Method and apparatus for displaying information of virtual character

By determining the aiming range based on the crosshair position of virtual shooting tools in RPG shooting games, and displaying complete information within the range while reducing the display size when the target goes out of range, the problem of virtual character information overlapping is solved, improving the game's visualization and player experience.

CN114642880BActive Publication Date: 2025-11-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210260237.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-03-16
Publication Date
2025-11-25
Estimated Expiration
2042-03-16

AI Technical Summary

Technical Problem

In RPG shooting games, the display of virtual character information can easily cause mutual obstruction, especially when there are many virtual characters on the game screen, making it difficult to effectively display character identity and status information.

Method used

By providing a graphical user interface on the terminal device, the aiming range is determined based on the crosshair position of the virtual shooting prop, and complete information is displayed within the aiming range. When the aiming range is exceeded, the information display size is reduced, and a graphical representation is used, including a circular health progress bar and a character type identifier.

Benefits of technology

It reduces mutual obstruction of information display, improving players' decision-making efficiency and gaming experience when behind cover.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a kind of virtual role information display method and device.The method includes: providing graphical user interface by terminal equipment, the observation visual angle picture of first virtual role in virtual scene is shown in graphical user interface, the center of aiming of virtual shooting prop currently used by first virtual role is shown in observation visual angle picture;The current aiming range of virtual shooting prop is determined according to the current position of center of aiming;In response to second virtual role being located in aiming range, first role identification information corresponding to second virtual role is displayed in the region associated with second virtual role;In response to the adjustment operation for center of aiming, the aiming range corresponding to center of aiming is adjusted;In response to second virtual role being located in the region outside aiming range in virtual scene, first role identification information is switched to second role identification information corresponding to second virtual role;Wherein, the size of the region occupied by second role identification information is less than the size of the region occupied by first role identification information.
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Description

Technical Field

[0001] This invention relates to the field of computer technology, and more specifically, to a method and apparatus for displaying information about virtual characters. Background Technology

[0002] Currently, in RPG (Role-playing Game) shooting games, it's not enough to simply display the virtual character's name and health bar above their head; information such as class and current buffs also needs to be shown. Figure 1a As shown. When there are many virtual characters in the game screen, they can easily overlap and obscure each other, such as... Figure 1b As shown.

[0003] There is currently no effective solution to the above problems. Summary of the Invention

[0004] At least some embodiments of the present invention provide a method and apparatus for displaying information of virtual characters, so as to at least solve the technical problem in the related art that the display of information of virtual characters is prone to mutual occlusion.

[0005] According to one embodiment of the present invention, a method for displaying information of a virtual character is provided. The method includes: providing a graphical user interface through a terminal device, the graphical user interface displaying a view of a first virtual character in a virtual scene, and displaying the crosshair of a virtual shooting tool currently used by the first virtual character in the view, wherein the first virtual character is a virtual character controlled by the terminal device; determining the current aiming range of the virtual shooting tool based on the current position of the crosshair; displaying first character identification information corresponding to the second virtual character in an area associated with the second virtual character in response to a second virtual character being located within the aiming range; adjusting the aiming range corresponding to the crosshair in response to an adjustment operation on the crosshair; and switching the first character identification information to second character identification information corresponding to the second virtual character in response to the second virtual character being located outside the aiming range in the virtual scene; wherein the second virtual character is a virtual character in the virtual scene other than the first virtual character, and the area occupied by the second character identification information is smaller than the area occupied by the first character identification information.

[0006] Optionally, the second role identification information is a simplified graphical representation of the first role identification information.

[0007] Optionally, the second role identification information includes: a circular life progress bar, and a role type identifier located at the center of the circle.

[0008] Optionally, the first character identification information includes at least one of the following: the second virtual character's health, armor status, class, and faction.

[0009] Optionally, the method further includes: generating a health progress bar based on health and armor / equipment status; and generating a character type identifier based on class and faction category.

[0010] Optionally, generating a health progress bar based on health and armor equipment status includes: generating a health progress bar based on the armor value and health of the virtual armor in response to the virtual character being equipped with virtual armor; and generating a health progress bar based on health in response to the virtual character not being equipped with virtual armor.

[0011] Optionally, generating a health progress bar based on the armor value and health of the virtual armor includes: determining the ratio between the armor value and health based on the armor value and health; and generating the health progress bar based on the ratio between the armor value and health.

[0012] Optionally, generating a health progress bar based on health and armor equipment status includes: generating a health progress bar based on the armor value of the virtual armor in response to the virtual character being equipped with virtual armor; and generating a health progress bar based on health in response to the virtual character not being equipped with virtual armor.

[0013] Optionally, generating a character type identifier based on profession and faction category includes: in response to the faction category being the target category, determining the character type identifier from multiple numerical icons based on profession, wherein the target category is used to represent the faction category of the first virtual character; in response to the faction category not being the target category, determining the character type identifier from multiple preset icons based on profession, wherein different preset icons correspond to different professions.

