Method, device and electronic device for displaying information in games

By creating a dynamic mask in the game and adjusting the display status of the second control information, the problem of information occlusion at different display levels is solved, and the player's information recognition ability and gaming experience are improved.

CN116392806BActive Publication Date: 2025-10-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310244329.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-08
Publication Date
2025-10-10
Estimated Expiration
2043-03-08

AI Technical Summary

Technical Problem

In the game screen, information at different display levels overlaps and blocks each other, making it difficult for players to quickly identify important information. This reduces the player's ability to recognize and perceive information, and may lead to game failure and a poor gaming experience.

Method used

By creating a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, the distance between the second control information and the first control information is detected, and the display state of the second control information is adjusted according to the distance to avoid information obstruction.

Benefits of technology

It improves players' ability to recognize and perceive information, and improves the game winning rate and player gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game information display method and device and electronic equipment, creates a first virtual character and a dynamic mask of first control information associated with the first virtual character; controls the movement of second control information on a second display layer; and in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, updates the display state of the second control information, so that the updated first control information and the second control information do not block each other. In this way, by creating a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, and then the distance between the second control information and the first control information can be detected, and the display state of the second control information is adjusted according to the distance, thereby avoiding the problem of information blocking, improving the identification ability and perception ability of the player to the information, and thereby improving the game winning rate and the player's game experience.
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Description

Technical Field

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

[0002] Current game screens usually include multiple display levels, with different display levels used to display different information. For example, the scene level is used to display the game scene screen, and the interface level is used to display various control information in the game. This may cause information from different display levels to overlap and block each other, making it impossible for players to quickly obtain the blocked information, resulting in reduced players' ability to recognize and perceive information. In addition, if important information is blocked, it may also cause the game to fail, leading to a poor gaming experience for players. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide an information display method, device and electronic device in a game. By establishing a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, and then the distance between the second control information and the first control information can be detected, and the display state of the second control information can be adjusted according to the distance, avoiding the problem of information blocking, improving the player's ability to recognize and perceive information, and thus improving the game winning rate and the player's gaming experience.

[0004] In a first aspect, an embodiment of the present invention provides a method for displaying information in a game, providing a graphical user interface through a terminal device, the graphical user interface including a first display layer and a second display layer, the display priority of the second display layer being greater than the display priority of the first display layer; the first display layer is used to display a game scene of a target game, the game scene including at least a first virtual character and first control information associated with the first virtual character, and the second display layer is used to display second control information of the target game, the method including: creating a dynamic mask of the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer; in response to a specified event being triggered, controlling the second control information to move on the second display layer; in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, updating the display status of the second control information so that the updated first control information and the second control information do not obscure each other.

[0005] In a second aspect, an embodiment of the present invention provides an information display device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a first display layer and a second display layer, and the display priority of the second display layer is greater than the display priority of the first display layer; the first display layer is used to display a game scene of a target game, wherein the game scene includes at least a first virtual character and first control information associated with the first virtual character, and the second display layer is used to display second control information of the target game. The device includes: a creation module, which is used to create a dynamic mask of the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer; a moving module, which is used to control the movement of the second control information on the second display layer in response to a specified event being triggered; and an update module, which is used to update the display status of the second control information in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, so that the updated first control information and the second control information do not obstruct each other.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information display method in the game of the first aspect.

[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information display method in the game of the first aspect.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The present invention provides a method, device, and electronic device for displaying information in a game, which creates a dynamic mask of a first virtual character and first control information associated with the first virtual character; controls the movement of second control information on a second display layer; and updates the display state of the second control information in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, so that the updated first control information and the second control information do not obstruct each other. In this method, by creating a dynamic mask, the display priority of the first virtual character and the first control information is made consistent with the display priority of the second display layer, and the distance between the second control information and the first control information can be detected. The display state of the second control information is adjusted according to the distance, avoiding the problem of information obstruction, improving the player's ability to recognize and perceive information, and thereby improving the game winning rate and the player's gaming experience.

[0010] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A game screen provided by an embodiment of the present invention;

[0014] Figure 2 A flowchart of a method for displaying information in a game provided by an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of a dynamic mask provided by an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of updating a display state provided by an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of another updating display state provided by an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another updating display state provided by an embodiment of the present invention;

[0019] Figure 7 A schematic diagram of a preset track provided by an embodiment of the present invention;

[0020] Figure 8 A schematic structural diagram of a method for displaying information in a game provided by an embodiment of the present invention;

[0021] Figure 9 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.

