Method, device and electronic terminal for displaying virtual objects in games
By dynamically replacing the name indicator as image identification according to the distance between the virtual object and the player-controlled object in the game, and adjusting the display size, the problem of name obstruction when the virtual object is in a distance is solved, and the player's ability to distinguish battle situations is improved.
Patent Information
- Application Number
- CN202111094640.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-17
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2041-09-17
AI Technical Summary
In the game, when the virtual object is in a distance, it is easy to cause occlusion because its name is displayed above it, making it difficult for players to distinguish the number and combat situation of both enemies and us.
By responding to the virtual distance between the virtual object and the player-controlled object in the game screen, dynamically replace the name indicator of the virtual object as an image identifier, and adjust the display size of the indicator identification according to the distance change to avoid occlusion.
It effectively avoids obstruction caused by virtual object names, improves players' ability to distinguish the battle situation between the enemy and us at long distances, and improves the game experience.
Smart Images

Figure CN113769386B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device and electronic terminal for displaying virtual objects in a game. Background Art
[0002] In many existing games, displaying names above virtual objects is a method adopted by existing games. It is mainly used to distinguish different virtual objects, such as teammates or enemies, by the names above them when the appearances of virtual objects are similar.
[0003] However, when the virtual objects are far away, their sizes are relatively small, and the names above the virtual objects can easily block the virtual objects, causing the players to be unable to distinguish the number of enemies and friends and other battle situations, thus affecting the players' judgment of the situation. Summary of the invention
[0004] The purpose of the present application is to provide a method, device and electronic terminal for displaying virtual objects in a game, so as to alleviate the technical problem that virtual objects are easily obscured and difficult to distinguish.
[0005] In a first aspect, an embodiment of the present application provides a method for displaying a virtual object in a game, wherein the game includes a virtual scene and at least one virtual object located in the virtual scene, and the method includes:
[0006] Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game screen in a first game field of view determined based on a first virtual object, wherein the first virtual object is a virtual object controlled by the terminal device;
[0007] In response to a virtual distance between a second virtual object within the first game field of view and the first virtual object being not greater than a first preset distance, controlling a first indication mark corresponding to the second virtual object to be displayed at a position corresponding to the second virtual object in the game screen;
[0008] In response to a virtual distance between a second virtual object within the first game field of view and the first virtual object being greater than the first preset distance, control is performed to replace a first indicator mark displayed at a position corresponding to the second virtual object in the game screen with a second indicator mark.
[0009] In one possible implementation, the method further includes:
[0010] In response to a change in a virtual distance between the first virtual object and a second virtual object within the first game field of view, controlling a display size of the first indicator mark or the second indicator mark displayed in the game screen;
[0011] The display size of the first indicator and the display size of the second indicator are respectively negatively correlated with the virtual distance.
[0012] In a possible implementation, the display size of the second indicator is not less than a preset size, and the method further includes:
[0013] When the display size of the second indicator is equal to the preset size, in response to an increase in the virtual distance between the second virtual object and the first virtual object within the first game field of view, the second indicator is controlled to be displayed with the preset size.
[0014] In a possible implementation, after the step of controlling the second indicator mark to be displayed in the preset size, the method further includes:
[0015] In response to a virtual distance between a second virtual object within the first game field of view and the first virtual object increasing to not less than a second preset distance, controlling hiding of the second indication mark;
[0016] Wherein, the second preset distance is greater than the first preset distance.
[0017] In a possible implementation, the first indication mark is a text mark, and the text mark includes at least part of the name of the second virtual object;
[0018] The second indication mark is an image mark, and the image mark at least includes an inverted triangle mark.
[0019] In a possible implementation, the image identifier is determined according to the identity of the second virtual object in the game; the identity of the second virtual object in the game includes any one or more of the following:
[0020] the camp to which the second virtual object belongs, the enemy relationship between the second virtual object and the first virtual object, the role type of the second virtual object, the role responsibilities of the second virtual object, the role attributes of the second virtual object, the game status of the second virtual object, and the game record of the second virtual object.
[0021] In a possible implementation, the image identifier is represented by at least one of the following methods:
[0022] Graphics, color, fill, transparency, saturation.
[0023] In a possible implementation, the number of the second virtual objects is multiple;
[0024] The second virtual objects with the same identity display the image identifier in the same color, and the second virtual objects with different identities display the image identifier in different colors; and / or,
[0025] The second virtual objects with the same identity display the image identifier of the same graphic correspondingly, and the second virtual objects with different identities display the image identifier of different graphics correspondingly.
[0026] In one possible implementation, the method further includes:
[0027] In response to the second virtual object and the second indication mark being displayed in the sight of the virtual weapon corresponding to the first virtual object, control is performed to replace the second indication mark displayed in the sight with the first indication mark.
[0028] In a possible implementation, the position in the game screen corresponding to the second virtual object is located above the second virtual object.
