Method, device and electronic device for displaying information of virtual game characters

By determining the movement trajectory based on the physical strength data of the virtual game characters in the game scene and displaying the target logo, the problem of poor physical strength status display of the virtual game characters is solved, and the accuracy of physical strength display and the player's awareness of the player's status is improved.

CN115501586BActive Publication Date: 2024-12-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211042648.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-29
Publication Date
2024-12-20
Estimated Expiration
2042-08-29

AI Technical Summary

Technical Problem

In the game scene, the physical strength and status of the virtual game character are displayed on the minimap, causing players to be unable to capture the changes in the virtual game character in time and effectively. When switching players frequently, the numerical progress bar jumps repeatedly, making it impossible to effectively display the virtual game character physical state.

Method used

By obtaining the physical strength data of the virtual game character, in response to the abnormal physical strength data, its movement trajectory in the game scene is determined, and the target identification is displayed according to the motion trajectory on the graphical user interface to feedback the physical strength state.

Benefits of technology

It realizes the timely and effective display of the physical state of the virtual game characters, solves the problem of poor physical state display, and improves players' agile control and awareness of the player's physical state.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method, device and electronic device for displaying information of a virtual game character. The method comprises: obtaining physical strength data of the virtual game character; in response to the physical strength data being abnormal physical strength data, determining the motion trajectory of the virtual game character in the game scene and a target identifier matching the physical strength data; and displaying the target identifier on a graphical user interface according to the motion trajectory. The present invention solves the technical problem that the physical strength status of the virtual game character cannot be effectively displayed.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular to a method, device and electronic device for displaying information of a virtual game character. Background Art

[0002] Currently, in the game scene, the physical strength and status of the virtual game character are displayed on a small map. However, the small map is at a certain distance from the visual concentration area during the game, and the player cannot effectively capture the changes in the status of the virtual game character in a timely manner. Moreover, when the selected player is frequently switched, the numerical progress bar will jump horizontally repeatedly, resulting in a technical problem that the physical status of the virtual game character cannot be effectively displayed.

[0003] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0004] At least some embodiments of the present invention provide a method, device and electronic device for displaying information of a virtual game character, so as to at least solve the technical problem that the physical state of the virtual game character cannot be effectively displayed.

[0005] According to one embodiment of the present invention, a method for displaying information of a virtual game character is provided, the method comprising: acquiring physical data of the virtual game character; in response to the physical data being abnormal physical data, determining a motion trajectory of the virtual game character in a game scene, and a target identifier that matches the physical data; and displaying the target identifier according to the motion trajectory on a graphical user interface.

[0006] According to one embodiment of the present invention, there is also provided an information display device for a virtual game character, the device comprising: an acquisition unit for acquiring physical data of the virtual game character; a determination unit for determining, in response to the physical data being abnormal physical data, a motion trajectory of the virtual game character in a game scene, and a target identifier that matches the physical data; and a display unit for displaying the target identifier according to the motion trajectory on a graphical user interface.

[0007] According to one embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored. When the computer program is executed by a processor, the device where the computer-readable storage medium is located is controlled to execute the method for displaying information of a virtual game character according to an embodiment of the present invention.

[0008] According to one embodiment of the present invention, there is also provided an electronic device, 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 any of the above-mentioned methods for displaying information of a virtual game character.

[0009] In at least some embodiments of the present invention, the physical data of the virtual game character is obtained; in response to the physical data being abnormal physical data, the motion trajectory of the virtual game character in the game scene and the target identifier that matches the physical data are determined; on the graphical user interface, the target identifier is displayed according to the motion trajectory. In other words, the embodiments of the present invention achieve the purpose of timely and effectively capturing the physical state of the virtual game character by feeding back the physical data of the virtual game character through the motion trajectory of the virtual game character, thereby achieving the technical effect of effectively displaying the physical state of the virtual game character, and thus solving the technical problem that the physical state of the virtual game character cannot be effectively displayed. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of the present invention. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0011] Figure 1 It is a hardware structure block diagram of a mobile terminal of a method for displaying information of a virtual game character according to an embodiment of the present invention;

[0012] Figure 2 is a flow chart of a method for displaying information of a virtual game character according to an embodiment of the present invention;

[0013] FIG3( a ) is a schematic diagram of distinguishing between our players and opponent players according to an embodiment of the present invention;

[0014] FIG3( b ) is a schematic diagram of an abnormal player's travel path according to an embodiment of the present invention;

[0015] Figure 4 is a schematic diagram of distinguishing player fatigue conditions according to an embodiment of the present invention;

[0016] Figure 5 is a schematic diagram of projecting a player's fatigue path onto a travel path according to an embodiment of the present invention;

[0017] Figure 6 is a schematic diagram of a device for displaying information of a virtual game character according to an embodiment of the present invention;

[0018] Figure 7 is a schematic diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0019] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0020] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0021] According to one embodiment of the present invention, an embodiment of a method for displaying information of a virtual game character is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0022] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal of a method for displaying information of a virtual game character according to an embodiment of the present invention. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0023] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the information display method of the virtual game character in the embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the information display method of the virtual game character described above is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0024] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0025] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0026] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.

[0027] In one possible implementation, an embodiment of the present invention provides a method for displaying information of a virtual game character, providing a graphical user interface through a terminal device, wherein the display content of the graphical user interface includes a game scene, and at least one virtual game character located in the game scene, wherein the terminal device can be a local terminal device or a client device in a cloud interactive system.

[0028] Figure 2 is a flow chart of a method for displaying information of a virtual game character according to an embodiment of the present invention. Figure 2 As shown, the method comprises the following steps:

[0029] Step S202, obtaining physical strength data of the virtual game character.

[0030] In the technical solution provided in the above step S202 of the present invention, the physical data of the virtual game character can be obtained on the graphical user interface, wherein the graphical user interface can be a client interface, for example, a game operation interface, the physical data can be data used to determine the physical state of the virtual game character in the game scene, for example, physical strength value, blood value, and the virtual game character can be a virtual character in the game scene, for example, a player in a football game, which is only used as an example here without specific limitation.

