Information display method, device, terminal device and storage medium in game
By combining the closest game character identifiers in the terminal devices of MOBA games to generate target display identifiers, the problem of character identifiers on the minimap being blocked is solved, and the game experience and decision-making convenience are improved.
Patent Information
- Application Number
- CN202210949634.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-09
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2042-08-09
AI Technical Summary
In MOBA games, when the characters are close to each other in the game scene, the corresponding character logo on the minimap is easily blocked, resulting in players being unable to quickly obtain complete information, affecting the game experience and decision-making.
By setting a minimap area in the graphical user interface of the terminal device, in response to the distance between two or more game characters in the game scene area is less than the preset distance threshold, the character identifiers corresponding to the game characters are merged to generate a target display identifier, and the identity information of the player character and the health information of each game character are displayed in the minimap area.
Avoid the problem of character logo being blocked when it is close. The combined target display logo displays complete information on the minimap, which improves the player's gaming experience and facilitates players' decision-making.
Smart Images

Figure CN115300905B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, terminal equipment and storage medium for displaying information in a game. Background Art
[0002] In existing MOBA games, the minimap is usually a small area in the corner, allowing players to quickly obtain the required information with a glance. In related technologies, players can obtain the character's location and health information through the avatar information displayed on the minimap, but when the character is close to the location, the avatar will overlap on the minimap, thereby blocking part of the information. At this time, the player cannot quickly obtain complete information, affecting the player's gaming experience and decision-making. Summary of the invention
[0003] The purpose of the present application is to provide a method, apparatus, terminal device and storage medium for displaying information in a game, so as to avoid the problem that the corresponding character identification displayed on the small map is blocked when the distance between the game characters in the game scene is relatively close.
[0004] In a first aspect, the present invention provides an information display method in a game, which is applied to a terminal device, and a graphical user interface is provided through the terminal device, wherein the graphical user interface includes a game scene area and a small map area; the information display method in the game includes: displaying a character identifier corresponding to a game character in the game scene area in the small map area; in response to the presence of more than two game characters in the game scene area, when the distance between the characters is less than a preset distance threshold, merging the character identifiers corresponding to the game characters to obtain a target display identifier, and displaying the identity information of the player character and the health information of each game character in the small map area through the target display identifier.
[0005] In an optional embodiment, in response to the presence of more than two game characters in a game scene area when the distance between them is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier, including: in response to the presence of more than two game characters in a game scene area when the distance between them is less than a preset distance threshold, determining whether the teams to which the two or more game characters belong are the same team; if so, merging the character identifiers corresponding to the game characters in a first merging manner to obtain a target display identifier; if not, merging the character identifiers corresponding to the game characters in a second merging manner to obtain a target display identifier.
[0006] In an optional embodiment, the character identifiers corresponding to the game characters are merged according to a first merging method to obtain a target display identifier, including: determining the first character number of game characters in the game scene area whose distance is less than a preset distance threshold, and determining, based on the first character number, a first display area ratio of each game character corresponding to the target display identifier to be displayed; merging the character identifiers corresponding to the game characters according to the first display area ratio to obtain a target display identifier.
[0007] In an optional embodiment, the character identifiers corresponding to the game characters are merged in accordance with a second merging method to obtain a target display identifier, including: dividing the target display identifier to be displayed according to the team attributes of the game characters to obtain a own display identifier and an enemy display identifier; the team attributes include the own team and the enemy team; determining the number of second characters of the game characters of the own team and the number of third characters of the game characters of the enemy team in the game scene area whose distance is less than a preset distance threshold; determining the proportion of the second display area of the game characters of the own team in the own display identifier according to the number of second characters, and determining the proportion of the third display area of the game characters of the enemy team in the enemy display identifier according to the number of third characters; merging the character identifiers corresponding to the game characters of the own team in the own display identifier according to the second display area proportion, and merging the character identifiers corresponding to the game characters of the enemy team in the own display identifier according to the third display area proportion to obtain the target display identifier.
[0008] In an optional implementation, the target display mark is a circular mark, and an edge health bar is provided on the outer edge of the circular mark; the edge health bar is used to represent the health information corresponding to the merged game character.
[0009] In an optional embodiment, when the first merging method is adopted for merging, the display area corresponding to each character identification contained in the merged target display identification is a first sector-shaped area of the first number of characters that is evenly divided by taking the circular identification as the center; wherein the character identification includes an avatar identification of the game character displayed in the first sector-shaped area, and an edge health bar displayed at the outer edge of the arc corresponding to the sector-shaped area, and the edge health bar is used to represent the health ratio information of the game character corresponding to the avatar identification.
[0010] In an optional embodiment, when the second merging method is adopted for merging, the display logo of the own team is the first semicircular logo after the circular logo is divided into two halves, and the display logo of the enemy team is the second semicircular logo after the circular logo is divided into two halves; the display area corresponding to the character logo of the game character of the own team is the second sector-shaped area of the second number of characters after the first semicircular logo is evenly divided with the center of the semicircle diameter as the reference; the second sector-shaped area is used to display the avatar logo of the game character of the own team, and the edge blood volume bar corresponding to the outer edge of the arc of the first semicircular logo is used to represent the first total blood volume information of the game character of the merged team; the display area corresponding to the character logo of the game character of the enemy team is the third sector-shaped area of the third number of characters after the second semicircular logo is evenly divided with the center of the semicircle diameter as the reference; the third sector-shaped area is used to display the avatar logo of the game character of the enemy team, and the edge blood volume bar corresponding to the outer edge of the arc of the second semicircular logo is used to represent the second total blood volume information of the game character of the merged team; the first total blood volume information and the second total blood volume information are displayed in the same proportion.
[0011] In an optional implementation, the fan-shaped areas included in the target display mark are arranged in order according to the role attributes of the game character, and the role attributes include top lane, jungle, middle lane, bottom lane, and support.
[0012] In an optional implementation, the corresponding character identifiers in the fan-shaped area included in the target display identifier are arranged in order according to the distance from the game character corresponding to the terminal device.