[0014] Optionally, switching the first role identification information to the second role identification information corresponding to the second virtual character includes: determining the target display method of the second role identification information based on the faction category of the second virtual character; and displaying the second role identification information in the area associated with the second virtual character according to the target display method.

[0015] Optionally, the method further includes: obtaining the marking state of the second virtual character, wherein the marking state is used to characterize whether the second virtual character is marked by a crosshair; in response to the marking state being that the virtual character has been marked by a crosshair and the second virtual character is located within the viewing angle frame, displaying the second character identification information in the area associated with the second virtual character; in response to the marking state being that the virtual character is not marked by a crosshair, or the second virtual character is located in an area outside the viewing angle frame in the virtual scene, hiding the first character identification information and the second character identification information.

[0016] According to one embodiment of the present invention, an information display device for a virtual character is also provided. The device includes: a screen display module for providing a graphical user interface through a terminal device, the graphical user interface displaying a view of a first virtual character in a virtual scene, and displaying the crosshair of a virtual shooting tool currently used by the first virtual character in the view, wherein the first virtual character is a virtual character controlled by the terminal device; a range determination module for determining the current aiming range of the virtual shooting tool based on the current position of the crosshair; an information display module for displaying first character identification information corresponding to the second virtual character in an area associated with the second virtual character in response to a second virtual character being located within the aiming range; a range adjustment module for adjusting the aiming range corresponding to the crosshair in response to an adjustment operation on the crosshair; and an information switching module for switching the first character identification information to second character identification information corresponding to the second virtual character in response to the second virtual character being located outside the aiming range in the virtual scene; wherein the second virtual character is a virtual character other than the first virtual character in the virtual scene, and the area occupied by the second character identification information is smaller than the area occupied by the first character identification information.

[0017] According to one embodiment of the present invention, a non-volatile storage medium is also provided, wherein a computer program is stored in the non-volatile storage medium, and the computer program is configured to execute the information display method of the virtual character in any of the above-mentioned embodiments when running.

[0018] According to one embodiment of the present invention, a processor is also provided, the processor being used to run a program, wherein the program is configured to execute the virtual character information display method described in any of the above-mentioned embodiments when running.

[0019] According to one embodiment of the present invention, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to execute the information display method for virtual characters as described above.

[0020] In at least some embodiments of the present invention, after determining the current aiming range of the virtual shooting tool currently used by the first virtual character based on the current position of the crosshair, the system detects whether the second virtual character is within the aiming range. If the second virtual character is within the aiming range, the system displays the first character identification information corresponding to the second virtual character in the area associated with the second virtual character. If the second virtual character is outside the aiming range in the virtual scene, the system displays the second character identification information corresponding to the second virtual character in the area associated with the second virtual character. Moreover, the area occupied by the second character identification information is smaller than the area occupied by the first character identification information, thus achieving the purpose of information display. It is easy to note that by distinguishing virtual characters based on whether they are within the aiming range and by displaying character identification information in a way that reduces space occupation, the system achieves the technical effect of reducing mutual obstruction of information display, facilitating quick decision-making for players, and improving the player experience. This solves the technical problem in related technologies where the display of virtual character information easily causes mutual obstruction. Attached Figure Description

[0021] The accompanying drawings, which are included to provide a further understanding of the invention and form part of this application, illustrate exemplary embodiments of the invention and, together with their description, serve to explain the invention and do not constitute an undue limitation thereof. In the drawings:

[0022] Figure 1a This is a schematic diagram of information display in an existing RPG shooting game;

[0023] Figure 1b This is a schematic diagram illustrating the mutual obstruction of information displays in an existing RPG shooting game.

[0024] Figure 2a This is a schematic diagram of an existing aiming display scheme in an RPG shooting game;

[0025] Figure 2b This is a schematic diagram of an aiming marker scheme in an existing RPG shooting game;

[0026] Figure 3 This is a hardware structure block diagram of a mobile terminal for displaying information of a virtual character according to an embodiment of the present invention.

[0027] Figure 4 This is a flowchart of a method for displaying information about a virtual character according to one embodiment of the present invention;

[0028] Figure 5a This is a schematic diagram of a method for displaying information of a virtual character according to an embodiment of the present invention;

[0029] Figure 5bThis is a schematic diagram of another method for displaying information about a virtual character according to an embodiment of the present invention;

[0030] Figure 6 This is a schematic diagram of an information display method for a virtual character according to an embodiment of the present invention;

[0031] Figure 7 This is a schematic diagram illustrating the continuous display of graphical information of a virtual character according to an embodiment of the present invention;

[0032] Figure 8 This is a structural block diagram of a virtual character information display device according to one embodiment of the present invention. Detailed Implementation

[0033] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.