[0029] In a second aspect, a display device for a virtual object in a game is provided, wherein the game includes a virtual scene and at least one virtual object located in the virtual scene; the device includes:
[0030] Providing a module, configured to provide a graphical user interface through a terminal device, wherein the graphical user interface displays a game screen in a first game field of view determined based on a first virtual object, wherein the first virtual object is a virtual object controlled by the terminal device;
[0031] A first control module, configured to control display of a first indication mark corresponding to the second virtual object at a position corresponding to the second virtual object in the game screen in response to a virtual distance between the second virtual object and the first virtual object within the first game field of view being not greater than a first preset distance;
[0032] The second control module is used to control the replacement of the first indicator mark displayed at the position corresponding to the second virtual object in the game screen with the second indicator mark in response to the virtual distance between the second virtual object and the first virtual object within the first game field of view being greater than the first preset distance.
[0033] In a third aspect, an embodiment of the present application provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program that can be executed on the processor, and when the processor executes the computer program, the steps of the method described in the first aspect are implemented.
[0034] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method described in the first aspect above.
[0035] The embodiments of the present application bring the following beneficial effects:
[0036] The embodiment of the present application provides a method, device and electronic terminal for displaying virtual objects in a game, which can provide a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes a game screen based on a first game field of view determined by a first virtual object controlled by the terminal device, and then, in response to the virtual distance between the second virtual object and the first virtual object within the first game field of view being not greater than the first preset distance, a first indicator corresponding to the second virtual object is controlled to be displayed at a position corresponding to the second virtual object in the game screen, and then, in response to the virtual distance between the second virtual object and the first virtual object within the first game field of view being greater than the first preset distance, the first indicator displayed at the position corresponding to the second virtual object in the game screen is controlled to be replaced with a second indicator. In this solution, at first, an indicator is applied to the virtual object within the field of view, and when the virtual object is far away, the indicator is replaced with another indicator. The indicator is changed in time when the conditions are met through the dynamic change process of the indicator, thereby avoiding the indicator initially displayed from blocking the virtual object, and also does not affect the indication information displayed on the virtual object, which helps the player to more clearly identify the virtual object, facilitates the player to judge the situation and battle situation through identification, and alleviates the technical problem that the virtual object is easily blocked and difficult to identify. BRIEF DESCRIPTION OF THE DRAWINGS
[0037] In order to more clearly illustrate the specific implementation methods of the present application or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0038] Figure 1 A schematic diagram of a game scene provided in an embodiment of the present application;
[0039] Figure 2 A schematic diagram of an application scenario provided for an embodiment of the present application;
[0040] Figure 3 A schematic diagram of the structure of an electronic terminal provided in an embodiment of the present application is shown;
[0041] Figure 4 A schematic diagram of a usage scenario of an electronic terminal provided in an embodiment of the present application;
[0042] Figure 5 A flowchart of a method for displaying a virtual object in a game provided by an embodiment of the present application;
[0043] Figure 6 A schematic diagram of an electronic terminal displaying a graphical user interface provided in an embodiment of the present application;
[0044] Figure 7 A schematic diagram of another electronic terminal displaying a graphical user interface provided in an embodiment of the present application;
[0045] Figure 8 A schematic diagram of another electronic terminal displaying a graphical user interface provided in an embodiment of the present application;
[0046] Fig. 9 A schematic diagram of the correspondence between an identifier and a virtual distance provided in an embodiment of the present application;
[0047] Fig.10 This is a structural intention of a display device for virtual objects in a game provided in an embodiment of the present application. DETAILED DESCRIPTION
[0048] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution of the present application will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present application.
[0049] The terms "including" and "having" and any variations thereof mentioned in the embodiments of the present application are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units that are not listed, or may optionally include other steps or units that are inherent to these processes, methods, products or devices.
[0050] Currently, displaying names above the heads of virtual objects is a common method used in most games. It is mainly used to distinguish teammates or enemies by displaying simple names when the models are similar. However, due to the limitations of mobile phone screen size and the gradual enrichment of game play, this name display method may be useful in close combat, but it may cause problems in long-range combat.
[0051] For example, in some games, the player's name may be displayed in the upper middle of a virtual object, and the font size may be reduced in proportion to the distance between the camera and the virtual object, from approximately 20 to 14. The font size cannot be too small, otherwise it will affect readability.
[0052] This premise will lead to a problem, such as Figure 1 As shown in the figure, when the virtual object is far away, it is smaller than the name, which may easily cause the name to block the virtual object, making it impossible for the player to distinguish the number of enemies and the situation, affecting the player's judgment of the situation. In addition, some games can hide the enemy's name by default, while other games can still display the enemy's name in the field of view, but it is inevitable that the teammates' names will still cause the model to be blocked at a distance.