[0013] In an optional embodiment, in response to the presence of more than two game characters in the game scene area where the distance between them is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier, including: in response to the presence of game characters in the game scene area where the distance between any two of them is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier; or, in response to the presence of at least two game characters within a preset range in the game scene area whose distance is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier.
[0014] In an optional implementation, the more game characters that are merged, the larger the target display mark.
[0015] In a second aspect, the present invention provides an information display device in a game, which is applied to a terminal device, and a graphical user interface is provided through the terminal device, wherein the graphical user interface includes a game scene area and a small map area; the information display device in the game includes: a display module, which is used to display a character identification corresponding to a game character in the game scene area in the small map area; a merging module, which is used to merge the character identifications corresponding to the game characters in response to the distance between two or more game characters in the game scene area being less than a preset distance threshold, to obtain a target display identification, and display the identity information of the player character and the health information of each game character in the small map area through the target display identification.
[0016] In a third aspect, the present invention provides a terminal device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information display method in a game of any one of the aforementioned implementation modes.
[0017] In a fourth aspect, the present invention provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information display method in a game of any one of the aforementioned implementation modes.
[0018] The information display method, device, terminal device and storage medium in the game provided by the present application are applied to the terminal device, and a graphical user interface is provided by the terminal device, and the graphical user interface includes a game scene area and a small map area. When the player plays the game, the character identification corresponding to the game character in the game scene area is displayed in the small map area to obtain the information of the game character through the character identification. In response to the fact that the distance between two or more game characters in the game scene area is less than the preset distance threshold, the character identifications corresponding to the game characters are merged to obtain the target display identification, and the identity information of the player character and the blood volume information of each game character are displayed in the small map area through the target display identification. By merging and displaying the character identifications when the game characters are close, and merging the information represented by the character identifications, the avatars of the characters within a certain threshold range are merged into a target display identification for display, avoiding the problem that the corresponding character identification displayed on the small map is blocked when the game characters are close in the game scene. The merged target display identification can display complete information on the small map, thereby improving the game experience of the player, and further facilitating the player to make decisions on whether to support, attack, retreat, etc. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] 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.
[0020] Figure 1 A flowchart of a method for displaying information in a game provided by an embodiment of the present application;
[0021] Figure 2 A schematic diagram of a preset distance threshold provided in an embodiment of the present application;
[0022] Figure 3 A schematic diagram of another preset distance threshold provided in an embodiment of the present application;
[0023] Figure 4 A schematic diagram of a target display mark for merging the same team provided in an embodiment of the present application;
[0024] Figure 5 A schematic diagram of a target display mark for merging different teams provided in an embodiment of the present application;
[0025] Figure 6 A structural diagram of an information display device in a game provided by an embodiment of the present application;
[0026] Figure 7 A structural diagram of a terminal device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0027] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0028] In one embodiment of the present disclosure, the information display method in the game can be run on a local terminal device or a server. When the information display method in the 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.
[0029] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode 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 game loading method 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.
[0030] 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.
[0031] In a possible implementation, an embodiment of the present invention provides a method for displaying information in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0032] Figure 1 A flowchart of a method for displaying information in a game provided by an embodiment of the present application is shown. The above-mentioned graphical user interface includes a game scene area and a small map area, such as Figure 1 As shown, the information display method in the game includes the following steps:
[0033] Step S102: Displaying a character identifier corresponding to a game character in the game scene area in the small map area.
[0034] The game scene area includes game characters, which are controlled by the player's movement, attack, signal sending and other control operations to perform corresponding operations, and are displayed accordingly in the form of character identification in the game mini-map area.
[0035] The character identification can be used to represent the identity information and health information of the game character. For example, the identity information of the game character can be represented by the head identification of the game character in the small map area, so that the position of the game character in the game scene can be intuitively obtained according to the position of the head identification of the game character in the small map area; the health information of the game character can also be represented by the health bar outside the head identification of the game character. In addition, the health bars of different teams can be displayed by different color identifications.
[0036] In one embodiment, the character identifier is a circular control, the avatar identifier of the game character is the avatar of the game character displayed inside the circular control, and the health bar is a ring bar on the outer edge of the circular control and represents the health information of the game character by color. When the game character is controlled to move in the game scene, the corresponding character identifier moves accordingly in the small map area, so that the player can quickly obtain which game character is in which position in the game scene and how much health the game character has through the small map area.
[0037] It is understandable that in order to ensure the fun and fairness of the game, when the game character is in a hidden position in the game scene (such as grass, rivers, inside a building, or using hidden props, etc.), the character identification of the game character will not be displayed in the mini-map area.
[0038] Step S104, in response to the distance between two or more game characters in the game scene area being less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier, and the identity information of the player characters and the health information of each game character are displayed in the small map area through the target display identifier.
[0039] The above-mentioned two or more game characters can be game characters of the same team or game characters of different teams. That is, as long as the condition of being less than the preset distance threshold is met, the character identifiers corresponding to the game characters of the same team or the game characters of different teams can be merged, thereby merging the character identifiers corresponding to the game characters and displaying them through an overall target display identifier.
[0040] The target display identifier includes the character identifiers corresponding to all the merged game characters, and the merged target display identifier can display the character identifiers of all the merged game characters without the problem of obstruction between the character identifiers, so that the information of the game characters at a closer distance can be fully displayed through the target display identifier.
[0041] In one embodiment, the merged target display logo is also a circular logo. In order to clearly and completely display the character logo of the merged game character, the circular logo can be divided into a pie chart to obtain multiple sector-shaped areas. Each sector-shaped area is used to display the avatar logo of a game character, and the outer edge of the arc corresponding to the sector-shaped area is used to display the blood volume information of the corresponding game character.
[0042] In order to clearly and intuitively display the merged character identifications, two different methods can be used to merge and display game characters in the same team and game characters in different teams, so that players can quickly identify whether the game characters that are currently close are in the same team or different teams.
[0043] In an optional implementation, for game characters in the same team, the circular control can be directly divided according to the number of game characters that can be merged to obtain a number of sector-shaped areas, and the avatar logo of the corresponding game character is displayed in each sector-shaped area, and the corresponding health of the game character is displayed in the arc part of the sector-shaped area. For example, if the game characters red A, red B, and red C (red represents the red team, and A, B, and C are game characters) in the same team currently meet the distance less than the preset distance threshold, then in the small map area, the target display logo is a complete logo including the avatars and health bars corresponding to red A, red B, and red C.
