Game object screening method and device, electronic equipment and storage medium
By providing detailed information about virtual characters and character filtering controls in the game, a character filtering list is generated, solving the problem of difficult target filtering in game scenes and improving the efficiency and ease of operation of virtual character search.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-12-07
- Publication Date
- 2026-04-17
AI Technical Summary
In games, when there are multiple targets in the game scene, it is difficult for players to select the target to interact with, resulting in difficulty in finding, cumbersome operation and low efficiency.
The terminal device provides a graphical user interface to display detailed information about virtual characters and character filtering controls. It responds to the player's selection commands, identifies virtual characters within the target range, and generates a character filtering list, including character identifiers, to facilitate quick filtering and viewing of details by the player.
It reduces the difficulty for players to find virtual characters, simplifies the search process, improves the efficiency of finding virtual characters, and enhances the flexibility of game interaction.
Smart Images

Figure CN115738262B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method for filtering objects in complex environments in games, a device for filtering objects in complex environments in games, an electronic device, and a computer-readable storage medium. Background Technology
[0002] In games, when multiple targets exist in a game scene and visually overlap, it's often difficult for players to immediately find or click on the correct target if they want to find and interact with it. During the search, players need to use a series of methods, such as moving the camera, zooming in and out, moving the virtual character, and dragging the target name, to find the target they want to interact with. Furthermore, in some cases, even moving the camera and zooming in / out may not be enough to find the target. In games that don't support camera movement or zooming, finding the target quickly becomes even more difficult. Therefore, it's clear that in games with multiple targets, players struggle to select the interactive target from among them. Summary of the Invention
[0003] This invention provides a method, apparatus, electronic device, and computer-readable storage medium for filtering game objects, in order to solve or partially solve the problems of difficulty in searching, cumbersome operation, and low efficiency when filtering and searching for virtual characters in complex game environments.
[0004] This invention discloses a method for filtering objects in complex environments within a game. The method provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, which includes a controlled virtual character and multiple first virtual characters. The method comprises:
[0005] In response to a selection instruction for a target virtual character among the first virtual characters, the graphical user interface displays character details information corresponding to the target virtual character and provides a character filtering control; or, if the number of first virtual characters within the preset range of controlled virtual characters is greater than or equal to a preset threshold, the character filtering control is provided.
[0006] In response to a trigger operation on the character filtering control, a second virtual character within the target range of the controlled virtual character in the game scene is determined; wherein the second virtual character is at least a portion of the first virtual characters;
[0007] Based on the positional relationship between the second virtual character and the controlled virtual character, a character filtering list is generated in the graphical user interface; wherein, the character filtering list includes a character identifier for referring to the second virtual character;
[0008] In response to a selection operation of a target character identifier in the character filter list, the character details information of the second virtual character to which the target character identifier belongs is displayed in the graphical user interface.
[0009] This invention discloses an object filtering device for complex environments in games, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, including a controlled virtual character and multiple first virtual characters. The device comprises:
[0010] The control display module is used to respond to a selection instruction for a target virtual character among the first virtual characters by displaying character details information corresponding to the target virtual character and providing a character filtering control in the graphical user interface, or by providing the character filtering control when the number of the first virtual characters within the preset range of the controlled virtual characters is greater than or equal to a preset threshold.
[0011] A virtual character determination module is configured to, in response to a trigger operation on the character filtering control, determine a second virtual character within a target range of the controlled virtual character in the game scene; wherein the second virtual character is at least a portion of the first virtual characters;
[0012] A list display module is used to generate a character filtering list in the graphical user interface based on the positional relationship between the second virtual character and the controlled virtual character; wherein, the character filtering list includes a character identifier for referring to the second virtual character;
[0013] The information display module is used to display the character details information of the second virtual character to which the target character identifier belongs in the graphical user interface in response to the selection operation of the target character identifier in the character filter list.
[0014] This invention also discloses an electronic device, including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus;
[0015] The memory is used to store computer programs;
[0016] When the processor executes a program stored in the memory, it implements the method described in the embodiments of the present invention.
[0017] This invention also discloses a computer-readable storage medium storing instructions that, when executed by one or more processors, cause the processors to perform the methods described in this invention.