[0034] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0035] To address the issue of overlapping information displayed by virtual characters, two design approaches have been proposed: aiming display and aiming markers. For example... Figure 2a As shown, the aiming display scheme is that, apart from teammates, other virtual characters do not display any information by default. When the player aims the crosshair at a target virtual character, information such as that virtual character's health bar and class is displayed; for example... Figure 2b As shown, the aiming marking scheme means that, apart from teammates, other virtual characters do not display any information by default. When the player aims the crosshair at the target virtual character, the virtual character is marked, so that the virtual character's health bar, class, and other information can be continuously displayed within a certain distance range.

[0036] However, in "cover-and-shoot" mobile games, both players seek safe cover before attacking. Therefore, these games require a large amount of cover, and the game scene cannot be too large, resulting in close proximity between virtual characters within the same scene. If an aiming display solution is used, after spotting an enemy virtual character, the character will constantly seek cover, causing information about that character to be quickly lost. If an aiming marker solution is used, due to the limited game scene and the size limitations of the mobile phone screen, complete information about the virtual characters will still be obscured.

[0037] To address the aforementioned technical issues, this invention provides the following information display scheme for virtual characters, which can reproduce the complex information required for RPG shooting games despite the limitations of small mobile game screens, helping players to assess the enemy's situation even behind cover and enhancing the gaming experience.

[0038] According to one embodiment of the present invention, an embodiment of a method for displaying information of a virtual character is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0039] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 3 This is a hardware structure block diagram of a mobile terminal for a method of displaying information about a virtual character according to an embodiment of the present invention. Figure 3 As shown, a mobile terminal may include one or more ( Figure 3 Only one is shown in the diagram. A processor 302 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 304 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 306 for communication functions, an input / output device 308, and a display device 310. Those skilled in the art will understand that... Figure 3 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 3The more or fewer components shown, or having the same Figure 3 The different configurations shown.

[0040] The memory 304 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the virtual character information display method in this embodiment of the invention. The processor 302 executes various functional applications and data processing by running the computer program stored in the memory 304, thereby realizing the aforementioned virtual character information display method. The memory 304 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 304 may further include memory remotely located relative to the processor 302, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.

[0041] The transmission device 306 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 306 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 306 may be a Radio Frequency (RF) module used for wireless communication with the Internet.

[0042] The inputs in input / output device 308 can come from multiple Human Interface Devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.

[0043] Display device 310 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI via finger contact and / or gestures on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0044] In one embodiment of this disclosure, the method for displaying virtual character information can run on a local terminal device or a server. When the method for displaying virtual character information runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0045] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of virtual character information display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0046] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0047] In one possible implementation, this invention provides a method for displaying information about a virtual character, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 4 This is a flowchart of a method for displaying information about a virtual character according to one embodiment of the present invention, such as... Figure 4 As shown, the method includes the following steps:

[0048] Step S402: A graphical user interface is provided through the terminal device. The graphical user interface displays the observation view of the first virtual character in the virtual scene. The crosshair of the virtual shooting tool currently used by the first virtual character is displayed in the observation view. The first virtual character is a virtual character controlled by the terminal device.

[0049] Step S404: Determine the current aiming range of the virtual shooting prop based on the current position of the crosshair.

[0050] The aforementioned virtual scene can be a game screen displayed to the player. Players can switch between the virtual scenes displayed in the graphical user interface (GUI) by interacting with it. The first virtual character can be a virtual character controlled by the player in the game. The viewing angle is the view from the player's perspective, only a portion of the entire virtual scene. For example, in a first-person perspective game, the viewing angle is the game screen within a certain range in front of the virtual character; in a third-person perspective game, the viewing angle is the game screen within a certain range around the virtual character. Virtual shooting props can be shooting props used by the player in the game, such as various types of guns, cannons, darts, etc., but are not limited to these, and this invention does not specifically limit them. The crosshair can be the position in the GUI that indicates the player's current aiming position; the shape of the crosshair can be a cross, a circle, etc. To more realistically simulate shooting scenarios, players can shoot within a certain range of the current aiming position, that is, players can shoot within a certain range around the crosshair; this area is the aiming range mentioned in the above steps. Furthermore, to help players accurately determine the aiming range, the size of the shooting guide markers can be used. For example, with a circular reticle, the larger the aiming range, the larger the radius of the reticle; the smaller the aiming range, the smaller the radius of the reticle. Similarly, with a crosshair reticle, the larger the aiming range, the longer the crosshair; the smaller the aiming range, the shorter the crosshair.

[0051] When multiple virtual characters are displayed in a graphical user interface, players typically need to choose one to shoot, and they usually shoot at virtual characters within their aiming range. Therefore, to help players quickly decide which virtual character to shoot, the aiming range corresponding to the crosshair can be used as a reference. When a virtual character is within the aiming range, its complete information can be displayed in the graphical user interface. For virtual characters that are not within the aiming range, i.e., located outside the aiming range in the virtual scene, their complete information can be omitted.