[0044] In an optional embodiment, for game characters of different teams, in order to facilitate the rapid acquisition of the combat values of both the enemy and the friendly party, the circular control may be first divided into two left and right areas, each area being used to represent the situation of a team. Then, the information of the game characters that can be merged of the corresponding team is displayed in each divided area. Moreover, for the merging of the role identifications of the game characters of different teams, the left and right areas are respectively divided according to the number of game characters that can be merged, so there may be a situation where the role identifications of the left and right areas are different. In this case, the division may be performed according to the actual number of game characters that can be merged.
[0045] For ease of understanding, the information display method in the game is described in detail below.
[0046] Usually, the character logo displayed in the small map area is a circular logo. In order to clearly display the merged target display logo and make the target display logo not too abrupt relative to the unmerged character logo, thereby ensuring the aesthetics of the display screen, in an optional embodiment, the above-mentioned target display logo can be a circular logo, and an edge health bar is provided on the outer edge of the circular logo. The edge health bar is used to represent the health information corresponding to the merged game character.
[0047] In an optional implementation, in response to the distance between two or more game characters in the game scene area being less than a preset distance threshold, merging the character identifiers corresponding to the game characters to obtain the target display identifier may include at least the following two methods:
[0048] (1) In response to the presence of distances between any two game characters in the game scene area being less than a preset distance threshold, character identifiers corresponding to the game characters are merged to obtain a target display identifier.
[0049] In one example, see Figure 2 Assume that the two sides of the game are the red side and the blue side. The red side uses A, B, C, D, and E to identify the game characters, and the blue side uses a, b, c, d, and e to identify the game characters. Assuming that the distance threshold is r, the character identifiers of the game characters whose distances are less than r are merged, that is, Figure 2 In the example, the distances between A, B, and C are all less than the preset distance threshold r. That is, the distances between A and B, A and C, and B and C are all less than r. Although the distance between C and e is less than r, the distances between e and other game characters A, B, and D are all greater than r. Figure 2 Although not shown in the figure, it is obvious that the distance is greater than r, and the distance between D and any game character is greater than r, so the character identifiers of A, B, and C can be merged into one target display identifier.
[0050] (2) In response to at least two game characters existing within a preset range in the game scene area and being less than a preset distance threshold, character identifiers corresponding to the game characters are merged to obtain a target display identifier.
[0051] See also Figure 3 As shown, the distance between A and D is 0.8r, and the distance between C and D is 0.9r. Although the distance between A and C is greater than r, they are all within the same preset range. Therefore, A, D, and C can be merged. The distance between B and e is less than r, so B and e can also be merged. In this way, the original five character logos A, B, C, D, and e can be displayed in the small map area through two target display logos when the game characters are close. This avoids the situation where multiple character logos are blocked when they are close to each other, and the character logo information can be fully displayed.
[0052] The distance length of the game character merger, the size, shape, position of the preset range and the position of the character logo in the above example are only examples. In actual application, they can be determined according to actual conditions and are not specifically limited here.
[0053] Furthermore, in order to clearly display the merged target display identifier, when merging the character identifiers, in response to the presence of more than two game characters in the game scene area, when the distance between them is less than a preset distance threshold, it can be determined whether the teams to which the two or more game characters belong are the same team; if so, the character identifiers corresponding to the game characters are merged in accordance with a first merging method to obtain a target display identifier; if not, the character identifiers corresponding to the game characters are merged in accordance with a second merging method to obtain a target display identifier.
[0054] In an optional implementation, merging the character identifiers corresponding to the game characters in a first merging manner to obtain a target display identifier may include the following steps 1.1) and 1.2):
[0055] Step 1.1) determines the number of first game characters in the game scene area whose distance is less than a preset distance threshold, and determines the first display area proportion of each game character corresponding to the target display mark to be displayed according to the number of first game characters.
[0056] In step 1.2), character identifiers corresponding to the game characters are merged according to the first display area ratio to obtain a target display identifier.
[0057] In the case where two or more game characters that can be merged belong to the same team, the target display identifier after the merger can be obtained by directly evenly dividing the circular identifier according to the first number of game characters that can be merged, for example, evenly dividing it according to a pie chart, to obtain a number of sector areas corresponding to the first number of game characters, so as to display one character identifier through each sector area, and displaying multiple character identifiers that can be merged through the target display identifier.
[0058] In an optional embodiment, when the first merging method is adopted for merging, the display area corresponding to each character identification included in the merged target display identification is the first sector area of the first number of characters after the circular identification is evenly divided with the center as the reference. Among them, the character identification includes the avatar identification of the game character displayed in the first sector area, and the edge blood volume bar displayed on the outer edge of the arc corresponding to the sector area. The edge blood volume bar is used to characterize the blood volume ratio information of the game character corresponding to the avatar identification. The blood volume ratio information can be the blood volume information of the merged character identification with the same ratio as the reference, such as the edge blood volume bar corresponding to each avatar identification can be displayed in the form of blood volume percentage, or the blood volume can be displayed according to other ratios (based on 10, 8, 5, 3, etc. when the blood volume grid is full). In this way, the blood volume of the game characters can be compared with the same reference, so as to facilitate the intuitive acquisition of the current blood volume information of each game character.
[0059] For easier understanding, see Figure 4 The diagram shows the target display logo of the same team combined. Figure 4 , which is a schematic diagram of the character identification of the same team, and the character identification is the identification displayed in the small map area. When it is a game character (that is, not merged), the display of the character identification does not change. When two or more character identifications (of the same team) are merged, the circular identification can be evenly divided according to the number of game characters to be merged to obtain several sector areas, so that one avatar identification is displayed through one sector area, and the arc outer edge of the sector area displays the health ratio information of the corresponding game character.
[0060] In an optional implementation, the character identifiers corresponding to the game characters are merged according to the second merging method to obtain a target display identifier. In the specific implementation, the following steps 2.1) and 2.4) may be included:
[0061] Step 2.1), according to the team attributes of the game character, the target display identifier to be displayed is divided into the own team display identifier and the enemy team display identifier; the team attributes include the own team and the enemy team.
