色在虚拟场景中移动,计算机设备确定所述第一虚拟角色的当前所在位置是否属于预设战斗区域,若所述第一虚拟角色当前处于所述预设战斗区域中,则确定所述第一虚拟角色进行战斗状态,并响应所述第一虚拟角色进入战斗状态的事件。
可选的,在步骤“响应所述第一虚拟角色进入战斗状态的事件”之前,还包括:
确定所述第一虚拟角色与其他虚拟角色是否存在攻击或被攻击的游戏事件;
若是,则确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
具体的,当第一虚拟对象在虚拟场景中受到其他虚拟角色攻击造成的伤害时,或者第一虚拟角色向虚拟场景中其他虚拟角色发起攻击时,确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
进一步的,所述图形用户界面还包括位于所述虚拟场景中与所述第一虚拟角色为相同阵营的第二虚拟角色。在步骤“响应所述第一虚拟角色进入战斗状态的事件”之前,还包括:
当检测到所述第二虚拟角色进入战斗状态时,确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
例如,请参阅图4,用户操控的第一虚拟角色可以位于虚拟场景中,当计算机设备检测到第二虚拟角色与第三虚拟角色进行战斗时,确定第二虚拟角色进入战斗状态,从而确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角 色进入战斗状态的事件。
102,响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
在本公开实施例中,所述展开形态下的战斗关联界面元素包括多个元素展示标识。步骤“所述响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素”,包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素;
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一具体实施例中,所述多个元素展示标识包括快捷键标识、元素图形标识以及文字标识,其中,所述快捷键标识用于提示玩家操控所述第一虚拟角色在所述虚拟场景中触发所述快捷键标识关联的所述战斗关联界面元素。步骤“所述响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素”,方法可以包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素;
所述将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示,包括:
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
例如,请参阅图5a,多个元素展示标识可以包括快捷键标识和元素图形标识。当计算机设备检测到第二虚拟角色与第三虚拟角色结束战斗之后,确定第一虚拟角色跟随第二虚拟角色脱离战斗,计算机设备响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素。然后,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素(快捷键标识和元素图形标识)替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
例如,请参阅图5b,多个元素展示标识可以包括友方阵营角色信息、快捷键标识和元素图形标识。当计算机设备检测到第二虚拟角色与第三虚拟角色结束战斗之后,确定第一虚拟角色跟随第二虚拟角色脱离战斗,计算机设备响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定友方阵营角色信息和快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,此时,友方阵营角色信息包括第一虚拟角色的角色信息和第二虚拟角色的角色信息,该角色信息可以包括角色图像标识、角色名称标识(例如张三和李四)以及角色生命值标识(例如血量条和血量值),基于友方阵营角色信息生成缩略角色标识,并将缩略角色标识和缩略快捷标识作为缩略形态下的战斗关联界面元素。然后,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素(友方阵营角色信息、快捷键标识和元素图形标识)替换为所述缩略快捷标识和缩略角色标识,并取消角色生命值标识、元素图形标识和文字标识在所述图形用户界面上的显示。
可选的,该战斗关联界面元素可以关联游戏技能,该缩略快捷标识可以根据游戏技能的冷却时间,更新缩略快捷标识中的阴影显示比例,如图6所示,该缩略快捷标识对应的游戏技能的中冷却时间为5秒,计算机设备可以检测出 该缩略快捷标识对应的游戏技能的已冷却时间为1秒,则该缩略快捷标识中的阴影显示比例为20%,当检测到该缩略快捷标识对应的游戏技能的已冷却时间为4秒时,将该缩略快捷标识中的阴影显示比例从20%更新为80%,从而提醒玩家该游戏技能即将冷却完成。
为了在第一虚拟角色脱离战斗状态时,针对不同技能类型进行区别显示,以区别提示玩家缩略状态下的技能,当计算机设备检测到第一虚拟角色脱离战斗后,计算机设备响应所述第一虚拟角色脱离所述战斗状态的事件,从多个元素展示标识中确定快捷键标识为目标元素展示标识,对快捷键标识对应的游戏技能的技能类型进行判断,分别确定常规游戏技能和特殊游戏技能,根据常规游戏技能对应的第一指定颜色和特殊游戏技能的第二指定颜色,分别生成第一快捷键标识和第二快捷键标识,作为缩略形态下的战斗关联界面元素。然后,将所述图形用户界面显示的展开形态下的战斗关联界面元素(快捷键标识和元素图形标识)替换为缩略快捷标识,并取消元素图形标识和文字标识在所述图形用户界面上的显示。例如,常规游戏技能的第一快捷键标识为灰度显示,特殊游戏技能的第二快捷键标识为高亮显示,又例如,常规游戏技能的第一快捷键标识为第一颜色显示,特殊游戏技能的第二快捷键标识为第二颜色显示,第一颜色与第二颜色不相同。