[0053] From the above defects, it can be seen that when multiple virtual objects are small in size when they are far away, the names above the virtual objects will block other virtual objects, causing players to be unable to distinguish the number and battle situation of the enemy and our side, affecting the player's judgment of the situation.
[0054] Based on this, the embodiment of the present application provides a method, device and electronic terminal for displaying virtual objects in a game, which can alleviate the technical problem that virtual objects are easily blocked and difficult to identify in the existing technical solutions. Furthermore, the solution provided by the embodiment of the present application can also display information such as the identity of the virtual object, which helps players distinguish the battle situation between the enemy and us.
[0055] In one embodiment of the present disclosure, the method for displaying virtual objects in a game can be run on a local terminal device or a server. When the method for displaying virtual objects in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0056] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display method of the virtual objects in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0057] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a 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, and control the display of the graphical user interface on the display screen.
[0058] In one possible implementation, an embodiment of the present application provides a method for displaying virtual objects in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0059] In a possible implementation, an embodiment of the present application provides an electronic terminal, wherein the electronic terminal includes a touch screen and a processor, wherein the touch screen is used to present a graphical user interface and receive operations on the graphical user interface.
[0060] For example, Figure 2 As shown, Figure 2 Schematic diagram of an application scenario provided in an embodiment of the present application. The application scenario may include an electronic terminal (e.g., a mobile phone 202) and a server 201, and the electronic terminal may communicate with the server 201 via a wired network or a wireless network. The electronic terminal is used to run a virtual desktop, through which the virtual desktop may interact with the server 201 to control the virtual character in the server 201.
[0061] The electronic terminal of this embodiment is described by taking a mobile phone 202 as an example. The mobile phone 202 includes components such as a radio frequency (RF) circuit 310, a memory 320, a touch screen 330, and a processor 340. Those skilled in the art can understand that Figure 3 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine some components, or separate some components, or arrange the components differently. Those skilled in the art will understand that the touch screen 330 belongs to the user interface (UI), and the mobile phone 202 may include more or fewer user interfaces than shown in the figure.
[0062] The RF circuit 310 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobilecommunication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0063] The memory 320 can be used to store software programs and modules. The processor 340 executes various functional applications and data processing of the mobile phone 202 by running the software programs and modules stored in the memory 320. The memory 320 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function, etc.; the data storage area can store data created according to the use of the mobile phone 202, etc. In addition, the memory 320 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
[0064] The touch screen 330 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 330 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel may collect user contact or non-contact operations on or near it (for example, Figure 4As shown, the user uses any suitable object or accessory such as a finger 403, a stylus, etc. to operate on or near the touch panel), and generates a pre-set operation instruction. In addition, 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 orientation and posture, 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 information that the processor can process, and then sends it to the processor 340, and can receive and execute the command sent by the processor 340. In addition, the touch panel can be implemented by various types such as resistive, capacitive, infrared and surface acoustic waves, and any technology developed in the future can be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covered on the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it is transmitted to the processor 340 to determine the user input, and then the processor 340 provides corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.
[0065] Processor 340 is the control center of mobile phone 202. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 202 and processes data by running or executing software programs and / or modules stored in memory 320, and calling data stored in memory 320, thereby monitoring the mobile phone as a whole.
[0066] The embodiments of the present application are further described below in conjunction with the accompanying drawings.
[0067] Figure 5 The present invention provides a flowchart of a method for displaying a virtual object in a game according to an embodiment of the present invention. The method can be applied to a terminal device capable of running a game program, wherein the game includes a virtual scene and at least one virtual object in the virtual scene. Figure 5 As shown, the method includes:
[0068] Step S510: providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes a game screen within a first game field of view determined based on a first virtual object.
[0069] The first virtual object is a virtual object controlled by the terminal device.
[0070] It should be noted that the game screen can be presented by a virtual camera in the game scene, that is, the virtual camera captures a virtual image in the game scene, and then obtains the presented game screen based on the virtual image, so there is a corresponding relationship between the position of the virtual camera in the game scene where the image is captured and the presented game screen. In the embodiment of the present application, the game screen corresponds to the first game field of view determined based on the first virtual object, which can be the field of view seen from the perspective of the first virtual object itself, or it can be the field of view from other perspectives other than the first virtual object. It can be seen from this that the game screen can display all the first virtual objects, only part of the first virtual objects, or no first virtual objects.
[0071] As an example, if the game is a first-person game, the perspective of the virtual camera is the perspective of the first virtual object, and the position of the virtual camera can be understood as the eye position of the first virtual object. The virtual image is obtained in the game scene through the perspective of the first virtual object. At this time, the first game field of view is the field of view seen by the first virtual object itself, so the entire first virtual object itself cannot be displayed in the corresponding game screen (except for mirrors, photos, etc.), and only part of the first virtual object may be displayed, or the first virtual object may not be displayed.