[0062] Step 2.2), determine the number of second characters of the game characters of the own team and the number of third characters of the game characters of the enemy team in the game scene area whose distance is less than a preset distance threshold.
[0063] Step 2.3), determine the proportion of the second display area of the game characters of the own team corresponding to the display logo of the own team according to the number of the second characters, and determine the proportion of the third display area of the game characters of the enemy team corresponding to the display logo of the enemy according to the number of the third characters.
[0064] Step 2.4) The character identification corresponding to the game character of the own team is merged with the own display identification according to the second display area ratio, and the character identification corresponding to the game character of the enemy team is merged with the own display identification according to the third display area ratio to obtain the target display identification.
[0065] In the case that two or more game characters that can be merged belong to different teams, the merged target display mark can be first divided into the own display mark and the enemy display mark. When the second merging method is used for merging, the own display mark is the first semicircle mark after the circular mark is divided equally, and the enemy display mark is the second semicircle mark after the circular mark is divided equally. For ease of understanding, take the target display mark as a circular mark as an example, see Figure 5 As shown, first, the circular logo is divided into two parts, left and right (i.e., the own display logo and the enemy display logo). The own display mode and the enemy display logo can be pre-set with fixed directions, such as the own side is displayed on the left and the enemy is displayed on the right, or the own side is displayed on the right and the enemy is displayed on the left. It can also be adaptively set by the player according to the player's operating habits.
[0066] In practical applications, in addition to Figure 5 In addition to the 1V1, 2V2, 3V3, 4V4, and 5V5 shown, it is possible that the number of people on both sides is not the same, such as 1V2, 1V3, 2V3, 3V5, etc., which can be determined based on the constraints of the above-mentioned preset distance threshold, and will not be repeated here.
[0067] After determining the own display logo and the enemy display logo, in an optional embodiment, the display area corresponding to the character logo of the game character of the own team is a second sector-shaped area of the second number of characters after evenly dividing the first semicircle logo with the center of the semicircle diameter as a reference, and the display area corresponding to the character logo of the game character of the enemy team is a third sector-shaped area of the third number of characters after evenly dividing the second semicircle logo with the center of the semicircle diameter as a reference.
[0068] The second sector area is used to display the avatar logo of the game character of the own team, and the edge health bar corresponding to the arc outer edge of the first semicircle logo is used to represent the first total health information of the game character of the merged own team; the third sector area is used to display the avatar logo of the game character of the enemy team, and the edge health bar corresponding to the arc outer edge of the second semicircle logo is used to represent the second total health information of the game character of the merged enemy team. Preferably, the first total health information of the own team and the second total health information of the enemy team are displayed in the same proportion.
[0069] Considering that when merging the role identifiers of different teams, the merged role identifiers of both parties may be different, in one implementation, the same ratio refers to merging the role identifiers of the own team and the enemy team.
[0070] In one example, taking 10 health bars as full, when the merged team has 3 character identifiers (A, B, C) and the enemy team has 2 character identifiers (a, b), if both sides have full health, the health bar on the left and the health bar on the right of the target display identifier are both full; if A's health is 8 bars, B's health is full, C's health is 4 bars, A's health is 9 bars, B's health is 3 bars, then the following two methods can be used to display the health:
[0071] 1. Add the HP of A, B, and C and divide it by 3 times the HP grid, that is, (8+10+4) / 30=11 / 15. Add the HP of a and b and divide it by 3 times the HP grid, that is, (9+3) / 30=6 / 15. Therefore, the total HP grid of the merged team is 11 / 15, and the total HP grid of the merged enemy is 6 / 15. Therefore, the combat value of the enemy and the team on the same basis can be judged by the total HP bar after the merger.
[0072] 2. Since health is not the only criterion for judging combat value during a battle, the total health value can also be displayed according to the ratio of the actual merged character identifiers. For example, the health of A, B, and C can be added and divided by 3 times the health grid, that is, (8+10+4) / 30=11 / 15, and the health of a and b can be added and divided by 2 times the health grid, that is, (9+3) / 20=3 / 5. Therefore, the total health grid of the merged team is 11 / 15, and the total health grid of the merged enemy is 3 / 5.
[0073] The above two methods show different ways of calculating blood volume. In practical application, an adaptive selection can be made according to the actual situation.
[0074] In order to quickly identify the gathering of game characters and understand whether a group battle or a dragon fight occurs, in an optional implementation, the more game characters are merged, the larger the target display mark is.
[0075] Further, in order to enable the player to display the character identification (including a single character identification and a merged target display identification) on the small map during the game, the character identification can be arranged according to the character attributes when the character identification is merged, so that the player can quickly know the position of each character. In an optional embodiment, the fan-shaped area included in the target display identification is arranged in order according to the character attributes of the game character, and the character attributes include top lane, jungle, middle lane, bottom lane, and auxiliary. The sequential arrangement can pre-set a starting position, and the starting position can also be selected at any position of the circumference. For example, when merging with the same team, it can start from the 12 o'clock direction and be top lane, jungle, middle lane, bottom lane, and auxiliary in a clockwise manner. It can also be started from the 12 o'clock direction and be top lane, jungle, middle lane, bottom lane, and auxiliary in a counterclockwise manner. In practical applications, other starting positions can also be selected. This is only an example and is not specifically limited. When different teams are merged, since the own display area and the local enemy display area have been pre-selected, the order of the character identification can be from top to bottom, or from bottom to top, namely top lane, jungle, middle lane, bottom lane, and support.
[0076] Taking into account that sometimes not all character identifiers may be merged, the above-mentioned merging method according to character attributes may be difficult to distinguish. In an optional implementation, the corresponding character identifiers in the fan-shaped area included in the target display identifier are arranged in order according to the distance from the game character corresponding to the terminal device.