例如,步骤“所述响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素”,方法可以包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述元素图形标识为目标元素展示标识,基于所述元素图形标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略元素图形标识,作为所述缩略形态下的战斗关联界面元素;
所述将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素图形标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示,包括:
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为 所述缩略快捷标识,并取消所述快捷键标识和所述文字标识在所述图形用户界面上的显示。
可选的,步骤“所述响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素”,方法可以包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述文字标识为目标元素展示标识,基于所述文字标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略文字标识,作为所述缩略形态下的战斗关联界面元素;
所述将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略文字标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示,包括:
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略快捷标识,并取消所述快捷键标识和所述元素图形标识在所述图形用户界面上的显示。
为了对缩略元素标识和元素展示标识区别显示,在步骤“基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素”之前,还包括:
响应于针对所述缩略元素标识的尺寸调整指令,对所述缩略元素标识的显示尺寸进行调整,得到调整后的缩略元素标识,其中,所述调整后的缩略元素标识的显示尺寸小于所述元素展示标识的显示尺寸;
将所述调整后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
例如,请参阅图7,多个元素展示标识可以包括快捷键标识和元素图形标识。当计算机设备检测到第二虚拟角色与第三虚拟角色结束战斗之后,确定第一虚拟角色跟随第二虚拟角色脱离战斗,计算机设备响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素。计算 机设备响应于针对所述缩略元素标识的尺寸调整指令,对所述缩略元素标识的显示尺寸进行调整,得到调整后的缩略元素标识,其中,所述调整后的缩略元素标识的显示尺寸小于所述元素展示标识的显示尺寸,然后,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素(快捷键标识和元素图形标识)替换为调整后的缩略元素标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
可选的,在步骤“基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素”之前,还包括:
响应于针对所述缩略元素标识的颜色调整指令,将所述缩略元素标识的显示颜色设置为指定显示颜色,得到设置后的缩略元素标识,其中,所述设置后的缩略元素标识的显示颜色与所述元素展示标识的显示颜色不同,以使所述设置后的缩略元素标识与所述元素展示标识区别显示;
将所述设置后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
为了使用户能够个性化查看战斗信息,在步骤“将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示”之后,还包括:
响应于针对所述图形用户界面的第一触控操作,在所述第一触控操作的持续期间,恢复所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示;
当检测到所述第一触控操作结束时,取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
为了使用户能够有选择性的查看战斗关联界面元素对应的战斗信息,在步骤“将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示”之后,还包括:
响应于针对所述缩略元素标识的第二触控操作,在所述图形用户界面上显示信息展示窗口,其中,所述信息展示窗口用于展示所述缩略元素标识关联的 所有当前战斗信息;
响应于针对所述图形用户界面上除所述信息展示窗口外的任意位置,取消所述信息展示窗口的显示。
在一实施例中,为了使用户能够个性化调整图形用户界面上显示的界面信息,在步骤“将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示”之后,还包括:
响应于针对所述缩略元素标识的第三触控操作,取消所述缩略元素标识在所述图形用户界面上的显示。
在一具体实施例中,在步骤“将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示”之后,还包括:
响应于针对所述图形用户界面的触控操作,取消所述图形用户界面上所有缩略元素标识在所述图形用户界面上的显示。
根据上述介绍的内容,下面将举例来进一步说明本公开的游戏元素的显示方法。例如,请参阅图8,该游戏元素的显示方法的具体实施例如下:
(1)在计算机设备的触控显示屏上显示有图形用户界面,图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的第一虚拟角色、第二虚拟角色和第三虚拟角色,以及至少一种战斗关联界面元素,所述战斗关联界面元素被配置为指示与战斗相关的战斗信息,所述第一虚拟角色处于脱战状态,所述图形用户界面上显示的所述战斗关联界面元素为缩略形态下的战斗关联界面元素,即显示缩略快捷标识。