[0018] The embodiments of the present invention have the following advantages:
[0019] In this embodiment of the invention, during gameplay, when the game scene is relatively complex and the player needs to obtain information about relevant virtual characters, the terminal can respond to a selection instruction for a target virtual character among the first virtual characters by displaying character details information corresponding to the target virtual character and providing a character filtering control on the graphical user interface. Alternatively, if the number of first virtual characters within a preset range of controlled virtual characters is greater than or equal to a preset threshold, the terminal can provide the character filtering control. Then, in response to a trigger operation on the character filtering control, a second virtual character within the target range of controlled virtual characters in the game scene can be determined. The second virtual character is at least a portion of the first virtual characters. Then, based on the positional relationship between the second virtual character and the controlled virtual characters, a character filtering list is generated on the graphical user interface. The character filtering list includes items for referring to the second virtual character. The character identifier, in response to the selection operation of the target character identifier in the character filter list, displays the character details of the second virtual character to which the target character identifier belongs on the graphical user interface. Thus, in situations where the game scene is relatively complex, players can select a virtual character located in the game scene. The terminal displays the details of the selected virtual character, making it convenient for users to view the details of the virtual character. On the other hand, the terminal can also provide a character filter control, allowing players to filter the corresponding second virtual character from the game scene and display the character filter list corresponding to the second virtual character. This allows players to quickly find virtual characters that match their needs through the character filter list, reducing the difficulty of finding virtual characters, simplifying the search process, and improving the efficiency of virtual character search. Attached Figure Description
[0020] Figure 1 This is a flowchart illustrating the steps of an object selection method for complex environments in a game, as provided in this embodiment of the invention.
[0021] Figure 2 This is a schematic diagram of the game interface provided in an embodiment of the present invention;
[0022] Figure 3 This is a structural block diagram of an object filtering device for complex environments in a game, provided in an embodiment of the present invention.
[0023] Figure 4 This is a block diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0024] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.
[0025] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen presentation are separate. The storage and execution of object filtering methods for complex environments within the game are completed on the cloud gaming server. The cloud gaming client is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for processing game data is the cloud gaming server in the cloud. During gameplay, the player uses the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0026] In an alternative implementation, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0027] As an example, in games, when multiple targets exist in a game scene and visually overlap, it's often difficult for players to immediately find or click on the correct target if they want to find and interact with it. During the search, players need to use a series of methods, such as moving the camera, zooming in and out, moving the virtual character, and dragging the target name, to find the target they want to interact with. Furthermore, in some cases, even moving the camera and zooming in / out may not be enough to find the target. In games that don't support camera movement or zooming, finding the target quickly becomes even more difficult. Therefore, it's clear that in games, when multiple targets exist in a scene, it's challenging for players to select the one they want to interact with.
[0028] One of the inventive points of this invention is that, during gameplay, when the game scene is relatively complex and the player needs to obtain information about relevant virtual characters, the terminal can respond to a selection command for a target virtual character among the first virtual characters by displaying character details information corresponding to the target virtual character and providing a character filtering control in the graphical user interface; or, if the number of first virtual characters within a preset range of controlled virtual characters is greater than or equal to a preset threshold, the character filtering control can be provided. Then, in response to a trigger operation on the character filtering control, a second virtual character within the target range of controlled virtual characters in the game scene can be determined. The second virtual character is at least a portion of the first virtual characters. Then, based on the positional relationship between the second virtual character and the controlled virtual character, a character filtering list is generated in the graphical user interface. The character filtering list includes elements for referring to the first virtual character. The system identifies the second virtual character and, in response to a selection operation on the target character identifier in the character filter list, displays the character details of the second virtual character associated with the target character identifier on the graphical user interface. This allows players to select a virtual character within the game scene, and the terminal displays the selected character's details for easy viewing. Furthermore, the terminal provides a character filter control, enabling players to filter for the corresponding second virtual character from the game scene and display its corresponding character filter list. This allows players to quickly find virtual characters that match their needs, reducing the difficulty of finding virtual characters, simplifying the search process, and improving search efficiency.
[0029] Reference Figure 1 This diagram illustrates a flowchart of the steps involved in an object selection method for a complex environment in a game, provided in an embodiment of the present invention. A graphical user interface (GUI) is provided via a terminal device. The GUI displays at least a portion of the game scene, which includes a controlled virtual character and multiple first virtual characters. Specifically, the method may include the following steps:
[0030] Step 101: In response to the selection instruction for the target virtual character among the first virtual characters, display the character details information corresponding to the target virtual character and provide a character filtering control in the graphical user interface, or provide the character filtering control when the number of the first virtual characters within the preset range of the controlled virtual characters is greater than or equal to a preset threshold.
[0031] Optionally, the controlled virtual character can be a virtual character controlled by the player in the game, corresponding to virtual characters controlled by other players on their respective terminal devices, and non-player characters configured with corresponding action logic. The virtual characters controlled by other players and the non-player characters can be considered the first virtual character. Optionally, for complex game environments, this could be a scene where multiple virtual characters exist and visually overlap. In this case, if a player wants to select a target virtual character that matches their needs from these virtual characters, they may encounter difficulties in accurately selecting the corresponding virtual character due to visual obstacles, and the interaction method also makes it difficult to select the appropriate virtual character.