[0031] Optionally, the physical strength data of the virtual game character can be represented by a specific numerical value, such as 25, or by a percentage value, such as 25%, which is not specifically limited here.

[0032] Optionally, the physical strength data of the virtual game character can be obtained by directly reading it on the graphical user interface, or by operating it on the graphical user interface, such as clicking or sliding, which is not specifically limited here.

[0033] Step S204, in response to the physical strength data being abnormal physical strength data, determining the movement trajectory of the virtual game character in the game scene and the target identifier that matches the physical strength data.

[0034] In the technical solution provided in the above step S204 of the present invention, after obtaining the physical data of the virtual game character, the physical data can be judged. When it is determined that the physical data is abnormal physical data, the movement trajectory of the virtual game character corresponding to the physical data in the game scene and the target identification matching the physical data can be determined, wherein the abnormal physical data can be used to characterize the physical value of the virtual game character when the physical data is abnormal, and the movement trajectory can be the travel path of the virtual game character.

[0035] Optionally, the above physical data can be used to determine the physical state of the virtual game character. Abnormal physical data corresponds to abnormal physical state. Abnormal physical state may include mild fatigue state, severe fatigue state, physical exhaustion or injury state, etc. The target identifier may also be an identifier used to indicate the physical state of the virtual game character, which is not specifically limited here.

[0036] In this embodiment, the target identifier may be an identifier for representing the physical strength data of the virtual game character, which may be adjusted by color or transparency, for example, the footprints or physical strength bar of the virtual game character. The darker the color of the identifier, the higher the physical strength level of the virtual game character, and the more tired the virtual game character is; the lower the transparency of the identifier, the higher the physical strength level of the virtual game character. This is merely an example and is not specifically limited.

[0037] Optionally, the transparency of the mark can also be used to distinguish the distance between the virtual game character and the target position. The lower the transparency of the mark, the closer the virtual game character is to the target position. This is only an example and is not specifically limited.

[0038] Optionally, the physical strength data of the virtual game character can be graded to determine the physical strength state corresponding to the physical strength data of the virtual game character. For example, when y < physical strength data < a, it is a mild exhaustion state; when z < physical strength data < y, it is a severe exhaustion state; when physical strength data < z, it is a state of physical exhaustion or injury. Here, a can be a physical strength threshold, which can be a system default value or a value changed by the player through custom settings. y and z can be values automatically calculated by the system based on the physical strength threshold. That is to say, when the physical strength data is less than a, it is determined that the virtual game character is in an abnormal physical strength state, that is, all physical strength data less than a are abnormal physical strength data.

[0039] Optionally, different physical strength data corresponds to different physical strength states, and the target identifiers matched with the physical strength data are also different. For example, when y < physical strength data < a, the physical strength state is a mild exhaustion state, and the matched target identifier can be the identifier with the lightest color or the highest transparency. When z < physical strength data < y, the physical strength state is a severe exhaustion state, and the matched target identifier can be the identifier with a lighter color or a lower transparency. When physical strength data < z, the physical strength state is a state of physical exhaustion or injury, and the matched target identifier can be the identifier with the darkest color or the lowest transparency. No specific limitation is made here.

[0040] Step S206: Display the target identifier on the graphical user interface according to the movement trajectory.

[0041] In the technical solution provided in step S206 of the present invention, after obtaining the movement trajectory and multiple target identifiers of the virtual game character with abnormal physical strength data, the multiple target identifiers can be sequentially displayed on the graphical user interface according to the movement trajectory. Since the target identifier is matched with the physical strength data, the technical effect of effectively displaying the physical strength data and physical strength state of the virtual game character can be achieved.

[0042] For example, when the physical strength data of the virtual game character satisfies y < physical strength data < a and the physical strength state is a mild exhaustion state, lighter-colored footprints will be left on the path where the virtual game character travels. When the physical strength data of the virtual game character satisfies z < physical strength data < y and the physical strength state is a severe exhaustion state, darker-colored footprints will be left on the path where the virtual game character travels. When the physical strength data of the virtual game character satisfies physical strength data < z and the physical strength state is a state of physical exhaustion or injury, the darkest-colored footprints will be left on the path where the virtual game character travels.

[0043] Through the above steps S202 to S206 of the present invention, the physical data of the virtual game character is obtained; in response to the physical data being abnormal physical data, the motion trajectory of the virtual game character in the game scene and the target identifier that matches the physical data are determined; on the graphical user interface, the target identifier is displayed according to the motion trajectory. In other words, the present invention achieves the purpose of timely and effectively capturing the physical state of the virtual game character by feeding back the physical data of the virtual game character through the motion trajectory of the virtual game character, thereby achieving the technical effect of effectively displaying the physical state of the virtual game character, and thus solving the technical problem that the physical state of the virtual game character cannot be effectively displayed.

[0044] The above method of this embodiment is further introduced below.

[0045] As an optional implementation, step S206, displaying a target identifier on a graphical user interface according to a motion trajectory, includes: displaying multiple target identifiers on a graphical user interface according to the motion trajectory, wherein the display paths of the multiple target identifiers on the graphical user interface are consistent with the motion trajectory.

[0046] In this embodiment, the physical data or physical status of the virtual game character can be displayed through the target identifier. There can be multiple target identifiers matching the physical data of the virtual game character on the graphical user interface, and the display path composed of the multiple target identifiers should be consistent with the motion trajectory of the virtual game character. The multiple target identifiers can then be displayed according to the motion trajectory to achieve the technical effect of effectively displaying the physical status of the virtual game character through the target identifier.

[0047] For example, the target identifier may be a footprint identifier of a virtual game character, and a plurality of footprint identifiers may be displayed on the graphical user interface according to the movement trajectory of the virtual game character.