[0077] For example, in the case of merging the same team, if the game character corresponding to the terminal device also participates in the merger, the role identifier of the game character corresponding to the terminal device can be pre-set as the starting position, and the game characters can be arranged in order according to the distance from the game characters corresponding to the terminal device, so as to facilitate quick identification of the information of the closest game character. If the game character corresponding to the terminal device does not participate in the merger, the game characters corresponding to the terminal device can be sorted in order according to the distance.
[0078] In the case of merging different teams, if the game character corresponding to the terminal device also participates in the merger, the character identifier of the game character corresponding to the terminal device can also be pre-set as the starting position, and the character identifiers of the game characters corresponding to the terminal device can be arranged in order in the own display identifier according to the distance from the game character corresponding to the terminal device, and the character identifiers of the enemy game characters can also be arranged in order in the enemy display identifier according to the distance from the own team, so as to facilitate the rapid identification of the information of the closest game character, so as to facilitate the attack, pursuit or retreat of the game character at a closer distance. If the game character corresponding to the terminal device does not participate in the merger, it can be sorted in sequence according to the distance from the game character corresponding to the terminal device.
[0079] In the above description, the target display logo uses the circular logo as a reference for the corresponding merging operation. In actual applications, the target display logo can also use logos of other shapes as the target display logo, such as square, oval, triangle, etc. When using logos of such shapes as the target display logo, in order to be beautiful and clearly display the character logo, similar adjustments can be made in the above manner, which will not be repeated here.
[0080] Through the above method, the character identification can be merged and displayed when the game characters are close, and the information represented by the character identification can be merged, so that the avatars of the characters within a certain threshold range are merged into a target display identification for display, avoiding the problem that the corresponding character identification displayed on the minimap is blocked when the game characters are close in the game scene. The complete information can be displayed on the minimap through the merged target display identification, thereby improving the player's gaming experience and further facilitating the player to make decisions on whether to support, attack, retreat, etc.
[0081] The present application also provides an information display device in a game, which is applied to a terminal device and provides a graphical user interface through the terminal device. The graphical user interface includes a game scene area and a small map area; see Figure 6 As shown, the information display device in the game includes the following parts:
[0082] Display module 62, used to display the role identification corresponding to the game role in the game scene area in the small map area;
[0083] The merging module 64 is used to merge the character identifiers corresponding to the game characters in response to the distance between more than two game characters in the game scene area being less than a preset distance threshold, obtain a target display identifier, and display the identity information of the player characters and the health information of each game character in the small map area through the target display identifier.
[0084] The information display device in the game provided by the embodiment of the present application can merge and display the character identifications when the game characters are relatively close, and merge the information represented by the character identifications, so that the avatars of the characters within a certain threshold range are merged into a target display identification for display, thereby avoiding the problem that the corresponding character identifications displayed on the minimap are blocked when the game characters are relatively close in the game scene. The complete information can be displayed on the minimap through the merged target display identification, thereby improving the player's gaming experience and further facilitating the player's decision-making on whether to support, attack, retreat, etc.
[0085] In a feasible implementation scheme, the above merging module 64 is further used for:
[0086] In response to the presence of more than two game characters in a game scene area, when the distance between them is less than a preset distance threshold, it is determined whether the teams to which the two or more game characters belong are the same team; if so, the character identifiers corresponding to the game characters are merged in a first merging manner to obtain a target display identifier; if not, the character identifiers corresponding to the game characters are merged in a second merging manner to obtain a target display identifier.
[0087] In a feasible implementation scheme, the merging module 64 is further used to:
[0088] Determine the first number of game characters in the game scene area whose distance is less than a preset distance threshold, and determine the first display area ratio of each game character corresponding to the target display mark to be displayed according to the first number of characters; merge the character marks corresponding to the game characters according to the first display area ratio to obtain the target display mark.
[0089] In a feasible implementation scheme, the merging module 64 is further used to:
[0090] The target display mark to be displayed is divided according to the team attributes of the game characters to obtain the own team display mark and the enemy team display mark; the team attributes include the own team and the enemy team; the number of second characters of the game characters of the own team and the number of third characters of the game characters of the enemy team in the game scene area whose distance is less than a preset distance threshold are determined; the proportion of the second display area of the game characters of the own team corresponding to the own display mark is determined according to the number of second characters, and the proportion of the third display area of the game characters of the enemy team corresponding to the enemy display mark is determined according to the number of third characters; the character marks corresponding to the game characters of the own team are merged in the own display mark according to the second display area proportion, and the character marks corresponding to the game characters of the enemy team are merged in the own display mark according to the third display area proportion to obtain the target display mark.
[0091] In a feasible implementation scheme, the target display mark is a circular mark, and an edge health bar is set on the outer edge of the circular mark; the edge health bar is used to represent the health information corresponding to the merged game character.
[0092] In a feasible implementation scheme, when the first merging method is adopted for merging, the display area corresponding to each character identification contained in the merged target display identification is a first sector-shaped area of the first number of characters evenly divided by taking the circular identification as the center; wherein the character identification includes an avatar identification of the game character displayed in the first sector-shaped area, and an edge health bar displayed at the outer edge of the arc corresponding to the sector-shaped area, and the edge health bar is used to represent the health ratio information of the game character corresponding to the avatar identification.
[0093] In a feasible implementation scheme, when the second merging method is adopted for merging, the display mark of the own team is the first semicircular mark after the circular mark is divided into two halves, and the display mark of the enemy team is the second semicircular mark after the circular mark is divided into two halves; the display area corresponding to the character mark of the game character of the own team is the second sector-shaped area of the second number of characters after the first semicircular mark is evenly divided with the center of the semicircle diameter as the reference; the second sector-shaped area is used to display the avatar mark of the game character of the own team, and the edge blood volume bar corresponding to the outer edge of the arc of the first semicircular mark is used to represent the first total blood volume information of the game character of the merged team; the display area corresponding to the character mark of the game character of the enemy team is the third sector-shaped area of the third number of characters after the second semicircular mark is evenly divided with the center of the semicircle diameter as the reference; the third sector-shaped area is used to display the avatar mark of the game character of the enemy team, and the edge blood volume bar corresponding to the outer edge of the arc of the second semicircular mark is used to represent the second total blood volume information of the game character of the merged team; the first total blood volume information and the second total blood volume information are displayed in the same proportion.