[0032] In this embodiment of the invention, when a player wants to filter the first virtual character in the game scene based on the content displayed in the current graphical user interface, they can first select the corresponding target virtual character. The terminal can respond to the selection instruction for the target virtual character in the game scene and display the character details information corresponding to the target virtual character. The character details information may include the object attributes of the target virtual character. Depending on the type of the target virtual character, the object attributes may differ. When the target virtual character is a virtual character, the displayed details information may include the virtual character's avatar, name, health bar, mana bar, level, etc.
[0033] In one scenario, when a player selects a target virtual character, the terminal displays the character details for that target virtual character on the graphical user interface, while also providing a character filtering control so that the player can filter the first virtual character using this control.
[0034] In another scenario, the terminal can obtain the number of first virtual characters within a preset range of the controlled virtual character in the game scene. If the number is greater than or equal to a preset threshold, a character filtering control is displayed, allowing the player to filter the first virtual characters using this control. This allows the terminal to determine whether the game scene is complex by detecting the number of virtual characters, and provides a character filtering control in complex environments to facilitate filtering. For example, when a player moves the controlled virtual character in the game scene, upon reaching the main city scene, where there are many first virtual characters, the terminal can display the corresponding character filtering control in the graphical user interface if it detects that the number of first virtual characters within a preset range (e.g., within 20 meters) is greater than or equal to a preset threshold. This allows the player to filter and browse the first virtual characters. It should be noted that in this scenario, the detection of the number of first virtual characters can be performed in real-time by the terminal or triggered when the player selects a particular first virtual character; this invention does not limit this.
[0035] The preset range can be the default area of the game, or it can be an area set by the player according to their own needs. It can be an area within a preset radius centered on the controlled virtual character in the game scene, etc. This invention does not limit this.
[0036] Step 102: In response to a trigger operation on the character filtering control, determine a second virtual character within the target range of the controlled virtual character in the game scene; wherein the second virtual character is at least a portion of the first virtual characters;
[0037] In this embodiment of the invention, the terminal can respond to a trigger operation on the character filtering control, determine a target range corresponding to the controlled virtual character in the game scene, and display a range identifier corresponding to the target range in the game scene. The first virtual character within the range identifier is then designated as the second virtual character. The target range can be the same as a preset range or a different range. By defining an area corresponding to the target range in the game scene, the first virtual character located within that area can be designated as the second virtual character, facilitating player selection of the second virtual character.
[0038] Step 103: Based on the positional relationship between the second virtual character and the controlled virtual character, generate a character filtering list in the graphical user interface; wherein, the character filtering list includes a character identifier for referring to the second virtual character;
[0039] In the specific implementation, after the terminal filters out the second virtual characters within the target range from the first virtual characters, it can further obtain the positional relationship between each second virtual character and the controlled virtual character. Then, a character filter list corresponding to the second virtual character is generated according to the graphical user interface. This character filter list can include character identifiers to refer to the second virtual characters, so that players can browse the corresponding second virtual characters through the character filter list. The character identifiers of the second virtual characters within the target range are displayed in a list format, which optimizes the process of players filtering virtual objects, reduces the difficulty for players to find virtual characters, simplifies the search process, and improves the efficiency of finding virtual characters.
[0040] Optionally, when the player triggers the display of the character filter list, the terminal can sort the character identifiers corresponding to each second virtual character according to the relative distance between each second virtual character and the controlled virtual character, display the character filter list in the graphical user interface, and display the sorted character identifiers corresponding to the second virtual characters in the character filter list.
[0041] In addition, the terminal can respond to the trigger operation of the attribute filtering control, determine the virtual character attributes, and filter the character identifiers using the virtual character attributes as the filtering dimension. The filtered character identifiers are then displayed in the character filtering list. This optimizes the process of filtering virtual objects for players by displaying the character identifiers of the second virtual character in a list format, reducing the difficulty for players to find virtual characters, simplifying the search process, and improving the efficiency of virtual character search. Furthermore, displaying the character identifiers in the character filtering list in a corresponding order allows players to quickly find virtual characters that match their needs through a certain sorting method, further improving the efficiency of virtual character search.
[0042] The target object attributes include at least one of the following: character level and relative distance to the controlled virtual character in the game scene. In the character filtering list, the terminal can sort by the second virtual character's character level (from high to low or low to high) or by the relative distance between the second virtual character and the controlled virtual character in the game scene (from far to near or near to far). If sorting is based on one dimension, then, if the parameters are the same, sorting can be based on another dimension. For example, if the character levels are the same, second virtual characters with the same character level can be sorted again by relative distance, and vice versa. This will not be elaborated further. On the one hand, displaying the character identifiers of the second virtual character in a list optimizes the player's process of filtering virtual objects, reduces the difficulty of finding virtual characters, simplifies the search process, and improves the efficiency of virtual character search. On the other hand, displaying the character identifiers in the character filtering list in a corresponding order allows players to quickly find virtual characters that match their needs through a certain sorting method, further improving the efficiency of virtual character search.