[0048] As an optional implementation, the method may further include displaying multiple target identifiers on a graphical user interface according to the motion trajectory, including: determining a sub-motion trajectory matching each target identifier in the motion trajectory to obtain multiple sub-motion trajectories; and displaying the multiple target identifiers on the graphical user interface in sequence according to the multiple sub-motion trajectories.

[0049] In this embodiment, a sub-motion trajectory matching each target identifier is determined from the motion trajectory of the virtual game character, and then multiple target identifiers are displayed in sequence on the graphical user interface according to the multiple sub-motion trajectories, so as to achieve the technical effect of displaying multiple target identifiers according to the motion trajectory, wherein the sub-motion trajectory can be the trajectory corresponding to each target identifier of the virtual game character, for example, each footprint passed by the virtual game character, and the trajectory composed of multiple footprints connected according to the movement time is the motion trajectory of the virtual game character.

[0050] As an optional implementation, the method may further include displaying multiple target identifiers in sequence on a graphical user interface according to multiple sub-motion trajectories, including: displaying multiple target identifiers in sequence on a graphical user interface according to the generation order of the multiple sub-motion trajectories and the associated positions of the sub-motion trajectories in the game scene.

[0051] In this embodiment, the associated position between the virtual game character and the ground of the game scene is first determined on the graphical user interface, and then based on the associated relationship between the sub-motion trajectories of the virtual game character in the game scene, multiple target identifiers are displayed in sequence at the associated position in the order in which the multiple sub-motion trajectories are generated, so as to achieve the technical effect of sequentially displaying multiple target identifiers at the associated position, wherein the associated position may be a position on the virtual game character's path where footprints need to be displayed. For example, when the virtual game character is physically exhausted or injured, the darkest footprints may be displayed at the associated position of the virtual game character's sub-motion trajectory. This is only an example and is not specifically limited here.

[0052] As an optional implementation, the method may further include, when the virtual game character moves along the sub-motion trajectory, determining a contact position between the virtual game character and the ground of the game scene; and determining the contact position as an associated position.

[0053] In this embodiment, when the virtual game character moves along the sub-motion trajectory, the contact position between the virtual game character and the ground of the game scene is determined as the associated position. For example, when a player in a football game runs on the field, the position where the player's foot contacts the ground is the associated position, that is, the position where footprints need to be displayed.

[0054] As an optional implementation, the method may further include, in response to the physical strength data satisfying a threshold range, determining that the physical strength data is abnormal physical strength data, where the abnormal physical strength data includes a fatigue state of the virtual game character or an injury state of the virtual game character.

[0055] In this embodiment, when the physical strength data meets the threshold range, the physical strength data can be determined as abnormal physical strength data, wherein the threshold range can be a numerical range automatically calculated by the system based on the physical strength threshold, and the physical strength threshold can be a system default value or a value changed by the player through custom settings.

[0056] Optionally, the threshold range may be a numerical range smaller than the physical strength threshold. For example, if the physical strength threshold is 40%, the threshold range is 0-40%. If the physical strength data is 20%, the physical strength data is abnormal.

[0057] Optionally, the abnormal physical strength data may include the physical strength data of the virtual game character in a tired state or the physical strength data of the virtual game character in an injured state. For example, when the virtual game character is in a tired state, the corresponding physical strength data is 16%, then 16% is abnormal physical strength data; when the virtual game character is in an injured state, the corresponding physical strength data is 5%, then 5% is abnormal physical strength data. No specific limitation is made here.

[0058] As an optional implementation, the method also includes, in response to the physical strength data being abnormal physical strength data, determining a target identifier that matches the physical strength data, including: in response to the physical strength data being abnormal physical strength data, grading the physical strength data to obtain a physical strength level of the physical strength data, wherein the physical strength level is used to indicate the degree of fatigue or injury; obtaining an identifier that matches the physical strength level, and determining the identifier as a target identifier that matches the physical strength data.

[0059] In this embodiment, after the physical strength data is determined to be abnormal physical strength data, the physical strength data can be further graded, and an identifier matching the physical strength level can be obtained, and the identifier can be determined as a target identifier matching the physical strength data, so as to achieve the purpose of distinguishing and displaying the physical strength data of the virtual game character, wherein the physical strength level can include mild fatigue, severe fatigue, and physical exhaustion or injury, which is not specifically limited here.

[0060] Optionally, when the physical level is mildly tired, the mark matching the physical level may be a lighter footprint; when the physical level is severely tired, the mark matching the physical level may be a darker footprint; when the physical level is exhausted or injured, the mark matching the physical level may be the darkest footprint. This is only an example and is not specifically limited.

[0061] As an optional implementation, the method may further include: the threshold range includes multiple target threshold ranges, different target threshold ranges correspond to different physical strength levels; grading the physical strength data to obtain the physical strength level of the physical strength data, including: determining the target threshold range to which the physical strength data belongs; determining the physical strength level corresponding to the target threshold range.

[0062] In this embodiment, the threshold range can be divided into multiple different target threshold ranges, and the physical strength data can be graded according to the target threshold range to obtain the physical strength level of the physical strength data. For example, the threshold range is 0-30%, which can be divided into three target threshold ranges of 20%-30%, 10%-20% and 0%-10%. When 20%<physical strength data<30%, the physical strength level corresponding to the physical strength data of the virtual game character is mild fatigue; when 10%<physical strength data<20%, the physical strength level corresponding to the physical strength data of the virtual game character is severe fatigue; when the physical strength data<10%, the physical strength level corresponding to the physical strength data of the virtual game character is physical exhaustion or injury. This is just an example without specific limitation.

[0063] As an optional implementation, the method may further include, before obtaining the physical strength data of the virtual game character, the method also includes: determining that the distance between the virtual game character and the controlled virtual game character currently controlled by the terminal device is within a distance threshold.

[0064] In this embodiment, a virtual game character whose distance to a controlled virtual game character currently controlled by the terminal device is within a distance threshold is first determined from among multiple virtual game characters on the graphical user interface, and then the physical strength data of the virtual game character is obtained, wherein the controlled virtual game character may be a virtual game character manipulated by the player in the game, the distance threshold may be a system default value or a value defined by the player, and the terminal device may be a smart electronic device such as a mobile phone or a computer, which is not specifically limited here.