[0052] In one optional embodiment, it can be detected whether any part of the virtual character enters the aiming range. If any part enters the aiming range, it is determined that the virtual character is within the aiming range; if none of the parts enter the aiming range, it is determined that the virtual character is not within the aiming range. For example, as... Figure 5a and Figure 5b As shown, the graphical user interface displays three virtual characters, labeled 501, 502, and 503 respectively. The head of virtual character 502 is within the aiming range of the crosshair 510, thus confirming that virtual character 502 is within the aiming range, while virtual characters 501 and 503 are not within the aiming range.

[0053] Step S406: In response to the second virtual character being within the aiming range, the first character identification information corresponding to the second virtual character is displayed in the area associated with the second virtual character, wherein the second virtual character is a virtual character in the virtual scene other than the first virtual character.

[0054] Optionally, the first character identification information may include at least one of the following: the second virtual character's health, armor status, class, and faction.

[0055] The second virtual character in the above steps can be a character controlled by another player in the game, or it can be an NPC (Non-player Character) that is not controlled by the player. In shooting games, the graphical user interface usually displays multiple virtual characters. The area associated with the second virtual character can be the area above the second virtual character's head, but it is not limited to this and can be set according to actual needs. The first character identification information can be complete information that can identify the second virtual character, and may include, but is not limited to: the second virtual character's name, health, class, armor and equipment status, current buffs, faction category, etc.

[0056] In one optional embodiment, after detecting that a virtual character has moved into the aiming range, to facilitate quick decision-making by the player while behind cover, complete information about the virtual character can be displayed in the graphical user interface. To reduce the display size of the character information, information such as health, class, armor status, and current buffs can be represented graphically. For example, health and armor status can be represented by progress bars of different colors, and class and current buffs can be represented by corresponding icons. Figure 5a and Figure 5b As shown, when the virtual character 502 moves into the aiming range, the virtual character's name, health, class, armor, and current buff can be displayed above the virtual character's head.

[0057] Step S408: In response to the adjustment operation for the crosshair, adjust the aiming range corresponding to the crosshair.

[0058] In step S410, in response to the second virtual character being located outside the aiming range in the virtual scene, the first character identification information is switched to the second character identification information corresponding to the second virtual character, wherein the size of the area occupied by the second character identification information is smaller than the size of the area occupied by the first character identification information.

[0059] Optionally, the second role identification information can be a simplified graphical representation of the first identification information. Further, the second role identification information may include: a circular life progress bar, and a role type identifier located at the center of the circle.

[0060] The second character identification information in the above steps can be graphical core character information, such as health, armor, and class. For example, it can be a circular icon, with health and armor represented by a circular health progress bar, and the class icon (i.e., the character type identifier mentioned above) at the center of the circular progress bar.

[0061] In an optional embodiment, after detecting that the second virtual character is located outside the aiming range of the virtual scene, in order to reduce space occupation while allowing players to distinguish information about different characters in the scene and reduce mutual occupancy, the core character information of the second virtual character can be graphically integrated into the second character identification information and displayed in the graphical user interface, without needing to display the complete information. For example... Figure 5a and Figure 5b As shown, virtual characters 501 and 503 are located outside the aiming range in the virtual scene, and circular icons can be displayed above the heads of virtual characters 501 and 503.

[0062] It should be noted that you can refer to, for example Figure 6 The information is displayed in the graphical user interface as shown below, such as... Figure 6 As shown, for teammates (secondary virtual characters of the same faction), by default (unmarked), a default circular icon is displayed. If the player aims at (marks) the teammate, the name, class, armor value, and health are displayed by default. If the teammate is currently equipped with a buff, a row of buff icons will also be displayed below the health. If the player has not aimed at but has marked the teammate, and the teammate is currently equipped with armor, a circular icon showing the equipped armor will be displayed. If the teammate is not equipped with armor, the default circular icon will be displayed. The default circular icon will also be displayed when the teammate's health is low. For enemies (secondary virtual characters of different factions), by default (unmarked), no information is displayed. If the player aims at (marks) the enemy, the name, class, armor value, and health are displayed by default. If the enemy is currently equipped with a buff, a row of buff icons will also be displayed below the health. If the player has not aimed at but has marked the enemy, and the enemy is currently equipped with armor, a circular icon showing the equipped armor will be displayed. If the enemy is not equipped with armor, the default circular icon will be displayed. For neutral characters, if a player aims at (marks) the character, the name, class, armor value, and health can be displayed by default. If the enemy is currently equipped with a buff, a row of buff icons can also be displayed below the health.