[0043] In the above process, the terminal can sort the second virtual characters according to a default sorting method. During the display of the character filter list, the filter list can also include corresponding attribute filter controls. Players can input corresponding filter conditions through these controls, allowing the terminal to filter the second virtual characters based on these conditions. Specifically, the terminal can respond to trigger operations on the attribute filter controls, determine the virtual character attributes, and filter character identifiers using these attributes as the filter dimension, displaying the filtered character identifiers in the filter list. For example, the terminal can sort the character identifiers in the filter list according to their object level, and display the sorted character identifiers based on the sorting result. When a player wants to filter based on the relative distance between the controlled virtual character and each second virtual character in the game scene, they can re-filter using the attribute filter controls, including filtering second virtual characters whose relative distance falls within a certain range, so that the filter list displays the character identifiers corresponding to the filtered second virtual characters. Furthermore, the filtering process can be sorted according to the corresponding object attributes; this invention does not limit this.
[0044] In this embodiment of the invention, in addition to displaying a character filtering list to facilitate players' quick search for virtual characters, the terminal can also display a range marker corresponding to the target range in the game scene. By displaying the range marker in the game scene, the terminal can intuitively present the corresponding position of the second virtual character in the game scene to the player, further improving the search efficiency for virtual characters.
[0045] The range identifier can be a region constructed in the game scene with the location of the controlled virtual character as the center and a preset radius, such as a circle or rectangle. It is highlighted in the game scene with a corresponding display style so as to intuitively present the relative position of the second virtual character involved in the character filtering list in the game scene to the player, thereby further improving the search efficiency of virtual characters.
[0046] For this range identifier, the terminal can provide a corresponding range adjustment control in the character filter list, so that players can adjust the area corresponding to the range identifier in the game scene using the range adjustment control. Specifically, the terminal can respond to the adjustment command for the range adjustment control, adjust the size of the target range in the game scene according to the adjustment command, and simultaneously adjust the size of the range identifier in the game scene. It can also update the number of character identifiers displayed in the character filter list according to the second virtual character within the adjusted target range. For example, when the player increases the area of the range identifier in the game scene using the range adjustment control, the second virtual character falling into the target range may change as the "selected" area increases / decreases. The terminal can then adjust the number of character identifiers displayed in the character filter list in real time based on the changed second virtual character, including reducing or increasing the display of the object attributes corresponding to the second virtual character.
[0047] Furthermore, the character filtering list can include a masking control. This control can mask the first virtual character outside the target range, allowing second virtual characters inside and outside the range to be displayed with different styles. This highlights the second virtual character within the range, making it easier for players to find virtual characters from among them and further improving search efficiency. Specifically, the terminal can respond to a trigger operation on the masking control by displaying virtual objects inside and outside the range differently to highlight the second virtual character within the range.
[0048] In a specific implementation, the terminal can respond to a trigger operation on the masking control by displaying the first virtual character outside the range marker using a preset display style to highlight the second virtual character within the range marker. In one example, the terminal can respond to a trigger operation on the masking control by displaying only the outline of the first virtual character outside the range marker to highlight the second virtual character within the range marker. In another example, the terminal can also respond to a trigger operation on the masking control by hiding the first virtual character outside the range marker. By differentiating the display of the second virtual characters inside and outside the range marker, visual interference is reduced, making it easier for players to find virtual characters among the second virtual characters within the range marker, and further improving the efficiency of finding virtual characters.
[0049] Furthermore, since the area defined by the range identifier in the game scene is determined by the coordinates of the controlled virtual character in the game scene, as the controlled virtual character moves in the game scene, the terminal can dynamically update the character identifier of the second virtual character involved in the character filtering list. Specifically, in response to controlling the virtual character to move in the game scene, the terminal can obtain the object attributes of the second virtual character located within the range identifier in real time based on the movement of the virtual character in the game scene, and update the content displayed in the character filtering list in real time based on the object attributes. Meanwhile, based on the aforementioned description, when a player enables masking in the character filter list, the range markers move along with the controlled virtual character as it moves within the game scene. During this movement, the second virtual character falling within the range markers can change. The first virtual character, which was previously masked, can be displayed on the terminal after falling within the range markers (e.g., displaying the complete model instead of just the outline). Similarly, when the second virtual character, which was previously within the range markers, moves out of the range markers, the terminal can also display it on the terminal (e.g., hiding it or only displaying its outline). Thus, as the player controls the target virtual character to move within the game scene, the terminal can adjust the content displayed in the character filter list in real time to facilitate the player's search for virtual characters.