[0065] For example, the virtual game characters in a football game include: Player A, Player B and Player C. Player A is a virtual game character controlled by the player. Player B and Player C are 2 meters and 4 meters away from Player A respectively. The distance threshold is set to 3 meters, so that Player B can be determined as a virtual game character for which physical data needs to be obtained.

[0066] As an optional implementation, the method also includes determining the movement trajectory of the virtual game character in the game scene, including: determining the movement trajectory generated by the virtual game character within a target area, wherein the target area is determined based on the position of the controlled virtual game character in the game scene and a distance threshold.

[0067] In this embodiment, the target area range can be determined according to the position of the controlled virtual game character in the game scene and the distance threshold, and then the motion trajectory generated by the virtual game character within the target area range is determined, wherein the target area range is all areas that are at the distance threshold from the position of the controlled virtual game character in the game scene.

[0068] Optionally, all virtual game characters that are within a distance threshold from the position of the controlled virtual game character in the game scene are first screened out from the game scene, and then virtual game characters in abnormal physical states are further screened out from these virtual game characters through target identification to determine the movement trajectory of the virtual game character.

[0069] As an optional implementation, step S202, obtaining the physical data of the virtual game character includes: obtaining the current physical data of the virtual game character; in response to the physical data being abnormal physical data, determining the movement trajectory of the virtual game character in the game scene, including: in response to the physical data being abnormal physical data, determining the movement trajectory of the virtual game character within a preset distance before the current position, or determining the movement trajectory of the virtual game character within a preset time before the current time.

[0070] In this embodiment, the physical data of the virtual game character at the current moment or at the current position is first obtained, and then the obtained physical data is judged. If the physical data is determined to be abnormal physical data, the movement trajectory of the virtual game character at a preset distance before the current position is further determined, or the movement trajectory of the virtual game character within a preset time before the current time is determined. In other words, after determining that the physical data of the virtual game character is abnormal physical data, it is necessary to further determine the movement trajectory of the virtual game character over a distance or a period of time before the physical data becomes abnormal, wherein the preset distance and the preset time can be system default values, or can be values ​​defined by the player.

[0071] As an optional implementation, the method further includes that the virtual game character includes a first virtual game character belonging to the same game camp as the controlled virtual game character controlled by the terminal device, and a second virtual game character belonging to a different game camp than the controlled virtual game character.

[0072] In this embodiment, all virtual game characters in the same game scene can be displayed on the graphical user interface, including a first virtual game character that belongs to the same game camp as the controlled virtual game character controlled by the terminal device and a second virtual game character that belongs to a different game camp from the controlled virtual game character, for example, the virtual game character of our camp and the virtual game character of the opposing camp in a football game, which is not specifically limited here.

[0073] As an optional implementation, step S206, on the graphical user interface, displaying the target identifier according to the motion trajectory, includes: when the virtual game character is a first virtual game character, displaying the target identifier according to the motion trajectory and a first preset style; when the virtual game character is a second virtual game character, displaying the target identifier according to the motion trajectory and a second preset style.

[0074] In this embodiment, on the graphical user interface, a first virtual game character belonging to the same game camp as the controlled virtual game character controlled by the terminal device and a second virtual game character belonging to a different game camp from the controlled virtual game character can be distinguished by displaying the target identifier in different display styles. When the virtual game character is the first virtual game character, the target identifier is displayed according to the motion trajectory and the first preset style. When the virtual game character is the second virtual game character, the target identifier is displayed according to the motion trajectory and the second preset style. This achieves the technical effect of distinguishing and displaying virtual game characters of different camps through target identifiers. The first preset style may be a stroke style of the motion trajectory of the first virtual game character, and the second preset style may be a stroke style of the motion trajectory of the second virtual game character.

[0075] For example, by using different colors to distinguish the stroke styles of the motion trajectory, the stroke color of the motion trajectory of the first virtual game character can be blue, and the stroke color of the motion trajectory of the second virtual game character can be yellow. Taking the football game as an example, when the player user can distinguish between the same team players and the hostile players by observing the stroke colors of the motion trajectories of the virtual game characters, and then decide to which player to pass the ball to based on the target identification of the same team players, for example, pass the ball to the same team player A who is in relatively good physical condition, or although the physical condition of the same team player A is relatively good, but there are multiple hostile players around him, you can also choose to pass the ball to the same team player B whose physical condition is inferior to that of the same team player A. There is no specific limitation here.

[0076] The technical solution of the embodiment of the present invention is further introduced below with examples in combination with preferred implementation modes, and specifically takes football games as an example.

[0077] Currently, in football games, the player's speed and other attribute values ​​will change according to the player's physical strength, status and injury, and these changes need to be notified to the player in real time.

[0078] In a related technology, the player's physical strength and status are usually reflected on a small map. There are two progress bars on both sides of the small map, marking the physical strength and status values ​​of our players and the opponent's players respectively. The remaining physical strength and status are reflected through the progress and color of the progress bar, and a physical strength ring is displayed under the feet of the selected player to show the physical strength progress.

[0079] However, the display of player stamina and status depends on the mini-map, which is far away from the visual focus area during the game, resulting in players being unable to effectively capture problems such as lost balls due to declining status in a timely manner. Moreover, the stamina display on the mini-map is not closely related to the player's selection status. When the selected player is frequently switched, the numerical progress bar will jump horizontally repeatedly, and the stamina rings under the players' feet will also overlap when the players are standing densely, resulting in a technical problem that the physical status of the virtual game characters cannot be effectively displayed.

[0080] However, an embodiment of the present invention proposes a method for displaying information of a virtual game character. The method introduces the concept of a player's running path, and expresses the player's fatigue state by leaving heavier footprints on the running path of the player whose physical state decreases, so as to achieve the purpose of providing feedback on the player's physical state bar through the player's path, thereby solving the technical problem of being unable to effectively display the physical state of the virtual game character, and achieving the technical effect of effectively displaying the physical state of the virtual game character.