[0023] Current game screens usually include multiple display levels, and different display levels are used to display different information. For example, Figure 1 As shown, the game screen includes an interface layer and a scene layer, wherein the scene layer is used to display the game scene screen, and the interface layer is used to display various control information in the game. This may cause information at different display layers to overlap and block each other, making it impossible for players to quickly obtain the blocked information, resulting in reduced players' ability to recognize and perceive information. In addition, if important information is blocked, it may also cause the game to fail, resulting in a poor gaming experience for players.

[0024] For example, Figure 1 As shown, the enemy avatar's health bar is displayed at the scene level, while a float is displayed at the interface level. The float is used to indicate in-game information, such as game status and progress. In the game screen, the float obscures the enemy avatar's health bar, and the two controls overlap, making it difficult for the player to quickly identify the enemy avatar's health bar when controlling the controlled avatar in battle. However, the float's prompt information is also important to the player in the game, and it is not possible to delete the float or health bar after occlusion. From a development perspective, the float is typically attached to the HUD (head-up display) level at the interface level, while the health bar is typically attached to the model within the three-dimensional scene (i.e., the controlled avatar) at the scene level. Therefore, it is impossible to compare the health bar with the float and update its display independently. Especially in scenes with a large amount of HUD information, overlapping controls at different levels often occur.

[0025] Based on this, an embodiment of the present invention provides a method, device, and electronic device for displaying information in a game. This technology can be applied to terminal devices such as mobile phones, tablets, and computers, and can especially be applied to devices for games with overlapping controls at different display levels.

[0026] In one embodiment of the present disclosure, the method for displaying information in a game can be run on a local terminal device or a server. When the method for displaying information in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0027] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information display method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0028] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0029] In one possible implementation, an embodiment of the present invention provides a method for displaying information in a game, providing a graphical user interface (GUI) via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes a first display layer and a second display layer, wherein the display priority of the second display layer is greater than the display priority of the first display layer. The first display layer is used to display a game scene of a target game, which includes at least a first virtual character and first control information associated with the first virtual character. The second display layer is used to display second control information of the target game.

[0030] The first display layer typically refers to the scene layer within the game screen. The second display layer typically refers to the interface layer within the game screen, including the HUD layer. The first virtual character typically refers to a character model within the game scene, such as a 3D model. The first virtual character can be controlled via a terminal device or other terminal devices.

[0031] like Figure 2 As shown, the method includes:

[0032] Step S202: creating a dynamic mask for the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer;

[0033] The above-mentioned first control information can be information that is always associated with the first virtual character, such as the attribute information of the first virtual character (blood information, combat information, etc.); it can also be information that is temporarily associated with the first virtual character and displayed, such as danger prompt information, gain prompt information, etc.

[0034] In actual implementation, a "mask splitting" method is used to treat the first virtual character and the first control information as a whole, creating a dynamic mask. The first virtual character and the first control information associated with the first virtual character displayed on the first display layer are placed in the same display hierarchy as the second control information in the second display layer. That is, the display priority of the first virtual character and the first control information in the dynamic mask is consistent with the display priority of the second control information. By creating a dynamic mask, the second control information in the second display layer can be processed on the same layer as the first control information.

[0035] For example, Figure 3 As shown, in the graphical user interface, the first virtual character and the first control information associated with the first virtual character are taken as a whole to create a dynamic mask. The dynamic mask, as shown in FIG. Figure 3 The area indicated by arrow 1 in the figure. The black area is the second display layer. The second control information (such as Figure 3 By creating a dynamic mask, the first virtual character and the first control information associated with the first virtual character displayed on the first display layer and the second control information in the second display layer are set to one display level.

[0036] Step S204, in response to the designated event being triggered, controlling the second control information to move on the second display layer;

[0037] The aforementioned designated event includes the player controlling the controlled virtual character to move within the game scene. Alternatively, it may be the triggering of a designated game event, such as the player-controlled virtual character defeating a target object, or the current game entering a specific game time. The aforementioned second control information may be used to indicate the current game state or the virtual character's character state.

[0038] In this embodiment, the manner in which the second control information moves on the second display layer is not limited. The second control information may be generated upon a specified event being triggered, and controlled to move along a predetermined trajectory from the starting point to the end point of the trajectory, for example, from the leftmost side of the graphical user interface to the rightmost side of the graphical user interface. Alternatively, the second control information may be controlled to move along a fixed trajectory based on the perspective of the controlled virtual character as the controlled virtual character moves within the game scene. Specifically, the second control information may be controlled to move along a fixed trajectory based on the shooting angle of the virtual camera corresponding to the controlled virtual character.