[0050] It should be noted that the above process is illustrated by taking the fulfillment of the display conditions of the character filter list as an example. It can be understood that when the display conditions are no longer met, the terminal can hide the character filter list in the graphical user interface, or provide a corresponding close control so that players can close the character filter list themselves, thereby improving the flexibility of game interaction.
[0051] Step 104: In response to the selection operation of the target character identifier in the character filter list, display the character details information of the second virtual character to which the target character identifier belongs in the graphical user interface.
[0052] In its implementation, players can browse character icons in the character filter list and select one to view the details of the second virtual character associated with that icon. Specifically, the terminal responds to the selection of a target character icon in the filter list by displaying the details of the second virtual character associated with that icon on the graphical user interface. In complex game scenarios, players can select a virtual character within the game scene, and the terminal will display the details of that selected character, making it convenient for users to view the character's information. Furthermore, the terminal can provide a character filter control, allowing players to filter for the corresponding second virtual character from the game scene and display its corresponding filter list. This enables players to quickly find virtual characters that match their needs, reducing the difficulty of finding characters, simplifying the search process, and improving the efficiency of character retrieval.
[0053] It should be noted that the embodiments of the present invention include, but are not limited to, the examples described above. It is understood that those skilled in the art can make further settings according to actual needs under the guidance of the ideas in the embodiments of the present invention, and the present invention does not limit such settings.
[0054] In this embodiment of the invention, during gameplay, when the game scene is relatively complex and the player needs to obtain information about relevant virtual characters, the terminal can respond to a selection instruction for a target virtual character among the first virtual characters by displaying character details information corresponding to the target virtual character and providing a character filtering control on the graphical user interface. Alternatively, if the number of first virtual characters within a preset range of controlled virtual characters is greater than or equal to a preset threshold, the terminal can provide the character filtering control. Then, in response to a trigger operation on the character filtering control, a second virtual character within the target range of controlled virtual characters in the game scene can be determined. The second virtual character is at least a portion of the first virtual characters. Then, based on the positional relationship between the second virtual character and the controlled virtual characters, a character filtering list is generated on the graphical user interface. The character filtering list includes items for referring to the second virtual character. The character identifier, in response to the selection operation of the target character identifier in the character filter list, displays the character details of the second virtual character to which the target character identifier belongs on the graphical user interface. Thus, in situations where the game scene is relatively complex, players can select a virtual character located in the game scene. The terminal displays the details of the selected virtual character, making it convenient for users to view the details of the virtual character. On the other hand, the terminal can also provide a character filter control, allowing players to filter the corresponding second virtual character from the game scene and display the character filter list corresponding to the second virtual character. This allows players to quickly find virtual characters that match their needs through the character filter list, reducing the difficulty of finding virtual characters, simplifying the search process, and improving the efficiency of virtual character search.
[0055] To enable those skilled in the art to better understand the technical solutions in the embodiments of the present invention, an example is provided below for illustration:
[0056] Reference Figure 2This diagram illustrates a game interface provided in an embodiment of the present invention. The terminal runs the corresponding game program and displays the corresponding game interface in the graphical user interface. The game interface includes a main object (i.e., the controlled virtual character) and several targets (such as virtual characters controlled by other players, non-player characters, etc.). When a player selects any target virtual character, the terminal displays the character details information corresponding to that target virtual character and can provide a character filtering control 210. Alternatively, the terminal can obtain the number of first virtual characters within a preset range of controlled virtual characters. If the number is greater than or equal to a preset threshold, the corresponding character filtering control 210 (such as "Nearby People") can be displayed in the graphical user interface. Players can trigger the display of the character filtering list 220 and corresponding... The aperture 230, within the character filter list 210, can sort objects according to their attributes and display the corresponding character identifiers for the second virtual characters. This allows players to easily view the character identifiers of the second virtual characters within their target range through the filter list 220. This enables players to quickly find virtual characters that match their needs, reducing the difficulty of finding characters, simplifying the search process, and improving search efficiency. Furthermore, displaying the aperture 230 within the game scene visually presents the corresponding target's location, further enhancing search efficiency. The character filter list 220 can also include a range filter control 2201 and a mask control 2202. Players can adjust the aperture 230 using the range filter control 2201 to adjust the content displayed in the character filter list 220. Additionally, players can move the main object within the game scene to adjust the content displayed in the character filter list 220, thus providing greater flexibility in game interaction.
[0057] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.
[0058] Reference Figure 3 This diagram illustrates a structural block diagram of an object filtering device for a complex environment in a game, provided in an embodiment of the present invention. A graphical user interface is provided via a terminal device. The graphical user interface displays at least a portion of the game scene, which includes a controlled virtual character and multiple first virtual characters. Specifically, it may include the following modules:
[0059] The control display module 301 is used to respond to a selection instruction for a target virtual character among the first virtual characters by displaying character details information corresponding to the target virtual character and providing a character filtering control in the graphical user interface, or by providing the character filtering control when the number of the first virtual characters within the preset range of the controlled virtual characters is greater than or equal to a preset threshold.