[0081] Next, the method for displaying information of a virtual game character provided by an embodiment of the present invention is further introduced. The method may include the following steps:

[0082] The first step is to identify the physical status of all players on the court and mark all physical abnormalities.

[0083] Whether the player's physical condition is abnormal can be determined by setting a physical condition threshold. For example, the physical condition threshold is set to a%. When the player's physical condition is less than a%, it can be determined that the player's physical condition is abnormal and the player will be marked.

[0084] Optionally, the physical strength threshold may be a system default value, or a value changed by the player through custom settings, which is not specifically limited here.

[0085] Figure 3(a) is a schematic diagram of distinguishing between our players and opponent players according to an embodiment of the present invention. As shown in Figure 3(a), our players and opponent players can be distinguished by the color of the path stroke. The dotted line in Figure 3(a) can indicate that the color of the path stroke is yellow, and the corresponding player is our player. The solid line in Figure 3(a) can indicate that the color of the path stroke is blue, and the corresponding player is the opponent player.

[0086] The second step is to identify all players with abnormal physical strength within a distance b from the player.

[0087] Optionally, the close distance b may be a system default value, or a value changed by the player through custom settings, which is not specifically limited here.

[0088] The third step is to identify abnormal player paths.

[0089] Figure 3(b) is a schematic diagram of identifying the abnormal player's traveling path according to an embodiment of the present invention. As shown in Figure 3(b), the dotted line in the figure is used to represent the traveling path of the player with abnormal physical strength on the court.

[0090] Fourthly, classify according to the remaining physical strength of the player, and distinguish and display the fatigue situation of the player.

[0091] Figure 4 is a schematic diagram of distinguishing the fatigue situation of the player according to an embodiment of the present invention. As Figure 4 shown, the fatigue situation of the player can be distinguished by different footprints. The leftmost is the footprint when the player is slightly fatigued, the middle is the footprint when the player is severely fatigued, and the rightmost is the footprint when the player is physically exhausted or injured.

[0092] Optionally, classifying the remaining physical strength of the player can be based on the proportion of the remaining physical strength. When the physical strength < z%, it is an injured state. When z% < physical strength < y%, it is a severely fatigued state. When y% < physical strength < a%, it is a slightly fatigued state. Among them, y% and z% can be automatically calculated through the physical strength thresholds defined by the system or players.

[0093] Fifthly, project the path corresponding to the fatigue situation of the player onto the traveling path.

[0094] Figure 5 is a schematic diagram of projecting the path of the player's fatigue situation onto the traveling path according to an embodiment of the present invention. As Figure 5 shown, after judging the fatigue situation of the player, project the footprint type corresponding to the fatigue situation on the traveling path of the player, so as to achieve the purpose of displaying the fatigue situation of the player through the footprint type.

[0095] It should be noted that the forward path of the player is only a way to display the player's footprint and has nothing to do with the fatigue situation itself.

[0096] The beneficial effects brought by the embodiments of the present invention may include: optimizing the rules for displaying the physical strength of players, reducing the learning cost of players, facilitating players to quickly grasp the situation on the court; and more vividly linking players' understanding of the physical strength of players.

[0097] In an embodiment of the present invention, the physical conditions of all players on the court are first identified, and all physical abnormalities are marked. Then, all players with physical abnormalities within a certain distance from the player are determined, and the travel paths of the abnormal players are identified. Then, the players with physical abnormalities are classified according to their remaining physical conditions, and the fatigue conditions of the players are differentiated and displayed. Finally, the corresponding fatigue condition path is projected onto the travel path to achieve the purpose of displaying the fatigue conditions of the players through the footprint type, thereby achieving the technical effect of effectively displaying the physical condition of the virtual game character, and further solving the technical problem of not being able to effectively display the physical condition of the virtual game character.

[0098] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in each embodiment of the present invention.

[0099] In this embodiment, a method for executing Figure 2 The information display device of the virtual game character of the illustrated embodiment is used to implement the above-mentioned embodiment and preferred implementation mode, and the description thereof has been made no further. As used below, the terms "unit" and "module" may implement a combination of software and / or hardware of a predetermined function. Although the device described in the following embodiments is preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and contemplated.

[0100] Figure 6 is a schematic diagram of a device for displaying information of a virtual game character according to an embodiment of the present invention. Figure 6 As shown, the virtual game character information display device 600 includes: an acquisition unit 601, a determination unit 602 and a display unit 603.

[0101] The acquisition unit 601 is used to acquire the physical strength data of the virtual game character.

[0102] The determination unit 602 is used to determine the movement trajectory of the virtual game character in the game scene and the target identifier that matches the physical data in response to the physical data being abnormal physical data.

[0103] The display unit 603 is used to display the target identification according to the motion trajectory on the graphical user interface.

[0104] Optionally, the display unit 603 includes: a first display module, configured to display a plurality of target identifiers according to a motion trajectory on a graphical user interface, wherein a display path of the plurality of target identifiers on the graphical user interface is consistent with the motion trajectory.

[0105] Optionally, the first display module includes: a first determination submodule, used to determine a sub-motion trajectory matching each target identifier in the motion trajectory to obtain multiple sub-motion trajectories; and a display submodule, used to display multiple target identifiers in sequence according to the multiple sub-motion trajectories on the graphical user interface.

[0106] Optionally, the display submodule is also used to display multiple target identifiers in sequence on the graphical user interface according to the multiple sub-motion trajectories through the following steps: on the graphical user interface, multiple target identifiers are displayed in sequence according to the generation order of the multiple sub-motion trajectories and the associated positions of the sub-motion trajectories in the game scene.

[0107] Optionally, the display submodule is further used to determine the contact position between the virtual game character and the ground of the game scene when the virtual game character moves along the sub-motion trajectory, and determine the contact position as the associated position.