[0039] Step S206 , in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, updating the display state of the second control information so that the updated first control information and the second control information do not block each other.

[0040] The preset threshold typically refers to the distance between the second control information and the first control information associated with the first virtual character at which occlusion begins between the second control information and the first control information. The display state of the second control information includes at least the movement speed, movement trajectory, transparency, and control size of the second control information. The display state of the second control information can be updated based on the actual game state or pre-configured update information.

[0041] In one possible way, since a dynamic mask is created, when the second control information moves on the second display layer, if the second control information touches the dynamic mask (for example, the second control information collides with the dynamic mask), the second control information will stop moving. In other words, the dynamic mask blocks the second control information, so that there will be no overlap between the second control information and the first control information associated with the first virtual character.

[0042] Additionally, the distance between the second control information and the first control information associated with the first virtual character can be monitored. When the distance is less than a preset threshold, the display state of the second control information is updated. For example, in some scenarios, the distance between the first control information and the second control information is relatively large, which facilitates subsequent updates to the second control information. Therefore, the display state of the second control information is updated before the second control information collides with the dynamic mask.

[0043] Among them, the updating method of the second control information can be to control the second control information to stop moving so that the second control information and the first control information do not block each other. In order to further improve the information display effect, on this basis, the second control information can also be controlled to be enlarged, reduced, hidden, simplified, etc. according to the current game state (for example, the second control information includes patterns and text in the initial display state, and only patterns or text are displayed after simplification). In addition, the second control information can also be directly controlled to be displayed transparently. Of course, the second control information can also be controlled to be displayed in thumbnail form, for example, the second control information can be abbreviated to an arrow icon and displayed near the first control information. When the player controls the mouse to move to the arrow icon and clicks it, or touches the arrow icon with a finger, the complete second control information is displayed.

[0044] The information display method in the above-mentioned game creates a dynamic mask of the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer; in response to a specified event being triggered, the second control information is controlled to move on the second display layer; in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, the display state of the second control information is updated so that the updated first control information and the second control information do not obstruct each other. In this method, by creating a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, and then the distance between the second control information and the first control information can be detected, and the display state of the second control information is adjusted according to the distance, avoiding the problem of information obstruction, improving the player's ability to recognize and perceive information, and thus improving the game winning rate and the player's gaming experience.

[0045] Furthermore, the dynamic mask moves in the first display layer following the first virtual character and the first control information associated with the first virtual character.

[0046] Specifically, such as Figure 3 As shown, the first virtual character and the first control information associated with the first virtual character are taken as a whole to create a dynamic mask, and the dynamic mask follows the first virtual character and the first control information associated with the first virtual character and moves in real time on the first display layer.

[0047] In this manner, the dynamic mask is controlled to move along with the first virtual character and the first control information, thereby ensuring that the second control information and the first control information do not block each other.

[0048] According to the above step S206, a possible implementation method of the step of updating the display status of the second control information is as follows:

[0049] Step 1: Control the second control information to pause moving so that the first control information and the second control information do not block each other;

[0050] Step 2: Update the display status of the second control information or the first control information to highlight the first control information or the second control information.

[0051] In actual implementation, when the distance between the second control information and the first control information associated with the first virtual character is less than a preset threshold, the second control information is controlled to pause moving so that the first control information and the second control information in the dynamic mask do not block each other.

[0052] Then, update the display status of the second control information, or the display status of the first control information, to highlight the first control information, or the second control information. For example, if you need to highlight the first control information, you can control the second control information to be reduced, hidden, simplified, etc., or control the first control information to be enlarged. Among them, when controlling the first control information to be enlarged, it is necessary to ensure that the enlarged first control information and the second control information do not obstruct each other. For another example, if you need to highlight the second control information, you can control the first control information to be reduced, hidden, simplified, etc., or control the second control information to be enlarged.

[0053] For example, Figure 4 As shown, when the second control information moves near the dynamic mask, the second control information is first controlled to pause moving, and then the display status of the second control information or the first control information can be updated according to the actual game status and the preset weight. For example, if the preset weight of the second control information is greater than the preset weight of the first control information, the second control information will be highlighted; if the preset weight of the second control information is less than the preset weight of the first control information, the first control information will be highlighted.