[0060] The virtual character determination module 302 is configured to, in response to a trigger operation on the character filtering control, determine a second virtual character within a target range of the controlled virtual characters in the game scene; wherein the second virtual character is at least a portion of the first virtual characters;
[0061] The list display module 303 is used to generate a character filtering list in the graphical user interface based on the positional relationship between the second virtual character and the controlled virtual character; wherein, the character filtering list includes a character identifier for referring to the second virtual character;
[0062] The information display module 304 is used to display the character details information of the second virtual character to which the target character identifier belongs in the graphical user interface in response to the selection operation of the target character identifier in the character filter list.
[0063] In one optional embodiment, the virtual character determination module 302 is specifically used for:
[0064] In response to a trigger operation on the character selection control, a target range corresponding to the controlled virtual character is determined in the game scene, and a range identifier corresponding to the target range is displayed in the game scene. The first virtual character within the range identifier is then designated as the second virtual character.
[0065] In one alternative embodiment, the role filtering list includes an attribute filtering control, and the device further includes:
[0066] In response to a trigger operation on the attribute filtering control, the virtual character attributes are determined, and the character identifiers are filtered using the virtual character attributes as the filtering dimension. The filtered character identifiers are then displayed in the character filtering list.
[0067] In one alternative embodiment, the role filtering list further includes a range adjustment control, and the device further includes:
[0068] The range identifier adjustment module is used to respond to the adjustment command for the range adjustment control, adjust the size of the target range in the game scene according to the adjustment command, and synchronously adjust the size of the range identifier in the game scene, and update the number of character identifiers displayed in the character filter list according to the second virtual character within the adjusted target range.
[0069] In one alternative embodiment, the role filtering list further includes a masking control, and the device further includes:
[0070] A character masking module is used to respond to a trigger operation of the masking control to differentiate the display of the first virtual character located inside and outside the range identifier in order to highlight the second virtual character located inside the range identifier.
[0071] In one optional embodiment, the role-blocking module is specifically used for:
[0072] In response to a trigger operation on the blocking control, a preset display style is used to display the first virtual character located outside the range identifier to highlight the second virtual character located within the range identifier.
[0073] In one optional embodiment, the role-blocking module is specifically used for:
[0074] In response to a trigger operation on the masking control, only the outline of the first virtual character located outside the range identifier is displayed to highlight the second virtual character located within the range identifier.
[0075] In one optional embodiment, the role masking module is specifically used for:
[0076] In response to a trigger operation on the masking control, the first virtual character located outside the range identifier is hidden.
[0077] In one alternative embodiment, it further includes:
[0078] The content update module is used to respond to the controllable virtual character moving in the game scene, and to obtain the object attributes of the second virtual character located within the range identifier in real time according to the movement of the controllable virtual character in the game scene, and to update the content displayed in the character filter list in real time according to the object attributes.
[0079] In one alternative embodiment, it further includes:
[0080] The list hiding module is used to hide the character filtering list in the graphical user interface if the number of first virtual characters within the preset range of the controlled virtual characters is less than the preset threshold.
[0081] In one alternative embodiment, the positional relationship includes relative distance, and the list display module 303 is specifically used for:
[0082] The character identifiers corresponding to each of the second virtual characters are sorted according to the relative distance between each of the second virtual characters and the controlled virtual character. A character filter list is displayed in the graphical user interface, and the sorted character identifiers corresponding to the second virtual characters are displayed in the character filter list.
[0083] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.
[0084] In addition, this invention also provides an electronic device, including: a processor, a memory, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the various processes of the above-described object filtering method embodiment for complex environments in games and achieves the same technical effect. To avoid repetition, it will not be described again here.
[0085] This invention also provides a computer-readable storage medium storing a computer program. When executed by a processor, the computer program implements the various processes of the object selection method embodiment for complex environments in the above-described game, achieving the same technical effect. To avoid repetition, it will not be described again here. The computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc.
[0086] Figure 4 A schematic diagram of the hardware structure of an electronic device for implementing various embodiments of the present invention.
[0087] The electronic device 400 includes, but is not limited to, components such as: a radio frequency unit 401, a network module 402, an audio output unit 403, an input unit 404, a sensor 405, a display unit 406, a user input unit 407, an interface unit 408, a memory 409, a processor 410, and a power supply 411. Those skilled in the art will understand that the electronic device structure involved in the embodiments of the present invention does not constitute a limitation on the electronic device. An electronic device may include more or fewer components than illustrated, or combine certain components, or have different component arrangements. In the embodiments of the present invention, the electronic device includes, but is not limited to, mobile phones, tablet computers, laptop computers, PDAs, in-vehicle terminals, wearable devices, and pedometers.