[0063] The solution provided by the above embodiments of the present invention, after determining the current aiming range of the virtual shooting tool currently used by the first virtual character based on the current position of the crosshair, detects whether the second virtual character is within the aiming range. If the second virtual character is within the aiming range, the first character identification information corresponding to the second virtual character is displayed in the area associated with the second virtual character. If the second virtual character is outside the aiming range in the virtual scene, the second character identification information corresponding to the second virtual character is displayed in the area associated with the second virtual character. Moreover, the area occupied by the second character identification information is smaller than the area occupied by the first character identification information, thus achieving the purpose of information display. It is easy to note that by distinguishing virtual characters based on whether they are within the aiming range, and by displaying character identification information in a way that reduces space occupation, the technical effect of reducing mutual obstruction of information display is achieved, facilitating quick decision-making for players, and improving the player experience. This solves the technical problem in related technologies where the display of virtual character information easily causes mutual obstruction.

[0064] In the above embodiments of the present invention, the method further includes: generating a health progress bar based on health and armor equipment status; and generating a character type identifier based on class and faction category.

[0065] To reduce the space occupied by the target icon, basic health, armor status, and class can be displayed in a circular structure. Health and armor status can share a single health progress bar, while class and faction can be displayed using an icon in the center of the circular progress bar. In one optional embodiment, if the second virtual character is equipped with virtual armor, only the armor value can be displayed, without showing health. Once the armor value is depleted, it directly becomes health. If the second virtual character is not equipped with virtual armor, health is displayed directly. In another optional embodiment, if the second virtual character is equipped with virtual armor, the armor value and health values ​​can be displayed proportionally on the circular progress bar, and even if the armor value is compared to the health bar value, it will not overwrite the health bar. Furthermore, to make it easier for players to distinguish between armor and health, different colors can be used to represent them. For example, armor can be represented by white, and health can be marked with red, green, yellow, etc. The specific colors can be determined according to the faction category of the second virtual character. For example, teammates are represented by green, enemies by red, and elite monsters by yellow.

[0066] In the above embodiments of the present invention, generating a life progress bar based on health and armor equipment status includes: in response to the armor equipment status being that the virtual character is equipped with virtual armor, generating a life progress bar based on the armor value of the virtual armor and health; in response to the armor equipment status being that the virtual character is not equipped with virtual armor, generating a life progress bar based on health.

[0067] In one optional embodiment, to facilitate players in accurately determining the armor and health of a virtual character, when the virtual character is equipped with virtual armor, a single health progress bar can be used to display both armor and health values; when the virtual character is not equipped with virtual armor, a health progress bar can be used to display health, that is, the progress value of the health progress bar is determined based on the health value. Figure 5a As shown, virtual character 501 is equipped with armor, so a health progress bar can be used to represent both armor value and health. The horizontal line represents armor value, and the solid line represents health. Virtual character 503 is not equipped with armor, so a health progress bar can be used to represent health. The solid line represents health, and the hollow line represents blank space.

[0068] In the above embodiments of the present invention, generating a life progress bar based on the armor value and health of virtual armor includes: determining the ratio between the armor value and health based on the armor value and health; and generating a life progress bar based on the ratio between the armor value and health.

[0069] In one optional embodiment, in order to help players accurately determine the armor value and health of the virtual character, the ratio between the armor value and health can be determined based on the values ​​of the armor value and health, and the armor value and health can be displayed on a circular progress bar according to the ratio.

[0070] In the above embodiments of the present invention, generating a life progress bar based on health and armor equipment status includes: generating a life progress bar based on the armor value of the virtual armor in response to the virtual character being equipped with virtual armor; and generating a life progress bar based on health in response to the virtual character not being equipped with virtual armor.

[0071] In one optional embodiment, since the virtual character consumes armor value first when equipped with armor, and only loses health value after the armor value is depleted, to simplify the information display, when the virtual character is equipped with virtual armor, a health progress bar is used to display the armor value; that is, the progress bar value is determined based on the armor value. When the virtual character is not equipped with virtual armor, a health progress bar is used to display the health value; that is, the progress bar value is determined based on the health value. Figure 5b As shown, virtual character 501 is equipped with armor, so a progress bar can be used to represent the armor value, where the horizontal line represents the armor value and the hollow part represents the blank space; virtual character 503 is not equipped with armor, so a progress bar can be used to represent the health, where the solid part represents the health and the hollow part represents the blank space.

[0072] In the above embodiments of the present invention, generating a character type identifier based on profession and faction category includes: in response to the faction category being the target category, determining a character type identifier from multiple numerical icons based on profession, wherein the target category is used to represent the faction category of the first virtual character; in response to the faction category not being the target category, determining a character type identifier from multiple preset icons based on profession, wherein different preset icons correspond to different professions.

[0073] The aforementioned faction categories can be the faction to which the second virtual character belongs, such as our faction, enemy faction, neutral faction, elite monster faction, etc., but are not limited to these. The target faction can be our faction.

[0074] In one optional embodiment, to help players accurately determine the faction to which their virtual character belongs, different identifier icons can be displayed for virtual characters of different factions and different classes. For teammates, the corresponding number for their class can be used; for virtual characters of other factions, the corresponding icon for their class can be used.