[0072] As another example, if the game is a third-person game, the perspective of the virtual camera is the perspective of the third-person object excluding the first virtual object and the second virtual object, which can also be understood as the God's perspective in the game. The position of the virtual camera can be understood as the position of the third-person object. The virtual image is obtained in the game scene through this third-person perspective. At this time, the first game field of view is the field of view seen by the third-person perspective, so the corresponding game screen can display all the first virtual objects, or only part of the first virtual objects, and of course the first virtual object can also be displayed.
[0073] Step S520, in response to the virtual distance between the second virtual object and the first virtual object within the first game field of view being not greater than the first preset distance, controlling the display of a first indicator mark corresponding to the second virtual object at a position corresponding to the second virtual object in the game screen.
[0074] The first preset distance may be any value, and one possible implementation is the distance corresponding to the position of the second virtual object's name on the screen when it is at a critical point where it is difficult to distinguish. For example, in terms of mobile games, 14-point fonts are almost difficult to distinguish on mobile phones, and can be replaced with image representation in this scenario.
[0075] In practical applications, such as Figure 6As shown, illustratively, in addition to the first virtual object 601 controlled by the player, there is also an enemy virtual object 602 (second virtual object) in the game screen, and the name of the enemy virtual object 602, that is, a text mark 603 (first indicator mark) is displayed above the enemy virtual object 602. In addition, there is also a friendly virtual object 604 (second virtual object), and the text mark 605 (first indicator mark) corresponding to the name of the friendly virtual object 604 is displayed above the friendly virtual object 604. The tree 606 on the left side of the figure serves as a distance reference mark. At this time, the distance between the first virtual object 601 controlled by the player and the enemy virtual object 602 and the friendly virtual object 604 is less than or equal to the first preset distance.
[0076] Step S530, in response to the virtual distance between the second virtual object and the first virtual object within the first game field of view being greater than the first preset distance, control the first indicator mark displayed at the position corresponding to the second virtual object in the game screen to be replaced with the second indicator mark.
[0077] For example, Figure 7 As shown, when the distance between the first virtual object 601 controlled by the player and the enemy virtual object 602 and the friendly virtual object 604 is greater than the first preset distance, the text logo (first indicator logo) corresponding to the enemy virtual object 602 is replaced by a red triangle image logo 701 (second indicator logo), and the text logo (first indicator logo) corresponding to the friendly virtual object 604 is also replaced by a blue triangle image logo 702 (second indicator logo).
[0078] In the embodiment of the present application, an indication mark is initially applied to the virtual object within the field of view, and the indication mark is replaced with another indication mark when the virtual object is far away. The indication mark is dynamically changed to realize timely change when the conditions are met, thereby avoiding the indication mark displayed initially to block the virtual object, and does not affect the indication information displayed for the virtual object, which helps the player to more clearly identify the virtual object. For example, the character corner within the field of view is initially marked with a text mark, which is changed from a text mark to an image mark after the conditions are met, that is, the process of dynamic change of the mark, which makes it easier for the player to judge the situation and battle situation by identification, and alleviates the technical problem that the virtual object is easily blocked and difficult to identify.
[0079] The above steps are described in detail below.
[0080] In some embodiments, the farther the second virtual object is within the field of view, the smaller the indicator mark may be displayed. As an example, the method may further include the following steps:
[0081] Step a), in response to a change in the virtual distance between the second virtual object and the first virtual object within the first game field of view, controlling the display size of the first indicator mark or the second indicator mark displayed in the game screen.
[0082] The display size of the first indicator and the display size of the second indicator are respectively negatively correlated with the virtual distance. For example, when the virtual distance is less than or equal to the first preset distance, the font size of the text mark (first indicator) can also change with the virtual distance to further dynamically express the distance change; when the virtual distance is greater than the first preset distance, the image size of the image mark (second indicator) can also change with the virtual distance to further dynamically express the distance change.
[0083] For example, the overall logo changes are as follows: Fig. 9 As shown, when the virtual distance is less than the first preset distance, a text mark (first indicator mark), such as a player's name, is displayed above the virtual object. The display font size of the player's name can decrease as the virtual distance increases, such as gradually decreasing from the 20-point font represented by the text mark 901 to the 14-point font represented by the text mark 902. Among them, for mobile games, the 14-point font is almost a size that is difficult to distinguish on a mobile phone. When the virtual distance exceeds the first preset distance, the text mark is replaced by an image mark.
[0084] By changing the size of the first indicator or the second indicator with the virtual distance, the size of the indicator can be made to correspond to the size of the virtual object, which can avoid the situation where the indicator obstructs the virtual object when it is far away. The change process of the indicator size can also be made smooth and fluid, so that players can have a comfortable visual experience.
[0085] Based on the above step a), if the second indicator (such as a chart indicator) is reduced to a certain extent, it can no longer be reduced and maintain a certain size. As an example, the display size of the second indicator is not less than a preset size, and the method can also include the following steps:
[0086] Step b) when the display size of the second indicator is equal to the preset size, in response to an increase in the virtual distance between the second virtual object and the first virtual object within the first game field of view, controlling the second indicator to be displayed with the preset size.