[0088] It should be understood that, in this embodiment of the invention, the radio frequency unit 401 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink data from the base station and processes it with the processor 410; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 401 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, etc. Furthermore, the radio frequency unit 401 can also communicate with networks and other devices through a wireless communication system.
[0089] The electronic device provides users with wireless broadband internet access through network module 402, such as helping users send and receive emails, browse web pages, and access streaming media.
[0090] The audio output unit 403 can convert audio data received by the radio frequency unit 401 or the network module 402 or stored in the memory 409 into audio signals and output them as sound. Furthermore, the audio output unit 403 can also provide audio output related to specific functions performed by the electronic device 400 (e.g., call signal reception sound, message reception sound, etc.). The audio output unit 403 includes a speaker, a buzzer, and a receiver, etc.
[0091] Input unit 404 is used to receive audio or video signals. Input unit 404 may include a graphics processing unit (GPU) 4041 and a microphone 4042. The GPU 4041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on display unit 406. The image frames processed by GPU 4041 can be stored in memory 409 (or other storage medium) or transmitted via radio frequency unit 401 or network module 402. Microphone 4042 can receive sound and process such sound into audio data. The processed audio data can be converted into a format that can be transmitted to a mobile communication base station via radio frequency unit 401 in telephone call mode.
[0092] The electronic device 400 also includes at least one sensor 405, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 4061 according to the ambient light level, and the proximity sensor can turn off the display panel 4061 and / or backlight when the electronic device 400 is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used to identify the posture of the electronic device (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc. The sensor 405 may also include a fingerprint sensor, pressure sensor, iris sensor, molecular sensor, gyroscope, barometer, hygrometer, thermometer, infrared sensor, etc., which will not be described in detail here.
[0093] The display unit 406 is used to display information input by the user or information provided to the user. The display unit 406 may include a display panel 4061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0094] User input unit 407 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of electronic devices. Specifically, user input unit 407 includes a touch panel 4071 and other input devices 4072. Touch panel 4071, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 4071). Touch panel 4071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 410, which receives and executes commands from the processor 410. In addition, touch panel 4071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. Besides touch panel 4071, user input unit 407 may also include other input devices 4072. Specifically, other input devices 4072 may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, joysticks, etc., which will not be described in detail here.
[0095] Furthermore, the touch panel 4071 can cover the display panel 4061. When the touch panel 4071 detects a touch operation on or near it, it transmits the information to the processor 410 to determine the type of touch event. Subsequently, the processor 410 provides corresponding visual output on the display panel 4061 according to the type of touch event. It is understood that in one embodiment, the touch panel 4071 and the display panel 4061 are implemented as two independent components to realize the input and output functions of the electronic device. However, in some embodiments, the touch panel 4071 and the display panel 4061 can be integrated to realize the input and output functions of the electronic device. The specific implementation is not limited here.
[0096] Interface unit 408 serves as an interface for connecting external devices to electronic device 400. For example, external devices may include a wired or wireless headphone port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 408 can be used to receive input from external devices (e.g., data, power, etc.) and transmit the received input to one or more components within electronic device 400, or it can be used to transmit data between electronic device 400 and external devices.
[0097] The memory 409 can be used to store software programs and various data. The memory 409 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 409 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0098] The processor 410 is the control center of the electronic device. It connects various parts of the electronic device via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 409, and by calling data stored in the memory 409, it performs various functions and processes data, thereby providing overall monitoring of the electronic device. The processor 410 may include one or more processing units; preferably, the processor 410 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 410.
[0099] The electronic device 400 may also include a power supply 411 (such as a battery) for supplying power to various components. Preferably, the power supply 411 can be logically connected to the processor 410 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption through the power management system.
[0100] In addition, the electronic device 400 includes some functional modules not shown, which will not be described in detail here.
[0101] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0102] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0103] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of the present invention.
[0104] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed in this invention can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementations should not be considered beyond the scope of this invention.
[0105] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0106] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative. For instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0107] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0108] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0109] If the aforementioned functions are implemented as 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 this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0110] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for selecting objects in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of a game scene, the game scene including a controlled virtual character and multiple first virtual characters; the method includes: In response to a selection instruction for a target virtual character among the first virtual characters, the graphical user interface displays character details information corresponding to the target virtual character and provides a character filtering control; or, if the number of first virtual characters within the preset range of controlled virtual characters is greater than or equal to a preset threshold, the character filtering control is provided. In response to a trigger operation on the character filtering control, a target range corresponding to the controlled virtual character is determined in the game scene, and a range identifier corresponding to the target range is displayed in the game scene. The first virtual character within the range identifier is designated as the second virtual character; wherein, the second virtual character is at least a portion of the first virtual characters. Based on the positional relationship between the second virtual character and the controlled virtual character, a character filtering list is generated in the graphical user interface; wherein, the character filtering list includes character identifiers for referring to the second virtual character, and the character identifiers are sorted in the character filtering list according to the object attributes of each second virtual character; In response to a selection operation of a target character identifier in the character filter list, the character details information of the second virtual character to which the target character identifier belongs is displayed in the graphical user interface.