[0075] In the above embodiments of the present invention, switching the first role identification information to the second role identification information corresponding to the second virtual character includes: determining the target display method of the second role identification information based on the faction category of the second virtual character; and displaying the second role identification information in the area associated with the second virtual character according to the target display method.

[0076] The target display method in the above steps can be display color, display size, etc., but is not limited to these. In this embodiment of the invention, display color is used as an example for explanation.

[0077] In one optional embodiment, to help players quickly determine the faction to which their virtual character belongs, different colors can be used to distinguish them based on the faction. For example, ... Figure 6 The information display method shown can be as follows: for teammates, green can be used to represent health and class; for enemies, red can be used to represent health and class; for elite monsters, yellow can be used to represent health and class; and for neutral characters, gray can be used to represent health and class.

[0078] In the above embodiments of the present invention, the method further includes: obtaining the marking state of the second virtual character, wherein the marking state is used to characterize whether the second virtual character is marked by a crosshair; in response to the marking state being that the virtual character has been marked by a crosshair and the second virtual character is located within the viewing angle frame, displaying the second character identification information in the area associated with the second virtual character; in response to the marking state being that the virtual character is not marked by a crosshair, or the second virtual character is located in an area outside the viewing angle frame in the virtual scene, hiding the first character identification information and the second character identification information.

[0079] Because graphical information occupies less space, the second character identification information can be continuously displayed to reduce the loss of enemy information due to cover switching. In an optional embodiment, after the player has marked the second virtual character, the second character identification information can be continuously displayed above the second virtual character's head while the second virtual character is within the viewing angle, such as... Figure 7 As shown; if the player does not mark the second virtual character or the second virtual character is located outside the viewing angle of the virtual scene, all information of the virtual character will be hidden, that is, no information (including the second character identification information) will be displayed.

[0080] It should be noted that after the second virtual character moves into the aiming range and then moves out of the aiming range, it can be determined that the virtual character is marked by the crosshair. Therefore, the above-mentioned "not marked by the crosshair" may mean that the virtual character never moves into the aiming range.

[0081] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0082] This embodiment also provides a virtual character information display device, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the terms "unit" and "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0083] Figure 8 This is a structural block diagram of a virtual character information display device according to one embodiment of the present invention, which provides a graphical user interface through a terminal device, such as... Figure 8 As shown, the device includes:

[0084] The screen display module 82 is used to provide a graphical user interface through the terminal device. The graphical user interface displays the observation view of the first virtual character in the virtual scene and displays the crosshair of the virtual shooting prop currently used by the first virtual character in the observation view. The first virtual character is a virtual character controlled by the terminal device.

[0085] The range determination module 84 is used to determine the current aiming range of the virtual shooting prop based on the current position of the crosshair;

[0086] Information display module 86 is used to display the first character identification information corresponding to the second virtual character in the area associated with the second virtual character in response to the second virtual character being within the aiming range;

[0087] The range adjustment module 88 is used to respond to the adjustment operation of the crosshair and adjust the aiming range corresponding to the crosshair;

[0088] The information switching module 810 is used to switch the first character identification information to the second character identification information corresponding to the second virtual character when the second virtual character is located outside the aiming range in the virtual scene; wherein, the second virtual character is a virtual character in the virtual scene other than the first virtual character, and the size of the area occupied by the second character identification information is smaller than the size of the area occupied by the first character identification information.

[0089] Optionally, the device also includes: a progress bar generation module for generating a health progress bar based on health and armor / equipment status; and an identifier generation module for generating a character type identifier based on class and faction category.

[0090] Optionally, the progress bar generation module is also used to generate a health progress bar based on the armor value and health of the virtual armor when the armor equipment status is that the virtual character is equipped with virtual armor; and to generate a health progress bar based on health when the armor equipment status is that the virtual character is not equipped with virtual armor.

[0091] Optionally, the progress bar generation module includes: a relationship determination unit, used to determine the proportional relationship between armor value and health value based on armor value and health value; and a progress bar generation unit, used to generate a health progress bar based on the proportional relationship between armor value and health value.

[0092] Optionally, the progress bar generation module is also used to generate a health progress bar based on the armor value of the virtual armor when the armor equipment status is that the virtual character is equipped with virtual armor; and to generate a health progress bar based on the health when the armor equipment status is that the virtual character is not equipped with virtual armor.

[0093] Optionally, the identifier generation module is further configured to determine a character type identifier from multiple numerical icons based on profession in response to the faction category being the target category, wherein the target category is used to represent the faction category of the first virtual character; and to determine a character type identifier from multiple preset icons based on profession in response to the faction category not being the target category, wherein different preset icons correspond to different professions.

[0094] Optionally, the information switching module includes: a mode determination unit, used to determine the target display mode of the second character identification information based on the faction category of the second virtual character; and an icon display unit, used to display the second character identification information in the area associated with the second virtual character according to the target display mode.