[0087] For example, Figure 8 and Fig. 9As shown, when the distance between the first virtual object 601 controlled by the player and the enemy virtual object 602 and the friendly virtual object 604 is greater than the first preset distance, the size of the enemy virtual object 602 can be reduced as the distance increases, and the size of the red triangle image mark 701 (second indicator mark) corresponding to the enemy virtual object 602 will no longer change when it is reduced to a certain degree (preset size). Similarly, the size of the friendly virtual object 604 can be reduced as the distance increases, and the size of the blue triangle image mark 702 (second indicator mark) corresponding to the friendly virtual object 604 will no longer change when it is reduced to a certain degree (preset size).
[0088] In actual applications, when the second virtual distance is far, the second virtual object may be smaller than the corresponding image mark, which may easily cause the image mark to block the model, and the virtual object may become difficult to distinguish. When the virtual distance is greater than the first preset distance and less than the second preset distance, the second virtual object is reduced in size, and the corresponding image mark is used to indicate the location of the second virtual object, so that the player can still obtain relevant game information at a long distance, and can distinguish the location of the virtual objects of both the enemy and us, thereby improving the player's gaming experience.
[0089] By reducing the second indicator to a certain extent and no longer reducing it, but maintaining a certain size and no longer changing it, it is avoided that it is difficult to identify due to the small size and distance, and the player can more quickly and conveniently identify the virtual object corresponding to the indicator through the second indicator that no longer reduces.
[0090] Based on the above step b), if the distance of the second virtual object is too far, the second virtual object and its second indicator mark are no longer displayed. As an example, after the above step b), the method may further include the following steps:
[0091] Step c), in response to the virtual distance between the second virtual object and the first virtual object within the first game field of view increasing to be no less than a second preset distance, controlling hiding of the second indication mark.
[0092] The second preset distance is greater than the first preset distance. In practical applications, the second preset distance can be any value greater than the first preset distance. A possible implementation is that the distance is too far and the line of sight is limited to a distance that cannot be seen.
[0093] In the embodiment of the present application, in the case where the second indication mark (such as an image mark) is used to replace the first indication mark (such as a text mark) for display, Fig. 9As shown, it can be limited to the interval where the virtual distance is greater than the first preset distance and less than the second preset distance to clearly distinguish different distance intervals. Different styles of logos are displayed in different virtual distance intervals, so that the logo style can adapt to the virtual distance and provide players with more information to the greatest extent. For example, within the first preset distance, the names and model details of other virtual objects can be provided to players, between the first preset distance and the second preset distance, the camp information of the virtual object can be provided, and outside the second preset distance, the image logo corresponding to the virtual object is provided, so that players can clearly and accurately obtain the information of the virtual object, which helps players to distinguish the battle situation between the enemy and us.
[0094] For a further situation where the virtual distance is greater than the second preset distance, the virtual object may be further displayed in thumbnail form, for example. Fig. 9 As shown, the virtual object and its second indicator (such as an image indicator) can be hidden, that is, the second virtual object will be hidden when the distance is too far to be seen. Exemplarily, when the distance between the player's virtual object 601 and the enemy virtual object 602 and the friendly virtual object 604 is greater than the second preset distance, as shown in FIG. Figure 8 As shown, both the enemy and friendly virtual objects will be hidden, a red triangle image mark 701 will be displayed at the corresponding position of the enemy virtual object, and a blue triangle image mark 702 will be displayed at the corresponding position of the friendly virtual object.
[0095] By no longer displaying the second indicator mark corresponding to the second virtual object when the distance to the second virtual object is too far, that is, the distance is greater than the second preset distance, the reality of visual limitation can be taken into account, making the game closer to the real scene and improving the gaming experience.
[0096] In some embodiments, the first indicator mark may be a mark that needs to occupy more space, and the second indicator mark may be a mark that needs to occupy less space and has a clear position mark. As an example, the first indicator mark is a text mark, and the text mark includes at least part of the name of the second virtual object; the second indicator mark is an image mark, and the image mark includes at least an inverted triangle mark.
[0097] In actual applications, in addition to using graphics to identify the name, the player character name (text identification) can also be shortened directly, for example, a four-character name can be shortened to a two-character name (at least part of the name of the second virtual object), thereby solving the problem of the name obscuring the virtual object.
[0098] It should be noted that the above-mentioned image mark (second indicator mark) can be represented in various forms. For example, a square mark, a circular mark, a triangular mark. By including at least an inverted triangle mark, the image mark can be pointed at a certain angle below the inverted triangle mark to make the position directionality of the image mark more clear, so that the player can determine the exact position of the second virtual object.