[0108] Optionally, the device further includes: a first determination unit, configured to determine that the physical strength data is abnormal physical strength data in response to the physical strength data satisfying a threshold range, wherein the abnormal physical strength data includes a fatigue state of the virtual game character or an injury state of the virtual game character.

[0109] Optionally, the determination unit 602 includes: a grading module, used to grade the physical strength data in response to the physical strength data being abnormal physical strength data, to obtain a physical strength level of the physical strength data, wherein the physical strength level is used to indicate the degree of fatigue or injury; and a processing module, used to obtain an identifier that matches the physical strength level, and determine the identifier as a target identifier that matches the physical strength data.

[0110] Optionally, the threshold range includes multiple target threshold ranges, and different target threshold ranges correspond to different physical strength levels; the grading module includes: a second determination submodule, used to determine the target threshold range to which the physical strength data belongs; and a third determination submodule, used to determine the physical strength level corresponding to the target threshold range.

[0111] Optionally, before the acquisition unit 601 acquires the physical strength data of the virtual game character, the apparatus further includes: a second determination unit, configured to determine whether the distance between the virtual game character and a controlled virtual game character currently controlled by the terminal device is within a distance threshold.

[0112] Optionally, the acquisition unit 601 includes: an acquisition module for acquiring the current physical data of the virtual game character; the determination unit 602 includes: a determination module for determining, in response to the physical data being abnormal physical data, a movement trajectory of the virtual game character within a preset distance before the current position, or determining the movement trajectory of the virtual game character within a preset time before the current time.

[0113] Optionally, the virtual game character includes a first virtual game character belonging to the same game camp as the controlled virtual game character controlled by the terminal device, and a second virtual game character belonging to a different game camp than the controlled virtual game character.

[0114] Optionally, the display unit 603 includes: a second display module, used to display the target identification according to the motion trajectory and the first preset style when the virtual game character is the first virtual game character; a third display module, used to display the target identification according to the motion trajectory and the second preset style when the virtual game character is the second virtual game character.

[0115] In the information display device for the virtual game character of this embodiment, the acquisition unit is used to acquire the physical data of the virtual game character; the determination unit is used to determine the movement trajectory of the virtual game character in the game scene and the target identification that matches the physical data in response to the physical data being abnormal physical data; the display unit is used to display the target identification on the graphical user interface according to the movement trajectory, thereby achieving the technical effect of effectively displaying the physical state of the virtual game character, thereby solving the technical problem of not being able to effectively display the physical state of the virtual game character.

[0116] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0117] An embodiment of the present invention further provides a readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0118] Optionally, in this embodiment, the above-mentioned readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0119] Optionally, in this embodiment, the readable storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.

[0120] Optionally, in this embodiment, the above-mentioned readable storage medium may be configured to store a computer program for performing the following steps:

[0121] S1, obtaining physical strength data of a virtual game character;

[0122] S2, in response to the physical strength data being abnormal physical strength data, determining a movement trajectory of the virtual game character in the game scene and a target identifier that matches the physical strength data;

[0123] S3, displaying the target identification according to the motion trajectory on the graphical user interface.

[0124] Optionally, the readable storage medium may be configured to store a computer program for executing the following steps: displaying multiple target identifiers on a graphical user interface according to a motion trajectory, wherein a display path of the multiple target identifiers on the graphical user interface is consistent with the motion trajectory.

[0125] Optionally, the above-mentioned readable storage medium can be configured to store a computer program for executing the following steps: determining a sub-motion trajectory matching each target identifier in the motion trajectory to obtain multiple sub-motion trajectories; and displaying multiple target identifiers in sequence on a graphical user interface according to the multiple sub-motion trajectories.

[0126] Optionally, the readable storage medium may be configured to store a computer program for executing the following steps: displaying multiple target identifiers in sequence on a graphical user interface according to the generation order of the multiple sub-motion trajectories and the associated positions of the sub-motion trajectories in the game scene.

[0127] Optionally, the above-mentioned readable storage medium can be configured to store a computer program for performing the following steps: when the virtual game character moves along the sub-motion trajectory, determining the contact position between the virtual game character and the ground of the game scene; and determining the contact position as the associated position.

[0128] Optionally, the readable storage medium may be configured to store a computer program for executing the following steps: in response to the physical strength data satisfying a threshold range, determining that the physical strength data is abnormal physical strength data, wherein the abnormal physical strength data includes a fatigue state of a virtual game character or an injury state of a virtual game character.

[0129] Optionally, the readable storage medium may be configured to store a computer program for executing the following steps: in response to the physical strength data being abnormal physical strength data, grading the physical strength data to obtain a physical strength level of the physical strength data, wherein the physical strength level is used to indicate the degree of fatigue or injury; obtaining an identifier that matches the physical strength level, and determining the identifier as a target identifier that matches the physical strength data.

[0130] Optionally, the readable storage medium may be configured to store a computer program for executing the following steps: determining a target threshold range to which the physical strength data belongs; and determining a physical strength level corresponding to the target threshold range.

[0131] Optionally, the readable storage medium may be configured to store a computer program for executing the following steps: determining that the distance between the virtual game character and the controlled virtual game character currently controlled by the terminal device is within a distance threshold.

[0132] Optionally, the above-mentioned readable storage medium can be configured to store a computer program for performing the following steps: obtaining the current physical data of the virtual game character; in response to the physical data being abnormal physical data, determining the movement trajectory of the virtual game character within a preset distance before the current position, or determining the movement trajectory of the virtual game character within a preset time before the current time.

[0133] Optionally, the above-mentioned readable storage medium can be configured to store a computer program for performing the following steps: when the virtual game character is a first virtual game character, displaying the target identification according to the motion trajectory and a first preset style; when the virtual game character is a second virtual game character, displaying the target identification according to the motion trajectory and a second preset style.