[0094] In a feasible implementation manner, the fan-shaped areas included in the target display mark are arranged in order according to the role attributes of the game character, and the role attributes include top lane, jungle, middle lane, bottom lane, and support.
[0095] In a feasible implementation manner, the corresponding character identifiers in the fan-shaped area included in the target display identifier are arranged in order according to the distance from the game character corresponding to the terminal device.
[0096] In a feasible implementation scheme, the merging module 64 is further used to:
[0097] In response to the presence of game characters in the game scene area whose distances between each other are less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier; or, in response to the presence of at least two game characters within a preset range in the game scene area whose distances are less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier.
[0098] In a feasible implementation manner, the more game characters that are merged, the larger the target display mark is.
[0099] The information display device in the game provided in the embodiment of the present application has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the information display device in the game, reference may be made to the corresponding contents in the aforementioned information display method embodiment in the game.
[0100] Figure 7A schematic diagram of the structure of a terminal device provided in an embodiment of the present application is shown, including: a processor 701, a storage medium 702 and a bus 703, wherein the storage medium 702 stores machine-readable instructions executable by the processor 701. When the terminal device runs an information display method in a game as in the embodiment, the processor 701 communicates with the storage medium 702 via the bus 703, and the processor 701 executes the machine-readable instructions. The preamble of the method item of the processor 701 performs the following steps:
[0101] Displaying a character identifier corresponding to a game character in the game scene area in the small map area;
[0102] In response to the presence of more than two game characters in a game scene area whose distance is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier, and the identity information of the player characters and the health information of each game character are displayed in the mini-map area through the target display identifier.
[0103] In a feasible implementation manner, the processor 701, in response to the presence of two or more game characters in the game scene area, when the distance between them is less than a preset distance threshold, merges the character identifiers corresponding to the game characters to obtain a target display identifier, specifically for:
[0104] In response to the presence of more than two game characters in a game scene area, when the distance between them is less than a preset distance threshold, determine whether the teams to which the two or more game characters belong are the same team; if so, merge the character identifiers corresponding to the game characters in a first merging manner to obtain the target display identifier; if not, merge the character identifiers corresponding to the game characters in a second merging manner to obtain the target display identifier.
[0105] In a feasible implementation manner, when the processor 701 merges the role identifiers corresponding to the game characters according to the first merging manner to obtain the target display identifier, it is specifically configured to:
[0106] Determine the first number of the game characters in the game scene area whose distance is less than the preset distance threshold, and determine the first display area ratio of each game character corresponding to the target display identifier to be displayed according to the first number of characters; merge the character identifiers corresponding to the game characters according to the first display area ratio to obtain the target display identifier.
[0107] In a feasible implementation manner, when the processor 701 merges the role identifiers corresponding to the game characters according to the second merging manner to obtain the target display identifier, it is specifically configured to:
[0108] The target display mark to be displayed is divided according to the team attribute of the game character to obtain the own display mark and the enemy display mark; the team attribute includes the own team and the enemy team; the second character number of the game characters of the own team and the third character number of the game characters of the enemy team in the game scene area whose distance is less than the preset distance threshold are determined; the second display area ratio of the game characters of the own team in the own display mark is determined according to the second character number, and the third display area ratio of the game characters of the enemy team in the enemy display mark is determined according to the third character number; the character marks corresponding to the game characters of the own team are merged in the own display mark according to the second display area ratio, and the character marks corresponding to the game characters of the enemy team are merged in the own display mark according to the third display area ratio to obtain the target display mark.
[0109] In a feasible implementation manner, the target display mark is a circular mark, and an edge health bar is provided on the outer edge of the circular mark; the edge health bar is used to represent the health information corresponding to the merged game character.
[0110] In a feasible implementation manner, when the first merging method is adopted for merging, the display area corresponding to each character identification contained in the merged target display identification is a first sector-shaped area of the first number of characters evenly divided by taking the circular identification as the center; wherein the character identification includes an avatar identification of the game character displayed in the first sector-shaped area, and an edge health bar displayed on the outer edge of the arc corresponding to the sector-shaped area, and the edge health bar is used to represent the health ratio information of the game character corresponding to the avatar identification.
[0111] In a feasible implementation manner, when the second merging method is adopted for merging, the display mark of the own team is the first semicircular mark after the circular mark is divided into two halves, and the display mark of the enemy team is the second semicircular mark after the circular mark is divided into two halves; the display area corresponding to the character mark of the game character of the own team is the second sector-shaped area of the number of second characters after the first semicircular mark is evenly divided with the center of the semicircular diameter as the reference; the second sector-shaped area is used to display the avatar mark of the game character of the own team, and the edge blood volume bar corresponding to the outer edge of the arc of the first semicircular mark is used to represent the first total blood volume information of the game character of the merged own team; the display area corresponding to the character mark of the game character of the enemy team is the third sector-shaped area of the number of third characters after the second semicircular mark is evenly divided with the center of the semicircular diameter as the reference; the third sector-shaped area is used to display the avatar mark of the game character of the enemy team, and the edge blood volume bar corresponding to the outer edge of the arc of the second semicircular mark is used to represent the second total blood volume information of the game character of the merged enemy team; the first total blood volume information and the second total blood volume information are displayed in the same proportion.
[0112] In a feasible implementation manner, the fan-shaped areas included in the target display mark are arranged in order according to the role attributes of the game character, and the role attributes include top lane, jungle, middle lane, bottom lane, and support.
[0113] In a feasible implementation manner, the corresponding character identifiers in the fan-shaped area included in the target display identifier are arranged in order according to the distance from the game character corresponding to the terminal device.
[0114] In a feasible implementation manner, the processor 701, in response to the presence of more than two game characters in the game scene area, when the distance between them is less than a preset distance threshold, merges the character identifiers corresponding to the game characters to obtain a target display identifier, specifically for:
[0115] In response to the presence of game characters in the game scene area whose distances between each other are less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier; or, in response to the presence of at least two game characters within a preset range in the game scene area whose distances are less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier.
[0116] In a feasible implementation manner, the more game characters that are merged, the larger the target display mark is.