[0099] Of course, when the distance between the first virtual object and the second virtual object becomes smaller again, that is, the virtual distance is less than the first preset distance, the image mark (second indicator mark) of the second virtual object can be changed back to the text mark (first indicator mark) to dynamically show the change of distance. For example, when the virtual distance is less than the first preset distance, that is, the size of the text mark of the second virtual object becomes readable on the screen, and the text mark does not block the virtual object, the image mark will be changed back to the text mark for display, and the player's name will be displayed above the second virtual object again. The player can obtain more game information in the game and can distinguish the game character corresponding to the virtual object according to the player's name, rather than just distinguishing according to the image mark.
[0100] In some embodiments, different second virtual objects correspond to different identities, and different identities correspond to different image identifiers, which can be displayed separately, and the identity distinction form is not fixed, making the basis for distinguishing and displaying the image identifier more flexible. As an example, the image identifier is determined according to the identity of the second virtual object in the game, and the identity of the second virtual object in the game includes any one or more of the following:
[0101] The camp to which the second virtual object belongs, the enemy relationship between the second virtual object and the first virtual object, the role type of the second virtual object, the role responsibilities of the second virtual object, the role attributes of the second virtual object, the game status of the second virtual object, and the game record of the second virtual object.
[0102] In actual applications, each virtual object in the game has an independent identity feature, and different identity features correspond to different image identifiers. Identity features can indicate the camp to which the virtual object belongs. For example, the virtual object may belong to different camps, and be in a hostile relationship or an ally relationship. Identity features can also indicate the type of role to which the virtual object belongs, such as archers, cavalry, medics, etc. Identity features can also indicate that the virtual object is in different game states, such as on standby, moving, or in combat.
[0103] The graphic logo can interact with the identity relationship of the virtual objects in the game. For example, the enemy relationship is identified by the blue and purple squares, and the responsibilities of tanks, healers, output, etc. in the team are identified by squares, circles, arrows, etc.
[0104] In an embodiment of the present application, the image identifier (second indicator identifier) can be distinguished based on a variety of methods. Exemplarily, the image identifier can be an image identifier determined based on multiple identity information such as the type, level, and camp of the virtual object located in the game screen. For example, virtual objects belonging to the same type can be represented by the same image identifier, so that different types of virtual objects correspond to different image identifiers, which is convenient for players to distinguish and observe. For another example, enemy characters and friendly characters belonging to different camps can correspond to different image identifiers in the game due to their different identities. The image identifier corresponding to the enemy virtual object can be a red triangle image, and the image identifier corresponding to the friendly virtual object can be a blue triangle image.
[0105] By providing a variety of unique image identifiers for virtual objects with different identities, players can clearly and accurately obtain specific and comprehensive information about virtual objects located in the distance. Players can immediately identify the specific identities of virtual objects, which helps players analyze the game situation.
[0106] In some embodiments, the image logo can be represented in a variety of ways to make the display of the image logo more flexible. As an example, the image logo is represented in at least one of the following ways:
[0107] Graphics, color, fill, transparency, saturation.
[0108] In actual applications, the second virtual object may belong to different camps, and may be in a hostile or allied relationship. In this case, a red logo can be used to represent the enemy, and a blue logo can be used to represent the friendly forces. For the second virtual object belonging to different role types, such as archers, medics, etc., in this case, the bow logo can be used to represent the archer, and the red cross logo can be used to represent the medic. For the second virtual object in different game states, in this case, a logo with a higher filling degree can be used to represent the standby state, and a logo with a lower filling degree can be used to represent the mobile state. In addition, the logo's filling degree, transparency, saturation, etc. can be adjusted and adapted according to the game background. This allows players to get the best visual experience and see the image logo intuitively and clearly.
[0109] In some embodiments, there may be multiple second virtual objects in the game scene at the same time. In this case, the image identifiers can be displayed in different ways, for example, different colors, different graphics, etc., so that the display method of the image identifiers is flexible and easy to distinguish. As an example, the number of second virtual objects is multiple; second virtual objects with the same identity display image identifiers of the same color, and second virtual objects with different identities display image identifiers of different colors; and / or second virtual objects with the same identity display image identifiers of the same graphics, and second virtual objects with different identities display image identifiers of different graphics.
[0110] In actual applications, for example, a blue triangle is used to indicate a friendly second virtual object, and a red triangle is used to indicate an enemy second virtual object. For another example, a blue five-pointed star is used to indicate a friendly second virtual object, and a blue triangle is used to indicate an enemy second virtual object. For another example, a blue five-pointed star is used to indicate a friendly second virtual object, and a red triangle is used to indicate an enemy second virtual object.
[0111] By using distinctive image identifiers, players can clearly and intuitively distinguish the identity information of the second virtual objects and identify the battle situation between the enemy and us even when there are multiple second virtual objects on the game screen at the same time.