(2)用户操控的第一虚拟角色可以位于虚拟场景中,当计算机设备检测到第二虚拟角色与第三虚拟角色进行战斗时,确定第二虚拟角色进入战斗状态,从而确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素,其中,展开形态下的战斗关联界面元素包括多个元素展示标识,多个元素展示标识可以包括快捷键标识和元素图形标识。
(3)当计算机设备检测到第二虚拟角色与第三虚拟角色结束战斗之后, 确定第一虚拟角色跟随第二虚拟角色脱离战斗,计算机设备响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素。然后,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素(快捷键标识和元素图形标识)替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
综上所述,本公开实施例提供一种游戏元素的显示方法,通过响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;然后,响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。本公开实施例通过根据玩家操控的第一虚拟角色的游戏状态,在图形用户界面有选择性的展示不同游戏状态对应状态的战斗关联界面元素,可以有针对性的提供不同的界面显示信息,对次要战斗信息进行缩略显示,以与重要战斗信息区别显示,提高了玩家的游戏交互效率,提升沉浸感,提高玩家的游戏体验。
为便于更好的实施本公开实施例提供的游戏元素的显示方法,本公开实施例还提供一种基于上述游戏元素的显示方法的游戏元素的显示装置。其中名词的含义与上述游戏元素的显示方法中相同,具体实现细节可以参考方法实施例中的说明。
请参阅图9,图9为本公开实施例提供的一种游戏元素的显示装置的结构示意图,该装置包括:
第一响应单元201,用于响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
第二响应单元202,用于响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
在一些实施例中,该游戏元素的显示装置包括:
第一响应子单元,用于响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素;
第一替换子单元,用于将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一些实施例中,该游戏元素的显示装置包括:
第二响应子单元,用于响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素;
在一些实施例中,该游戏元素的显示装置包括:
第二替换子单元,用于将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
在一些实施例中,该游戏元素的显示装置包括:
第一调整子单元,用于响应于针对所述缩略元素标识的尺寸调整指令,对所述缩略元素标识的显示尺寸进行调整,得到调整后的缩略元素标识,其中,所述调整后的缩略元素标识的显示尺寸小于所述元素展示标识的显示尺寸;
第一调整子单元,还用于将所述调整后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
在一些实施例中,该游戏元素的显示装置包括:
第三响应子单元,用于响应于针对所述缩略元素标识的颜色调整指令,将所述缩略元素标识的显示颜色设置为指定显示颜色,得到设置后的缩略元素标识,其中,所述设置后的缩略元素标识的显示颜色与所述元素展示标识的显示颜色不同,以使所述设置后的缩略元素标识与所述元素展示标识区别显示;
第三响应子单元,还用于将所述设置后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
在一些实施例中,该游戏元素的显示装置包括:
第四响应子单元,用于响应于针对所述图形用户界面的第一触控操作,在所述第一触控操作的持续期间,恢复所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示;
处理子单元,用于当检测到所述第一触控操作结束时,取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一些实施例中,该游戏元素的显示装置包括:
第五响应子单元,用于响应于针对所述缩略元素标识的第二触控操作,在所述图形用户界面上显示信息展示窗口,其中,所述信息展示窗口用于展示所述缩略元素标识关联的所有当前战斗信息;
第五响应子单元,还用于响应于针对所述图形用户界面上除所述信息展示窗口外的任意位置,取消所述信息展示窗口的显示。
在一些实施例中,该游戏元素的显示装置包括:
第六响应子单元,用于响应于针对所述缩略元素标识的第三触控操作,取消所述缩略元素标识在所述图形用户界面上的显示。
在一些实施例中,该游戏元素的显示装置包括:
第七响应子单元,用于响应于针对所述图形用户界面的触控操作,取消所述图形用户界面上所有缩略元素标识在所述图形用户界面上的显示。
在一些实施例中,该游戏元素的显示装置包括:
第一确定子单元,用于确定所述第一虚拟角色的当前所在位置是否属于预设战斗区域;
第一确定子单元,还用于若所述第一虚拟角色当前处于所述预设战斗区域中,则确定所述第一虚拟角色进行战斗状态,并响应所述第一虚拟角色进入战斗状态的事件。
在一些实施例中,该游戏元素的显示装置包括:
第二确定子单元,用于确定所述第一虚拟角色与其他虚拟角色是否存在攻击或被攻击的游戏事件;
第二确定子单元,还用于若是,则确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
在一些实施例中,该游戏元素的显示装置包括:
第三确定子单元,用于当检测到所述第二虚拟角色进入战斗状态时,确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
本公开实施例公开了一种游戏元素的显示装置,通过第一响应单元201响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;第二响应单元202响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。本公开实施例中通过根据玩家操控的第一虚拟角色的游戏状态,在图形用户界面有选择性的展示不同游戏状态对应状态的战斗关联界面元素,可以有针对性的提供不同的界面显示信息,对次要战斗信息进行缩略显示,以与重要战斗信息区别显示,提高了玩家的游戏交互效率,提升沉浸感,提高玩家的游戏体验。
相应的,本公开实施例还提供一种计算机设备,该计算机设备可以为终端或者服务器,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。如图10所示,图10为本公开实施例提供的计算机设备的结构示意图。该计算机设备300包括有一个或者一个以上处理核心的处理器301、有一个或一个以上计算机可读存储介质的存储器302及存储在存储器302上并可在处理器上运行的计算机程序。其中,处理器301与存储器302电性连接。本领域技术人员可以理解,图中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器301是计算机设备300的控制中心,利用各种接口和线路连接整个计算机设备300的各个部分,通过运行或加载存储在存储器302内的软件程序和/或模块,以及调用存储在存储器302内的数据,执行计算机设备300的各种功能和处理数据,从而对计算机设备300进行整体监控。
在本公开实施例中,计算机设备300中的处理器301会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器302中,并由处 理器301来运行存储在存储器302中的应用程序,从而实现各种功能:
响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
在一实施例中,所述展开形态下的战斗关联界面元素包括多个元素展示标识;
所述响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素,包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素;
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一实施例中,所述多个元素展示标识包括快捷键标识、元素图形标识以及文字标识,其中,所述快捷键标识用于提示玩家操控所述第一虚拟角色在所述虚拟场景中触发所述快捷键标识关联的所述战斗关联界面元素;
所述响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素,包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素;
所述将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示,包括:
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
在一实施例中,在基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素之前,还包括:
响应于针对所述缩略元素标识的尺寸调整指令,对所述缩略元素标识的显示尺寸进行调整,得到调整后的缩略元素标识,其中,所述调整后的缩略元素标识的显示尺寸小于所述元素展示标识的显示尺寸;
将所述调整后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
在一实施例中,在基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素之前,还包括:
响应于针对所述缩略元素标识的颜色调整指令,将所述缩略元素标识的显示颜色设置为指定显示颜色,得到设置后的缩略元素标识,其中,所述设置后的缩略元素标识的显示颜色与所述元素展示标识的显示颜色不同,以使所述设置后的缩略元素标识与所述元素展示标识区别显示;
将所述设置后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述图形用户界面的第一触控操作,在所述第一触控操作的持续期间,恢复所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示;
当检测到所述第一触控操作结束时,取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述缩略元素标识的第二触控操作,在所述图形用户界面上显示信息展示窗口,其中,所述信息展示窗口用于展示所述缩略元素标识关联的所有当前战斗信息;
响应于针对所述图形用户界面上除所述信息展示窗口外的任意位置,取消所述信息展示窗口的显示。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述缩略元素标识的第三触控操作,取消所述缩略元素标识在所述图形用户界面上的显示。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述图形用户界面的触控操作,取消所述图形用户界面上所有缩略元素标识在所述图形用户界面上的显示。
在一实施例中,在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
确定所述第一虚拟角色的当前所在位置是否属于预设战斗区域;
若所述第一虚拟角色当前处于所述预设战斗区域中,则确定所述第一虚拟角色进行战斗状态,并响应所述第一虚拟角色进入战斗状态的事件。
在一实施例中,在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