[0134] In the readable storage medium of this embodiment, the physical data of the virtual game character is obtained; in response to the physical data being abnormal physical data, the movement trajectory of the virtual game character in the game scene and the target identification that matches the physical data are determined; on the graphical user interface, the target identification is displayed according to the movement trajectory, so as to achieve the purpose of timely and effective capture of the physical state of the virtual game character, thereby achieving the technical effect of effectively displaying the physical state of the virtual game character, and further solving the technical problem of not being able to effectively display the physical state of the virtual game character.

[0135] Through the description of the above implementation modes, it is easy for those skilled in the art to understand that the example implementation modes described here can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the implementation mode of the present invention can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the implementation mode of the present invention.

[0136] In an exemplary embodiment of the present invention, a program product capable of implementing the above method of the present embodiment is stored on a computer-readable storage medium. In some possible implementations, various aspects of the present embodiment can also be implemented in the form of a program product, which includes a program code, and when the program product is run on a terminal device, the program code is used to enable the terminal device to execute the steps of various exemplary implementations of the present invention described in the above "Exemplary Method" section of the present embodiment.

[0137] The program product for implementing the above method according to the embodiment of the present invention may adopt a portable compact disk read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the embodiment of the present invention is not limited thereto. In the embodiment of the present invention, the computer-readable storage medium may be any tangible medium containing or storing a program, which may be used by or in combination with an instruction execution system, apparatus, or device.

[0138] The program product may be in any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination thereof. More specific examples (non-exhaustive) of computer-readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0139] It should be noted that the program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the above.

[0140] An embodiment of the present invention further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0141] 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.

[0142] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0143] S1, obtaining physical strength data of a virtual game character;

[0144] S2, in response to the physical strength data being abnormal physical strength data, determining a movement trajectory of the virtual game character in the game scene and a target identifier that matches the physical strength data;

[0145] S3, displaying the target identification according to the motion trajectory on the graphical user interface.

[0146] Optionally, the processor may be configured to execute the following steps through a computer program: displaying a plurality of target identifiers on a graphical user interface according to a motion trajectory, wherein a display path of the plurality of target identifiers on the graphical user interface is consistent with the motion trajectory.

[0147] Optionally, the processor may be configured to execute the following steps through a computer program: determining a sub-motion trajectory matching each target identifier in the motion trajectory to obtain a plurality of sub-motion trajectories; and displaying a plurality of target identifiers in sequence on a graphical user interface according to the plurality of sub-motion trajectories.

[0148] Optionally, the processor may be configured to execute the following steps through a computer program: displaying multiple target identifiers in sequence on a graphical user interface according to the generation order of the multiple sub-motion trajectories and the associated positions of the sub-motion trajectories in the game scene.

[0149] Optionally, the processor may be configured to perform the following steps through a computer program: determining a contact position between the virtual game character and the ground of the game scene when the virtual game character moves along the sub-motion trajectory; and determining the contact position as an associated position.

[0150] Optionally, the processor may be configured to execute the following steps through a computer program: in response to the physical strength data satisfying a threshold range, determining that the physical strength data is abnormal physical strength data, wherein the abnormal physical strength data includes a fatigue state of the virtual game character or an injury state of the virtual game character.

[0151] Optionally, the processor can be configured to perform the following steps through a computer program: in response to the physical strength data being abnormal physical strength data, grading the physical strength data to obtain a physical strength level of the physical strength data, wherein the physical strength level is used to indicate the degree of fatigue or injury; obtaining an identifier that matches the physical strength level, and determining the identifier as a target identifier that matches the physical strength data.

[0152] Optionally, the processor may be configured to execute the following steps through a computer program: determining a target threshold range to which the physical strength data belongs; and determining a physical strength level corresponding to the target threshold range.

[0153] Optionally, the processor may be configured to perform the following steps through a computer program: determining that the distance between the virtual game character and the controlled virtual game character currently controlled by the terminal device is within a distance threshold.

[0154] Optionally, the processor may be configured to perform the following steps through a computer program: obtaining the current physical data of the virtual game character; in response to the physical data being abnormal physical data, determining the movement trajectory of the virtual game character within a preset distance before the current position, or determining the movement trajectory of the virtual game character within a preset time before the current time.

[0155] Optionally, the processor may be configured to perform the following steps through a computer program: when the virtual game character is a first virtual game character, the target identifier is displayed according to a motion trajectory and a first preset style; when the virtual game character is a second virtual game character, the target identifier is displayed according to a motion trajectory and a second preset style.

[0156] In the electronic device of this embodiment, the physical data of the virtual game character is obtained; in response to the physical data being abnormal physical data, the movement trajectory of the virtual game character in the game scene and the target identification that matches the physical data are determined; on the graphical user interface, the target identification is displayed according to the movement trajectory, so as to achieve the purpose of timely and effective capture of the physical state of the virtual game character, thereby achieving the technical effect of effectively displaying the physical state of the virtual game character, and further solving the technical problem of not being able to effectively display the physical state of the virtual game character.

[0157] Figure 7 is a schematic diagram of an electronic device according to an embodiment of the present invention. Figure 7 As shown, the electronic device 700 is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention.

[0158] like Figure 7As shown, the electronic device 700 is in the form of a general computing device. The components of the electronic device 700 may include but are not limited to: at least one processor 710, at least one memory 720, a bus 730 connecting different system components (including the memory 720 and the processor 710), and a display 740.

[0159] The memory 720 stores program codes, which can be executed by the processor 710, so that the processor 710 executes the steps according to various exemplary implementations of the present invention described in the method part of the embodiment of the present invention.

[0160] The memory 720 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 7201 and / or a cache memory unit 7202, and may further include a read-only memory unit (ROM) 7203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0161] In some examples, the memory 720 may also include a program / utility 7204 having a set (at least one) of program modules 7205, such program modules 7205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment. The memory 720 may further include a memory remotely disposed relative to the processor 710, and these remote memories may be connected to the electronic device 700 via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0162] Bus 730 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a local bus of processor 710, or any of a variety of bus architectures.

[0163] The display 740 may be, for example, a touch screen type liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 700 .