[0112] In some embodiments, there are multiple options for displaying the image identifier in the game screen, such as above the virtual object, so as to facilitate identification of the image identifier corresponding to the virtual object. As an example, the position corresponding to the second virtual object in the game screen is located above the second virtual object.
[0113] In actual applications, the image logo can be displayed at any position around the virtual object, and displaying it above the virtual object can avoid blocking the virtual object to the greatest extent, and is also more conducive to player observation, allowing players to obtain as much game information as possible from the game screen.
[0114] In some embodiments, for the zoomed-in situation of the player's remote aiming, the first indicator mark of the second virtual object can be displayed to facilitate the player to aim at the second virtual object. As an example, the method can also include the following steps:
[0115] In response to a second virtual object and a second indication mark being displayed in the sight of the virtual weapon corresponding to the first virtual object, control is performed to replace the second indication mark displayed in the sight with the first indication mark.
[0116] When the sight is turned on remotely, the first indicator mark of the second virtual object may be displayed in the sight, and the second indicator mark of the second virtual object may also be displayed. For example, the second virtual object and its corresponding second indicator mark (image mark) are displayed before the sight is turned on, and the second virtual object and its corresponding first indicator mark (text mark) are displayed in the sight after the sight is turned on. The first indicator mark (text mark) in the sight can facilitate the player to aim at the second virtual object more accurately.
[0117] Fig.10A schematic diagram of a display device 1000 for a virtual object in a game is provided. The device can be applied to an electronic terminal capable of running a game program, wherein the game includes a virtual scene and at least one virtual object in the virtual scene. Fig.10 As shown, the display device 1000 of the virtual object in the game includes:
[0118] Providing module 1001, for providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game screen in a first game field of view determined based on a first virtual object, wherein the first virtual object is a virtual object controlled by the terminal device;
[0119] The first control module 1002 is configured to control display of a first indication mark corresponding to the second virtual object at a position corresponding to the second virtual object in the game screen in response to a virtual distance between the second virtual object and the first virtual object within the first game field of view being not greater than a first preset distance;
[0120] The second control module 1003 is used to control the replacement of the first indicator mark displayed at the position corresponding to the second virtual object in the game screen with the second indicator mark in response to the virtual distance between the second virtual object and the first virtual object in the first game field of view being greater than the first preset distance.
[0121] In some embodiments, the apparatus further comprises:
[0122] A third control module, configured to control a display size of the first indicator mark or the second indicator mark displayed on the game screen in response to a change in a virtual distance between the second virtual object and the first virtual object within the first game field of view;
[0123] The display size of the first indicator and the display size of the second indicator are respectively negatively correlated with the virtual distance.
[0124] In some embodiments, the display size of the second indicator mark is not less than a preset size, and the device further includes:
[0125] The fourth control module is used to control the display of the second indicator with the preset size in response to an increase in the virtual distance between the second virtual object and the first virtual object within the first game field of view when the display size of the second indicator is equal to the preset size.
[0126] In some embodiments, the apparatus further comprises:
[0127] A fifth control module, configured to control hiding of the second indication mark in response to a virtual distance between the second virtual object and the first virtual object within the first game field of view increasing to not less than a second preset distance after controlling display of the second indication mark in a preset size;
[0128] The second preset distance is greater than the first preset distance.
[0129] In some embodiments, the first indicator mark is a text mark, and the text mark includes at least part of the name of the second virtual object;
[0130] The second indication mark is an image mark, and the image mark at least includes an inverted triangle mark.
[0131] In some embodiments, the image identification is determined according to the identity of the second virtual object in the game; the identity of the second virtual object in the game includes any one or more of the following:
[0132] The camp to which the second virtual object belongs, the enemy relationship between the second virtual object and the first virtual object, the role type of the second virtual object, the role responsibilities of the second virtual object, the role attributes of the second virtual object, the game status of the second virtual object, and the game record of the second virtual object.
[0133] In some embodiments, the image identifier is represented by at least one of the following methods:
[0134] Graphics, color, fill, transparency, saturation.
[0135] In some embodiments, the number of the second virtual objects is multiple;
[0136] The second virtual objects with the same identity are displayed with the same color image logo, and the second virtual objects with different identities are displayed with different color image logo; and / or,
[0137] The second virtual objects with the same identity display image identifiers with the same graphics accordingly, and the second virtual objects with different identities display image identifiers with different graphics accordingly.
[0138] In some embodiments, the position in the game screen corresponding to the second virtual object is located above the second virtual object.
[0139] In some embodiments, the apparatus further comprises:
[0140] The sixth control module is used for controlling the second indicator displayed in the sight to be replaced by the first indicator in response to the second virtual object and the second indicator being displayed in the sight of the virtual weapon corresponding to the first virtual object.
[0141] The display device for virtual objects in the game provided in the embodiment of the present application has the same technical features as the display method for virtual objects in the game provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.