确定所述第一虚拟角色与其他虚拟角色是否存在攻击或被攻击的游戏事件;
若是,则确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
在一实施例中,所述图形用户界面还包括位于所述虚拟场景中与所述第一虚拟角色为相同阵营的第二虚拟角色;
在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
当检测到所述第二虚拟角色进入战斗状态时,确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
可选的,如图10所示,计算机设备300还包括:触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307。其中,处理器301分别与触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307电性连接。本领域技术人员可以理解,图10中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏303可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏303可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及计算机设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器301,并能接收处理器301发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器301以确定触摸事件的类型,随后处理器301根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏303而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的 部件来实现输入和输出功能。即触控显示屏303也可以作为输入单元306的一部分实现输入功能。
在本公开实施例中,通过处理器301执行游戏应用程序在触控显示屏303上生成图形用户界面。该触控显示屏303用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。
射频电路304可用于收发射频信号,以通过无线通信与网络设备或其他计算机设备建立无线通讯,与网络设备或其他计算机设备之间收发信号。
音频电路305可以用于通过扬声器、传声器提供用户与计算机设备之间的音频接口。音频电路305可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路305接收后转换为音频数据,再将音频数据输出处理器301处理后,经射频电路304以发送给比如另一计算机设备,或者将音频数据输出至存储器302以便进一步处理。音频电路305还可能包括耳塞插孔,以提供外设耳机与计算机设备的通信。
输入单元306可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源307用于给计算机设备300的各个部件供电。可选的,电源307可以通过电源管理系统与处理器301逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源307还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图10中未示出,计算机设备300还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
由上可知,本实施例提供的计算机设备,通过响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;然后,响应所述第一虚拟角色脱 离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。本公开实施例通过根据玩家操控的第一虚拟角色的游戏状态,在图形用户界面有选择性的展示不同游戏状态对应状态的战斗关联界面元素,可以有针对性的提供不同的界面显示信息,对次要战斗信息进行缩略显示,以与重要战斗信息区别显示,提高了玩家的游戏交互效率,提升沉浸感,提高玩家的游戏体验。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏元素的显示方法中的步骤。例如,该计算机程序可以执行如下步骤:
响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
在一实施例中,所述展开形态下的战斗关联界面元素包括多个元素展示标识;
所述响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素,包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素;
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一实施例中,所述多个元素展示标识包括快捷键标识、元素图形标识以及文字标识,其中,所述快捷键标识用于提示玩家操控所述第一虚拟角色在所述虚拟场景中触发所述快捷键标识关联的所述战斗关联界面元素;
所述响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素,包括:
响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素;
所述将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示,包括:
将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
在一实施例中,在基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素之前,还包括:
响应于针对所述缩略元素标识的尺寸调整指令,对所述缩略元素标识的显示尺寸进行调整,得到调整后的缩略元素标识,其中,所述调整后的缩略元素标识的显示尺寸小于所述元素展示标识的显示尺寸;