[0164] Optionally, the electronic device 700 may also communicate with one or more external devices 700 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 700, and / or any device that enables the electronic device 700 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed through an input / output (I / O) interface 750. Furthermore, the electronic device 700 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 760. Figure 7 As shown, the network adapter 760 communicates with other modules of the electronic device 700 via the bus 730. It should be understood that although Figure 7 Not shown, other hardware and / or software modules may be used in conjunction with electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0165] The electronic device 700 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0166] It can be understood by those skilled in the art that Figure 7 The structure shown is for illustration only and does not limit the structure of the above electronic device. Figure 7 More or fewer components as shown, or with Figure 1 The memory 720 may be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the method for displaying information of a virtual game character in an embodiment of the present invention. The processor 710 executes various functional applications and data processing by running the computer programs stored in the memory 720, that is, implementing the method for displaying information of a virtual game character.

[0167] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0168] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0169] In the several embodiments provided by the present invention, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units can be 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 interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0170] 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 units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0171] In addition, each functional unit in each embodiment of the present invention 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. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0172] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present 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, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program codes.

[0173] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A method for displaying information of a virtual game character, characterized in that: A graphical user interface is provided through a terminal device, wherein the display content of the graphical user interface includes a game scene and a plurality of virtual game characters located in the game scene, and the method includes: Acquiring physical strength data of the virtual game character; In response to the physical strength data being abnormal physical strength data, determining a movement trajectory of the virtual game character in the game scene and a target identifier that matches the physical strength data; On the graphical user interface, displaying the target identifier according to the motion trajectory; Displaying the target identifier on the graphical user interface according to the motion trajectory includes: displaying a plurality of the target identifiers on the graphical user interface according to the motion trajectory; On the graphical user interface, multiple target identifiers are displayed according to the motion trajectory, including: determining a sub-motion trajectory matching each target identifier in the motion trajectory to obtain multiple sub-motion trajectories; on the graphical user interface, multiple target identifiers are displayed in sequence according to the generation order of the multiple sub-motion trajectories and the associated positions of the sub-motion trajectories in the game scene.

2. The method according to claim 1, characterized in that The display paths of the multiple target identifiers on the graphical user interface are consistent with the motion trajectory.

3. The method according to claim 1, characterized in that The method further comprises: When the virtual game character moves along the sub-motion trajectory, determining a contact position between the virtual game character and the ground of the game scene; The contact position is determined as the associated position.

4. The method according to claim 1, characterized in that: The method further comprises: In response to the physical strength data satisfying a threshold range, the physical strength data is determined to be the abnormal physical strength data, wherein the abnormal physical strength data includes a fatigue state of the virtual game character or an injury state of the virtual game character.

5. The method according to claim 4, characterized in that In response to the physical strength data being the abnormal physical strength data, determining a target identifier matching the physical strength data includes: In response to the physical strength data being the abnormal physical strength data, grading the physical strength data to obtain a physical strength level of the physical strength data, wherein the physical strength level is used to indicate the degree of the fatigue state or the degree of the injury state; An identifier matching the physical strength level is obtained, and the identifier is determined as a target identifier matching the physical strength data.

6. The method according to claim 5, characterized in that The threshold range includes a plurality of target threshold ranges, and different target threshold ranges correspond to different physical strength levels; The step of grading the physical strength data to obtain the physical strength level of the physical strength data includes: determining the target threshold range to which the physical strength data belongs; The physical strength level corresponding to the target threshold range is determined.

7. The method according to claim 1, characterized in that Before obtaining the physical strength data of the virtual game character, the method further includes: It is determined that the distance between the virtual game character and the controlled virtual game character currently controlled by the terminal device is within a distance threshold.

8. The method according to claim 7, characterized in that The determining of the movement trajectory of the virtual game character in the game scene includes: Determine a motion trajectory generated by the virtual game character within a target area, wherein the target area is determined based on a position of the controlled virtual game character in the game scene and the distance threshold.

9. The method according to claim 1, characterized in that: The step of obtaining the physical strength data of the virtual game character comprises: Obtaining current physical strength data of the virtual game character; In response to the physical strength data being abnormal physical strength data, determining the movement trajectory of the virtual game character in the game scene includes: In response to the physical strength data being the abnormal physical strength data, a movement trajectory of the virtual game character within a preset distance before a current position is determined, or a movement trajectory of the virtual game character within a preset time before a current time is determined.

10. The method according to claim 1, characterized in that The virtual game characters include a first virtual game character belonging to the same game camp as the controlled virtual game character controlled by the terminal device, and a second virtual game character belonging to a different game camp than the controlled virtual game character.

11. The method according to claim 10, characterized in that The step of displaying the target identifier on the graphical user interface according to the motion trajectory includes: When the virtual game character is the first virtual game character, displaying the target identifier according to the motion trajectory and a first preset style; When the virtual game character is the second virtual game character, the target identifier is displayed according to the motion trajectory and the second preset style.

12. A device for displaying information of a virtual game character, characterized in that: A graphical user interface is provided through a terminal device, wherein the display content of the graphical user interface includes a game scene and a plurality of virtual game characters located in the game scene, and the apparatus includes: An acquisition unit, used for acquiring physical strength data of the virtual game character; a determination unit, configured to determine, in response to the physical strength data being abnormal physical strength data, a movement trajectory of the virtual game character in the game scene and a target identifier that matches the physical strength data; A display unit, configured to display the target identifier on the graphical user interface according to the motion trajectory; The display unit is further used to: display a plurality of target identifiers according to the motion trajectory on the graphical user interface; On the graphical user interface, multiple target identifiers are displayed according to the motion trajectory, including: determining a sub-motion trajectory matching each target identifier in the motion trajectory to obtain multiple sub-motion trajectories; on the graphical user interface, multiple target identifiers are displayed in sequence according to the generation order of the multiple sub-motion trajectories and the associated positions of the sub-motion trajectories in the game scene.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 11 when executed by a processor.

14. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 11.