[0142] Corresponding to the method for displaying virtual objects in the above-mentioned game, an embodiment of the present application also provides a computer-readable storage medium, which stores machine-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps of the method for displaying virtual objects in the above-mentioned game.
[0143] The display device of the virtual object in the game provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. It can be clearly understood by technicians in the relevant field that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.
[0144] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.
[0145] For another example, the flowchart and block diagram in the accompanying drawings show the possible architecture, function and operation of the device, method and computer program product according to multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of the code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or the flowchart, and the combination of the boxes in the block diagram and / or the flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.
[0146] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0147] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0148] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method for displaying virtual objects in the game described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., and other media that can store program codes.
[0149] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0150] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solution of the present application, rather than to limit it. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solution recorded in the aforementioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solution deviate from the scope of the technical solution of the embodiment of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A method for displaying a virtual object in a game, characterized in that: The game includes a virtual scene and at least one virtual object located in the virtual scene, and the method includes: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game screen in a first game field of view determined based on a first virtual object, wherein the first virtual object is a virtual object controlled by the terminal device; In response to a virtual distance between a second virtual object within the first game field of view and the first virtual object being not greater than a first preset distance, controlling a first indication mark corresponding to the second virtual object to be displayed at a position corresponding to the second virtual object in the game screen; In response to a virtual distance between a second virtual object within the first game field of view and the first virtual object being greater than the first preset distance, control is performed to replace a first indicator mark displayed at a position corresponding to the second virtual object in the game screen with a second indicator mark corresponding to the second virtual object.
2. The method according to claim 1, characterized in that The method further comprises: In response to a change in a virtual distance between the first virtual object and a second virtual object within the first game field of view, controlling a display size of the first indicator mark or the second indicator mark displayed in the game screen; The display size of the first indicator and the display size of the second indicator are respectively negatively correlated with the virtual distance.
3. The method according to claim 2, characterized in that The display size of the second indicator mark is not less than a preset size, and the method further includes: When the display size of the second indicator is equal to the preset size, in response to an increase in the virtual distance between the second virtual object and the first virtual object within the first game field of view, the second indicator is controlled to be displayed with the preset size.
4. The method according to claim 3, characterized in that After the step of controlling the second indicator mark to be displayed in the preset size, the method further includes: In response to a virtual distance between a second virtual object within the first game field of view and the first virtual object increasing to not less than a second preset distance, controlling hiding of the second indication mark; Wherein, the second preset distance is greater than the first preset distance.
5. The method according to any one of claims 1 to 4, characterized in that: The first indication mark is a text mark, and the text mark includes at least a part of the name of the second virtual object; The second indication mark is an image mark, and the image mark at least includes an inverted triangle mark.
6. The method according to claim 5, characterized in that The image identifier is determined according to the identity of the second virtual object in the game; the identity of the second virtual object in the game includes any one or more of the following: the camp to which the second virtual object belongs, the enemy relationship between the second virtual object and the first virtual object, the role type of the second virtual object, the role responsibilities of the second virtual object, the role attributes of the second virtual object, the game status of the second virtual object, and the game record of the second virtual object.
7. The method according to claim 5, characterized in that The image identifier is represented by at least one of the following methods: Graphics, color, fill, transparency, saturation.
8. The method according to claim 6, characterized in that The number of the second virtual objects is multiple; The second virtual objects with the same identity display the image identifier in the same color, and the second virtual objects with different identities display the image identifier in different colors; and / or, The second virtual objects with the same identity display the image identifier of the same graphic correspondingly, and the second virtual objects with different identities display the image identifier of different graphics correspondingly.
9. The method according to claim 1, characterized in that: The method further comprises: In response to the second virtual object and the second indication mark being displayed in the sight of the virtual weapon corresponding to the first virtual object, control is performed to replace the second indication mark displayed in the sight with the first indication mark.
10. The method according to claim 1, characterized in that The position corresponding to the second virtual object in the game screen is located above the second virtual object.
11. A display device for virtual objects in a game, characterized in that: The game includes a virtual scene and at least one virtual object located in the virtual scene; the device includes: Providing a module, configured to provide a graphical user interface through a terminal device, wherein the graphical user interface displays a game screen in a first game field of view determined based on a first virtual object, wherein the first virtual object is a virtual object controlled by the terminal device; A first control module, configured to control display of a first indication mark corresponding to the second virtual object at a position corresponding to the second virtual object in the game screen in response to a virtual distance between the second virtual object and the first virtual object within the first game field of view being not greater than a first preset distance; A second control module is used to control the replacement of a first indicator mark displayed at a position corresponding to the second virtual object in the game screen with a second indicator mark corresponding to the second virtual object in response to a virtual distance between the second virtual object and the first virtual object within the first game field of view being greater than the first preset distance.
12. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, characterized in that: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 10 are implemented.
13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method according to any one of claims 1 to 10.
Citation Information
Patent Citations
Method and device for selecting virtual object in virtual scene
CN108543308A