[0095] Optionally, the device further includes: a status acquisition module for acquiring the marking status of the second virtual character, wherein the marking status is used to indicate whether the second virtual character is marked by a crosshair; an information display module for displaying second character identification information in the area associated with the second virtual character in response to the marking status being that the virtual character has been marked by a crosshair and the second virtual character is located within the viewing angle frame; and an information hiding module for hiding the first character identification information and the second character identification information in response to the marking status being that the virtual character is not marked by a crosshair or the second virtual character is located in an area outside the viewing angle frame in the virtual scene.

[0096] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0097] Embodiments of the present invention also provide a non-volatile storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when running.

[0098] Optionally, in this embodiment, the non-volatile storage medium described above can be configured to store a computer program for performing the following steps:

[0099] S1, a graphical user interface is provided through the terminal device. The graphical user interface displays the observation view of the first virtual character in the virtual scene. The observation view displays the crosshair of the virtual shooting tool currently used by the first virtual character. The first virtual character is a virtual character controlled by the terminal device.

[0100] S2, determine the current aiming range of the virtual shooting prop based on the current position of the crosshair;

[0101] S3, in response to the second virtual character being within the aiming range, display the first character identification information corresponding to the second virtual character in the area associated with the second virtual character;

[0102] S4 responds to adjustments made to the crosshair and adjusts the aiming range corresponding to the crosshair.

[0103] S5, in response to the second virtual character being located outside the aiming range in the virtual scene, the first character identification information is switched to the second character identification information corresponding to the second virtual character; wherein, the second virtual character is a virtual character in the virtual scene other than the first virtual character, and the size of the area occupied by the second character identification information is smaller than the size of the area occupied by the first character identification information.

[0104] Optionally, in this embodiment, the aforementioned non-volatile storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0105] Embodiments of the present invention also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.

[0106] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0107] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0108] S1, a graphical user interface is provided through the terminal device. The graphical user interface displays the observation view of the first virtual character in the virtual scene. The observation view displays the crosshair of the virtual shooting tool currently used by the first virtual character. The first virtual character is a virtual character controlled by the terminal device.

[0109] S2, determine the current aiming range of the virtual shooting prop based on the current position of the crosshair;

[0110] S3, in response to the second virtual character being within the aiming range, display the first character identification information corresponding to the second virtual character in the area associated with the second virtual character;

[0111] S4 responds to adjustments made to the crosshair and adjusts the aiming range corresponding to the crosshair.

[0112] S5, in response to the second virtual character being located outside the aiming range in the virtual scene, the first character identification information is switched to the second character identification information corresponding to the second virtual character; wherein, the second virtual character is a virtual character in the virtual scene other than the first virtual character, and the size of the area occupied by the second character identification information is smaller than the size of the area occupied by the first character identification information.

[0113] Optionally, specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementations, and will not be repeated here.

[0114] In the above embodiments of the present invention, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0115] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0116] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0117] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0118] If the integrated unit is implemented as 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 invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0119] The above description is only a preferred embodiment of the present invention. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.

Claims

1. An information display method for a virtual character, characterized by, The method comprises: providing, by a terminal device, a graphical user interface in which an observation view picture of a first virtual character in a virtual scene is displayed, and a center of a virtual shooting prop currently used by the first virtual character is displayed in the observation view picture, wherein the first virtual character is a virtual character controlled by the terminal device; determining a current aiming range of the virtual shooting prop according to a current position of the center; in response to a second virtual character being located in the aiming range, displaying first character identification information corresponding to the second virtual character in a region associated with the second virtual character; in response to an adjustment operation on the center, adjusting the aiming range corresponding to the center; in response to the second virtual character being located in a region outside the aiming range in the virtual scene, switching the first character identification information to second character identification information corresponding to the second virtual character, wherein the second character identification information comprises a ring-shaped life progress bar and a character type identifier located at the center of the ring, the display of the life progress bar is determined by the values of virtual armor corresponding to the blood volume and the armor equipment state, and the character type identifier is used to represent the occupation and camp category of the second virtual character; wherein the second virtual character is a virtual character other than the first virtual character in the virtual scene, the size of the region occupied by the second character identification information is smaller than the size of the region occupied by the first character identification information, the second character identification information is a simplified graphical representation of the first character identification information, and the second character identification information is part of the information in the first character identification information; the switching of the first character identification information to the second character identification information corresponding to the second virtual character comprises: determining a target display mode of the second character identification information based on the camp category of the second virtual character, wherein the camp category comprises at least one of the following: our camp, enemy camp, neutral camp, and elite monster camp, and the target display mode comprises at least one of the following: display color, display size; and displaying the second character identification information in the region associated with the second virtual character according to the target display mode; in response to the second virtual character being located in a region outside the aiming range in the virtual scene, the switching of the first character identification information to the second character identification information corresponding to the second virtual character further comprises: in response to the second virtual character moving from within the aiming range to a region outside the aiming range, and the second virtual character being located within the observation view picture, continuously displaying the second character identification information in the region associated with the second virtual character.