2. The method according to claim 1, characterized in that, The role filtering list includes an attribute filtering control, and the method further includes: In response to a trigger operation on the attribute filtering control, the virtual character attributes are determined, and the character identifiers are filtered using the virtual character attributes as the filtering dimension. The filtered character identifiers are then displayed in the character filtering list.
3. The method according to claim 1, characterized in that, The role filtering list also includes a range adjustment control, and the method further includes: In response to an adjustment command for the range adjustment control, the size of the target range in the game scene is adjusted according to the adjustment command, and the size of the range identifier in the game scene is adjusted synchronously. The number of character identifiers displayed in the character filter list is updated according to the second virtual character within the adjusted target range.
4. The method according to claim 1, characterized in that, The role filtering list also includes a masking control, and the method further includes: In response to a trigger operation on the masking control, the first virtual character located inside and outside the range identifier is displayed differently to highlight the second virtual character located inside the range identifier.
5. The method according to claim 4, characterized in that, The step of responding to a trigger operation on the masking control by differentially displaying the first virtual character located inside and outside the range identifier to highlight the second virtual character located within the range identifier includes: In response to a trigger operation on the blocking control, a preset display style is used to display the first virtual character located outside the range identifier to highlight the second virtual character located within the range identifier.
6. The method according to claim 5, characterized in that, The step of responding to a trigger operation on the blocking control by displaying a first virtual character located outside the range identifier using a preset display style to highlight a second virtual character located within the range identifier includes: In response to a trigger operation on the masking control, only the outline of the first virtual character located outside the range identifier is displayed to highlight the second virtual character located within the range identifier.
7. The method according to claim 4, characterized in that, The step of responding to a trigger operation on the masking control by differentially displaying the first virtual character located inside and outside the range identifier to highlight the second virtual character located within the range identifier includes: In response to a trigger operation on the masking control, the first virtual character located outside the range identifier is hidden.
8. The method according to any one of claims 3 to 7, characterized in that, Also includes: In response to controlling the controlled virtual character to move in the game scene, based on the movement of the controlled virtual character in the game scene, the object attributes of the second virtual character located within the range identifier are obtained in real time, and the content displayed in the character filter list is updated in real time based on the object attributes.
9. The method according to claim 1, characterized in that, Also includes: If the number of first virtual characters within the preset range of the controlled virtual characters is less than the preset threshold, then the character filtering list is hidden in the graphical user interface.
10. The method according to claim 1, characterized in that, The positional relationship includes relative distance, and the generation of a role filter list in the graphical user interface includes: The character identifiers corresponding to each of the second virtual characters are sorted according to the relative distance between each of the second virtual characters and the controlled virtual character. A character filter list is displayed in the graphical user interface, and the sorted character identifiers corresponding to the second virtual characters are displayed in the character filter list.
11. An object selection device in a game, characterized in that, A graphical user interface is provided via a terminal device, the content displayed by the graphical user interface including at least a portion of the game scene, the game scene including a controlled virtual character and multiple first virtual characters, the device comprising: The control display module is used to respond to a selection instruction for a target virtual character among the first virtual characters by displaying character details information corresponding to the target virtual character and providing a character filtering control in the graphical user interface, or by providing the character filtering control when the number of the first virtual characters within the preset range of the controlled virtual characters is greater than or equal to a preset threshold. A virtual character determination module is configured to, in response to a trigger operation on the character filtering control, determine a target range in the game scene corresponding to the controlled virtual character, display a range identifier corresponding to the target range in the game scene, and designate a first virtual character within the range identifier as a second virtual character; wherein, the second virtual character is at least a portion of the first virtual characters; A list display module is used to generate a character filtering list in the graphical user interface based on the positional relationship between the second virtual character and the controlled virtual character; wherein, the character filtering list includes character identifiers for referring to the second virtual character, and the character identifiers are sorted in the character filtering list according to the object attributes of each second virtual character; The information display module is used to display the character details information of the second virtual character to which the target character identifier belongs in the graphical user interface in response to the selection operation of the target character identifier in the character filter list.
12. An electronic device, characterized in that, It includes a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus; The memory is used to store computer programs; When the processor executes a program stored in the memory, it implements the method as described in any one of claims 1-10.
13. A computer-readable storage medium having instructions stored thereon that, when executed by one or more processors, cause the processors to perform the method as described in any one of claims 1-10.
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