[0117] Through the above method, the character identification can be merged and displayed when the game characters are close, and the information represented by the character identification can be merged, so that the avatars of the characters within a certain threshold range are merged into a target display identification for display, avoiding the problem that the corresponding character identification displayed on the minimap is blocked when the game characters are close in the game scene. The complete information can be displayed on the minimap through the merged target display identification, thereby improving the player's gaming experience and further facilitating the player to make decisions on whether to support, attack, retreat, etc.
[0118] The embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:
[0119] Displaying a character identifier corresponding to a game character in the game scene area in the small map area;
[0120] In response to the presence of more than two game characters in a game scene area whose distance is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier, and the identity information of the player characters and the health information of each game character are displayed in the mini-map area through the target display identifier.
[0121] In a feasible implementation manner, the processor 701, in response to the presence of two or more game characters in the game scene area, when the distance between them is less than a preset distance threshold, merges the character identifiers corresponding to the game characters to obtain a target display identifier, specifically for:
[0122] In response to the presence of more than two game characters in a game scene area, when the distance between them is less than a preset distance threshold, determine whether the teams to which the two or more game characters belong are the same team; if so, merge the character identifiers corresponding to the game characters in a first merging manner to obtain the target display identifier; if not, merge the character identifiers corresponding to the game characters in a second merging manner to obtain the target display identifier.
[0123] In a feasible implementation manner, when the processor 701 merges the role identifiers corresponding to the game characters according to the first merging manner to obtain the target display identifier, it is specifically configured to:
[0124] Determine the first number of the game characters in the game scene area whose distance is less than the preset distance threshold, and determine the first display area ratio of each game character corresponding to the target display identifier to be displayed according to the first number of characters; merge the character identifiers corresponding to the game characters according to the first display area ratio to obtain the target display identifier.
[0125] In a feasible implementation manner, when the processor 701 merges the role identifiers corresponding to the game characters according to the second merging manner to obtain the target display identifier, it is specifically configured to:
[0126] The target display mark to be displayed is divided according to the team attribute of the game character to obtain the own display mark and the enemy display mark; the team attribute includes the own team and the enemy team; the second character number of the game characters of the own team and the third character number of the game characters of the enemy team in the game scene area whose distance is less than the preset distance threshold are determined; the second display area ratio of the game characters of the own team in the own display mark is determined according to the second character number, and the third display area ratio of the game characters of the enemy team in the enemy display mark is determined according to the third character number; the character marks corresponding to the game characters of the own team are merged in the own display mark according to the second display area ratio, and the character marks corresponding to the game characters of the enemy team are merged in the own display mark according to the third display area ratio to obtain the target display mark.
[0127] In a feasible implementation manner, the target display mark is a circular mark, and an edge health bar is provided on the outer edge of the circular mark; the edge health bar is used to represent the health information corresponding to the merged game character.
[0128] In a feasible implementation manner, when the first merging method is adopted for merging, the display area corresponding to each character identification contained in the merged target display identification is a first sector-shaped area of the first number of characters evenly divided by taking the circular identification as the center; wherein the character identification includes an avatar identification of the game character displayed in the first sector-shaped area, and an edge health bar displayed on the outer edge of the arc corresponding to the sector-shaped area, and the edge health bar is used to represent the health ratio information of the game character corresponding to the avatar identification.
[0129] In a feasible implementation manner, when the second merging method is adopted for merging, the display mark of the own team is the first semicircular mark after the circular mark is divided into two halves, and the display mark of the enemy team is the second semicircular mark after the circular mark is divided into two halves; the display area corresponding to the character mark of the game character of the own team is the second sector-shaped area of the number of second characters after the first semicircular mark is evenly divided with the center of the semicircular diameter as the reference; the second sector-shaped area is used to display the avatar mark of the game character of the own team, and the edge blood volume bar corresponding to the outer edge of the arc of the first semicircular mark is used to represent the first total blood volume information of the game character of the merged own team; the display area corresponding to the character mark of the game character of the enemy team is the third sector-shaped area of the number of third characters after the second semicircular mark is evenly divided with the center of the semicircular diameter as the reference; the third sector-shaped area is used to display the avatar mark of the game character of the enemy team, and the edge blood volume bar corresponding to the outer edge of the arc of the second semicircular mark is used to represent the second total blood volume information of the game character of the merged enemy team; the first total blood volume information and the second total blood volume information are displayed in the same proportion.
[0130] In a feasible implementation manner, the fan-shaped areas included in the target display mark are arranged in order according to the role attributes of the game character, and the role attributes include top lane, jungle, middle lane, bottom lane, and support.
[0131] In a feasible implementation manner, the corresponding character identifiers in the fan-shaped area included in the target display identifier are arranged in order according to the distance from the game character corresponding to the terminal device.
[0132] In a feasible implementation manner, the processor 701, in response to the presence of more than two game characters in the game scene area, when the distance between them is less than a preset distance threshold, merges the character identifiers corresponding to the game characters to obtain a target display identifier, specifically for:
[0133] In response to the presence of game characters in the game scene area whose distances between each other are less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier; or, in response to the presence of at least two game characters within a preset range in the game scene area whose distances are less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier.
[0134] In a feasible implementation manner, the more game characters that are merged, the larger the target display mark is.
[0135] Through the above method, the character identification can be merged and displayed when the game characters are close, and the information represented by the character identification can be merged, so that the avatars of the characters within a certain threshold range are merged into a target display identification for display, avoiding the problem that the corresponding character identification displayed on the minimap is blocked when the game characters are close in the game scene. The complete information can be displayed on the minimap through the merged target display identification, thereby improving the player's gaming experience and further facilitating the player to make decisions on whether to support, attack, retreat, etc.
[0136] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.
[0141] In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inside", "outside", etc. indicate positions or positional relationships based on the positions or positional relationships shown in the accompanying drawings, or the positions or positional relationships in which the invented product is usually placed when in use. They are only for the convenience of describing the present application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific position, be constructed and operated in a specific position, and therefore cannot be understood as a limitation on the present application. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description, and cannot be understood as indicating or implying relative importance.