2. The method of claim 1, wherein, The first character identification information comprises at least one of the following: blood volume, armor equipment state, occupation, and camp category of the second virtual character.

3. The method of claim 2, wherein, The method further comprises: generating the life progress bar based on the blood volume and the armor equipment state; generating the character type identifier based on the occupation and the camp category.

4. The method of claim 3, wherein, generating the life progress bar based on the blood volume and the armor equipment state comprises: In response to the armor equipment state being that the virtual character is equipped with virtual armor, generating the life progress bar based on armor values of the virtual armor and the blood amount; In response to the armor equipment state being that the virtual character is not equipped with the virtual armor, generating the life progress bar based on the blood amount.

5. The method of claim 4, wherein, Generating the life progress bar based on the armor values of the virtual armor and the blood amount includes: Determining a proportional relationship between the armor values and the blood amount based on the armor values and the blood amount; Generating the life progress bar based on the proportional relationship between the armor values and the blood amount.

6. The method of claim 3, wherein, Generating the life progress bar based on the blood amount and the armor equipment state includes: In response to the armor equipment state being that the virtual character is equipped with virtual armor, generating the life progress bar based on armor values of the virtual armor; In response to the armor equipment state being that the virtual character is not equipped with the virtual armor, generating the life progress bar based on the blood amount.

7. The method of claim 3, wherein, Generating the character type identifier based on the occupation and the camp category includes: In response to the camp category being a target category, determining the character type identifier based on the occupation from a plurality of digital icons, wherein the target category is used to represent the camp category of the first virtual character; In response to the camp category not being the target category, determining the character type identifier based on the occupation from a plurality of preset icons, wherein different preset icons correspond to different occupations.

8. The method of claim 1, wherein, The method further includes: Obtaining a marking state of the second virtual character, wherein the marking state is used to represent whether the second virtual character is marked by the reticle; In response to the marking state being that the virtual character has been marked by the reticle and the second virtual character is located within the observation view picture, displaying the second character identifier information in a region associated with the second virtual character; In response to the marking state being that the second virtual character has not been marked by the reticle or the second virtual character is located in a region outside the observation view picture in the virtual scene, hiding the first character identifier information and the second character identifier information.

9. An information display device for a virtual character, characterized by comprising: It includes: A picture display module is used to provide a graphical user interface through a terminal device, and an observation view picture of a first virtual character in a virtual scene is displayed in the graphical user interface, and a reticle of a virtual shooting prop currently used by the first virtual character is displayed in the observation view picture, wherein the first virtual character is a virtual character controlled by the terminal device; A range determination module is used to determine a current aiming range of the virtual shooting prop according to a current position of the reticle; An information display module is used to display first character identifier information corresponding to a second virtual character in a region associated with the second virtual character in response to the second virtual character being located in the aiming range; A range adjustment module is used to adjust the aiming range corresponding to the reticle in response to an adjustment operation for the reticle. The information switching module is configured to switch the first character identification information to second character identification information corresponding to the second virtual character in response to the second virtual character being located in a region outside the aiming range in the virtual scene, wherein the second character identification information includes a ring-shaped life progress bar and a character type identifier located at the center of the ring, the display of the life progress bar is determined by the values of virtual armor corresponding to the blood volume and the armor equipment state, and the character type identifier is used to represent the occupation and camp category of the second virtual character. The second virtual character is a virtual character other than the first virtual character in the virtual scene, the size of the region occupied by the second character identification information is smaller than the size of the region occupied by the first character identification information, the second character identification information is a simplified graphical representation of the first character identification information, and the second character identification information is part of the information in the first character identification information. The information switching module is further configured to determine a target display mode of the second character identification information based on the camp category of the second virtual character, wherein the camp category includes at least one of the following: our camp, enemy camp, neutral camp, and elite monster camp, and the target display mode includes at least one of the following: display color and display size. The second character identification information is displayed in the region associated with the second virtual character according to the target display mode. The information switching module is further configured to continue to display the second character identification information in the region associated with the second virtual character in response to the second virtual character moving from within the aiming range to a region outside the aiming range and the second virtual character being located within the observation view picture.

10. A non-volatile storage medium, comprising: The non-volatile storage medium stores a computer program, wherein the computer program is configured to execute the information display method of the virtual character in any one of claims 1 to 8 when running.

11. A processor, comprising: The processor is configured to run a program, wherein the program is configured to execute the information display method of the virtual character in any one of claims 1 to 8 when running. 12.An electronic device comprising a memory and a processor, the electronic device characterized by, The memory stores a computer program, and the processor is configured to run the computer program to execute the information display method of the virtual character in any one of claims 1 to 8.

Citation Information

Patent Citations

  • Display control method and device, storage medium and electronic equipment

    CN113426116A