将所述调整后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
在一实施例中,在基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素之前,还包括:
响应于针对所述缩略元素标识的颜色调整指令,将所述缩略元素标识的显示颜色设置为指定显示颜色,得到设置后的缩略元素标识,其中,所述设置后 的缩略元素标识的显示颜色与所述元素展示标识的显示颜色不同,以使所述设置后的缩略元素标识与所述元素展示标识区别显示;
将所述设置后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述图形用户界面的第一触控操作,在所述第一触控操作的持续期间,恢复所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示;
当检测到所述第一触控操作结束时,取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述缩略元素标识的第二触控操作,在所述图形用户界面上显示信息展示窗口,其中,所述信息展示窗口用于展示所述缩略元素标识关联的所有当前战斗信息;
响应于针对所述图形用户界面上除所述信息展示窗口外的任意位置,取消所述信息展示窗口的显示。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述缩略元素标识的第三触控操作,取消所述缩略元素标识在所述图形用户界面上的显示。
在一实施例中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
响应于针对所述图形用户界面的触控操作,取消所述图形用户界面上所有缩略元素标识在所述图形用户界面上的显示。
在一实施例中,在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
确定所述第一虚拟角色的当前所在位置是否属于预设战斗区域;
若所述第一虚拟角色当前处于所述预设战斗区域中,则确定所述第一虚拟角色进行战斗状态,并响应所述第一虚拟角色进入战斗状态的事件。
在一实施例中,在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
确定所述第一虚拟角色与其他虚拟角色是否存在攻击或被攻击的游戏事件;
若是,则确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
在一实施例中,所述图形用户界面还包括位于所述虚拟场景中与所述第一虚拟角色为相同阵营的第二虚拟角色;
在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
当检测到所述第二虚拟角色进入战斗状态时,确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
其中,该存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。
由于该存储介质中所存储的计算机程序,通过响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;然后,响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。本公开实施例通过根据玩家操控的第一虚拟角色的游戏状态,在图形用户界面有选择性的展示不同游戏状态对应状态的战斗关联界面元素,可以有针对性的提供不同的界面显示信息,对次要战斗信息进行缩略显示,以与重要战斗信息区别显示,提高了玩家的游戏交互效率,提升沉浸感,提高玩家的游戏体验。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详 述的部分,可以参见其他实施例的相关描述。
以上对本公开实施例所提供的一种游戏元素的显示方法、装置、计算机设备及存储介质进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的技术方案及其核心思想;本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本公开各实施例的技术方案的范围。

Claims (15)

  1. 一种游戏元素的显示方法,通过终端提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的第一虚拟角色,以及至少一种战斗关联界面元素,所述战斗关联界面元素被配置为指示与战斗相关的战斗信息,所述第一虚拟角色处于脱战状态,所述图形用户界面上显示的所述战斗关联界面元素为缩略形态下的战斗关联界面元素,所述方法包括:
    响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
    响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
  2. 根据权利要求1所述的游戏元素的显示方法,其中,所述展开形态下的战斗关联界面元素包括多个元素展示标识;
    所述响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素,包括:
    响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素;
    将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
  3. 根据权利要求2所述的游戏元素的显示方法,其中,所述多个元素展示标识包括快捷键标识、元素图形标识以及文字标识,其中,所述快捷键标识用于提示玩家操控所述第一虚拟角色在所述虚拟场景中触发所述快捷键标识关联的所述战斗关联界面元素;
    所述响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定目标元素展示标识,基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识,作为所述缩略形态下的战斗关联界面元素,包括:
    响应所述第一虚拟角色脱离所述战斗状态的事件,从所述多个元素展示标识中确定所述快捷键标识为目标元素展示标识,基于所述快捷键标识与所述战斗关联界面元素关联的当前战斗信息,生成缩略快捷标识,作为所述缩略形态下的战斗关联界面元素;
    所述将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示,包括:
    将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略快捷标识,并取消所述元素图形标识和所述文字标识在所述图形用户界面上的显示。
  4. 根据权利要求2所述的游戏元素的显示方法,其中,在基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素之前,还包括:
    响应于针对所述缩略元素标识的尺寸调整指令,对所述缩略元素标识的显示尺寸进行调整,得到调整后的缩略元素标识,其中,所述调整后的缩略元素标识的显示尺寸小于所述元素展示标识的显示尺寸;
    将所述调整后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
  5. 根据权利要求2所述的游戏元素的显示方法,其中,在基于所述目标元素展示标识与所述目标元素展示标识关联的当前战斗信息,生成缩略元素标识之后,作为所述缩略形态下的战斗关联界面元素之前,还包括:
    响应于针对所述缩略元素标识的颜色调整指令,将所述缩略元素标识的显示颜色设置为指定显示颜色,得到设置后的缩略元素标识,其中,所述设置后的缩略元素标识的显示颜色与所述元素展示标识的显示颜色不同,以使所述设置后的缩略元素标识与所述元素展示标识区别显示;
    将所述设置后的缩略元素标识作为所述缩略形态下的战斗关联界面元素。
  6. 根据权利要求2所述的游戏元素的显示方法,其中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
    响应于针对所述图形用户界面的第一触控操作,在所述第一触控操作的持续期间,恢复所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示;
    当检测到所述第一触控操作结束时,取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示。
  7. 根据权利要求2所述的游戏元素的显示方法,其中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
    响应于针对所述缩略元素标识的第二触控操作,在所述图形用户界面上显示信息展示窗口,其中,所述信息展示窗口用于展示所述缩略元素标识关联的所有当前战斗信息;
    响应于针对所述图形用户界面上除所述信息展示窗口外的任意位置,取消所述信息展示窗口的显示。
  8. 根据权利要求2所述的游戏元素的显示方法,其中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
    响应于针对所述缩略元素标识的第三触控操作,取消所述缩略元素标识在所述图形用户界面上的显示。
  9. 根据权利要求2所述的游戏元素的显示方法,其中,在将所述图形用户界面显示的所述展开形态下的战斗关联界面元素替换为所述缩略元素标识,并取消所述多个元素展示标识中其他元素展示标识在所述图形用户界面上的显示之后,还包括:
    响应于针对所述图形用户界面的触控操作,取消所述图形用户界面上所有 缩略元素标识在所述图形用户界面上的显示。
  10. 根据权利要求1所述的游戏元素的显示方法,其中,在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
    确定所述第一虚拟角色的当前所在位置是否属于预设战斗区域;
    若所述第一虚拟角色当前处于所述预设战斗区域中,则确定所述第一虚拟角色进行战斗状态,并响应所述第一虚拟角色进入战斗状态的事件。
  11. 根据权利要求1所述的游戏元素的显示方法,其中,在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
    确定所述第一虚拟角色与其他虚拟角色是否存在攻击或被攻击的游戏事件;
    若是,则确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
  12. 根据权利要求1所述的游戏元素的显示方法,其中,所述图形用户界面还包括位于所述虚拟场景中与所述第一虚拟角色为相同阵营的第二虚拟角色;
    在响应所述第一虚拟角色进入战斗状态的事件之前,还包括:
    当检测到所述第二虚拟角色进入战斗状态时,确定所述第一虚拟角色进行战斗,并响应所述第一虚拟角色进入战斗状态的事件。
  13. 一种游戏元素的显示装置,其中,包括:
    第一响应单元,用于响应所述第一虚拟角色进入战斗状态的事件,将所述图形用户界面显示的所述缩略形态下的战斗关联界面元素替换为展开形态下的战斗关联界面元素;
    第二响应单元,用于响应所述第一虚拟角色脱离所述战斗状态的事件,将所述图形用户界面显示的所述展开形态下的战斗关联界面元素恢复为所述缩略形态下的战斗关联界面元素。
  14. 一种计算机设备,其中,包括处理器和存储器,所述存储器存储有多条指令;所述处理器从所述存储器中加载指令,以执行如权利要求1至12任一项所述的游戏元素的显示方法中的步骤。
  15. 一种计算机可读存储介质,其中,所述计算机可读存储介质存储有多 条指令,所述指令适于处理器进行加载,以执行如权利要求1至12任一项所述的游戏元素的显示方法中的步骤。
PCT/CN2023/111041 2022-10-24 2023-08-03 游戏元素的显示方法、装置、计算机设备及存储介质 WO2024087786A1 (zh)

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