[0142] In addition, the terms "horizontal", "vertical", "overhanging" and the like do not mean that the components are required to be absolutely horizontal or overhanging, but can be slightly tilted. For example, "horizontal" only means that its direction is more horizontal than "vertical", and does not mean that the structure must be completely horizontal, but can be slightly tilted.
[0143] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.
Claims
1. A method for displaying information in a game, characterized in that: Applied to a terminal device, a graphical user interface is provided through the terminal device, wherein the graphical user interface includes a game scene area and a small map area; The information display method in the game includes: Displaying a character identifier corresponding to a game character in the game scene area in the small map area; In response to the presence of more than two game characters in a game scene area whose distance is less than a preset distance threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier, and the identity information of the player characters and the health information of each game character are displayed in the mini-map area through the target display identifier.
2. The method for displaying information in a game according to claim 1, characterized in that: In response to the presence of two or more game characters in the game scene area, when the distance between them is less than a preset distance threshold, character identifiers corresponding to the game characters are merged to obtain a target display identifier, including: In response to the distance between two or more game characters in the game scene area being less than a preset distance threshold, determining whether the teams to which the two or more game characters belong are the same team; If yes, merging the character identifiers corresponding to the game characters according to a first merging method to obtain the target display identifier; If not, the character identifiers corresponding to the game characters are merged in a second merging manner to obtain the target display identifier.
3. The method for displaying information in a game according to claim 2, characterized in that: Merging the character identifiers corresponding to the game characters according to a first merging method to obtain the target display identifier includes: Determine the number of first game characters whose distance in the game scene area is less than the preset distance threshold, and determine a first display area proportion of each game character corresponding to the target display mark to be displayed according to the first number of game characters; The character identifiers corresponding to the game characters are merged according to the first display area ratio to obtain the target display identifier.
4. The method for displaying information in a game according to claim 3, characterized in that: Merging the character identifiers corresponding to the game characters according to the second merging method to obtain the target display identifier includes: Dividing the target display identifier to be displayed according to the team attribute of the game character to obtain the own team display identifier and the enemy team display identifier; the team attribute includes the own team and the enemy team; Determine the number of second characters of the game characters of the own team and the number of third characters of the game characters of the enemy team in the game scene area whose distance is less than the preset distance threshold; Determine the second display area ratio of the game characters of the own team on the own display mark according to the second number of characters, and determine the third display area ratio of the game characters of the enemy team on the enemy display mark according to the third number of characters; The character identification corresponding to the game character of the own team is merged into the own display identification according to the second display area ratio, and the character identification corresponding to the game character of the enemy team is merged into the own display identification according to the third display area ratio to obtain the target display identification.
5. The method for displaying information in a game according to claim 4, characterized in that: The target display mark is a circular mark, and an edge health bar is set on the outer edge of the circular mark; the edge health bar is used to represent the health information corresponding to the merged game character.
6. The method for displaying information in a game according to claim 5, characterized in that: When the first merging method is adopted for merging, the display area corresponding to each character identification included in the merged target display identification is a first sector area of the first number of characters evenly divided by taking the center of the circular identification as a reference; Among them, the character identification includes an avatar identification of the game character displayed in the first fan-shaped area, and an edge health bar displayed on the outer edge of the arc corresponding to the fan-shaped area, and the edge health bar is used to represent the health ratio information of the game character corresponding to the avatar identification.
7. The method for displaying information in a game according to claim 5, characterized in that: When the second merging method is adopted for merging, the self-side display mark is the first semicircle mark after the circular mark is divided into two halves, and the enemy's display mark is the second semicircle mark after the circular mark is divided into two halves; The display area corresponding to the character identification of the game character of the own team is a second sector-shaped area of the number of second characters evenly divided by taking the center of the semicircle diameter as the reference of the first semicircle identification; the second sector-shaped area is used to display the head image identification of the game character of the own team, and the edge health bar corresponding to the outer edge of the arc of the first semicircle identification is used to represent the first total health information of the game character of the merged own team; The display area corresponding to the character identification of the game character of the enemy team is a third sector-shaped area of the third number of characters evenly divided by the second semicircle identification based on the center of the semicircle diameter; the third sector-shaped area is used to display the avatar identification of the game character of the enemy team, and the edge health bar corresponding to the outer edge of the arc of the second semicircle identification is used to represent the second total health information of the game character of the merged enemy team; the first total health information and the second total health information are displayed in the same proportion.
8. The method for displaying information in a game according to claim 6 or 7, characterized in that: The fan-shaped areas included in the target display mark are arranged in order according to the role attributes of the game character, and the role attributes include top lane, jungle, middle lane, bottom lane, and support.
9. The method for displaying information in a game according to claim 6 or 7, characterized in that: The corresponding character identifiers in the fan-shaped area included in the target display identifier are arranged in order according to the distance from the game character corresponding to the terminal device.
10. The method for displaying information in a game according to claim 1, characterized in that: In response to the presence of two or more game characters in the game scene area, when the distance between them is less than a preset distance threshold, character identifiers corresponding to the game characters are merged to obtain a target display identifier, including: In response to the distances between any two game characters in the game scene area being less than the preset distance threshold, merging the character identifiers corresponding to the game characters to obtain a target display identifier; or, In response to at least two game characters existing within a preset range in the game scene area and having a distance less than a preset threshold, the character identifiers corresponding to the game characters are merged to obtain a target display identifier.
11. The method for displaying information in a game according to claim 1, characterized in that: The more game characters that are merged, the larger the target display mark is.
12. An information display device in a game, characterized in that: Applied to a terminal device, a graphical user interface is provided through the terminal device, wherein the graphical user interface includes a game scene area and a small map area; The information display device in the game includes: A display module, used for displaying a character identification corresponding to a game character in the game scene area in the small map area; The merging module is used to merge the character identifiers corresponding to the game characters in response to the distance between more than two game characters in the game scene area being less than a preset distance threshold, obtain a target display identifier, and display the identity information of the player characters and the health information of each game character in the small map area through the target display identifier.
13. A terminal device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the information display method in the game according to any one of claims 1 to 11.
14. 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 implement the information display method in a game as described in any one of claims 1 to 11.
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