[0054] In this manner, by controlling the second control information to pause movement, the problem of mutual obstruction between control information is avoided. At the same time, the control information is highlighted as needed, thereby improving the player's recognition of the control information.

[0055] According to step 2 above, a possible implementation method of updating the display status of the second control information or the first control information to highlight the first control information or the second control information is as follows:

[0056] If the current game state is the first game state, determine to highlight the first control information, and update the display state of the second control information or the first control information according to the preset first configuration information;

[0057] If the current game state is the second game state, determine to highlight the second control information, and update the display state of the second control information or the first control information according to the preset second configuration information.

[0058] The above-mentioned first game state at least includes that the controlled virtual character controlled by the player is fighting with the enemy virtual character. In this embodiment, the controlled virtual character controlled by the player is fighting with the first virtual character. The above-mentioned first configuration information at least includes a weight for the first control information and a weight for the second control information, wherein the weight for the first control information is less than the weight for the second control information. It also includes update information for the second control information or the first control information. For example, a variety of configuration information is configured for the first control information and the second control information in advance, and then the pre-configured first configuration information is determined according to the first game state, and the display status of the first control information and the second control information is updated according to the first configuration information. For example, the second control information is controlled to be displayed in a reduced size, hidden display, simplified display, etc., or the first control information is controlled to be displayed in an enlarged size.

[0059] The above-mentioned second game state at least includes that the controlled virtual character controlled by the player is not fighting with the enemy virtual character. In this embodiment, the controlled virtual character controlled by the player is not fighting with the first virtual character. The above-mentioned second configuration information at least includes a weight for the first control information and a weight for the second control information, wherein the weight for the first control information is greater than the weight for the second control information. It also includes update information for the second control information or the first control information. For example, multiple configuration information is configured for the first control information and the second control information in advance, and then the pre-configured second configuration information is determined according to the second game state, and the display status of the first control information and the second control information is updated according to the second configuration information. For example, the second control information is controlled to be displayed in an enlarged manner, or the first control information is controlled to be displayed in a reduced manner.

[0060] In actual implementation, if the current game state is that the player-controlled virtual character is battling the first virtual character, that is, in the first game state, the player is primarily engaged in combat, and the first control information associated with the first virtual character needs to be highlighted. If the current game state is that the player-controlled virtual character is not battling the first virtual character, that is, in the second game state, the player is primarily engaged in observing information within the game scene, and the second control information needs to be highlighted.

[0061] In the above method, by determining the player's current game status and updating the display status of the second control information or the first control information according to the preset corresponding configuration information, the player's recognition and perception of the control information, as well as the game experience, are improved.

[0062] Furthermore, according to the preset first configuration information, a step of updating the display status of the second control information or the first control information is a possible implementation method: according to the first configuration information, the second control information is controlled to be displayed in a reduced size, simplified size, or hidden size, and / or the first control information is controlled to be displayed in an enlarged size.

[0063] It is understood that, based on the first configuration information, the second control information is controlled to be displayed in a reduced size, simplified display, or hidden, and the first control information is controlled to be displayed in an enlarged size. Alternatively, based on the first configuration information, the second control information is controlled to be displayed in a reduced size, simplified display, or hidden. Alternatively, based on the first configuration information, the first control information is controlled to be displayed in an enlarged size.

[0064] For example, Figure 4 As shown, the second control information is buoy "A". According to the first configuration information, buoy "A" is controlled to be displayed in a reduced size. The reduction ratio of buoy "A" can also be set according to different game types. If the second control information needs to be controlled to be displayed in a simplified manner, for example, if the initial state of the second control information is a pattern and text, only the pattern or text will be displayed after the simplified display. If the second control information overlaps or interferes with the first control information, such as Figure 5 As shown in (a), the minimum scale of the float "A" is reached, and the second control information cannot be further reduced. At this time, the second control information can be hidden under the dynamic mask, or the second control information can be controlled to be transparent. Figure 5 As shown in (c), the float "A" can be hidden under the dynamic mask. In addition, the first control information can be controlled to be magnified and displayed.

[0065] In addition, the above controls can be displayed in a weighted manner, and the above weights are usually for the second control information, and the first control information associated with the first virtual character. Specifically, according to the different game scenes in which the player is in the game, the second control information or the first control information can be displayed with priority according to the weight. For example, the higher the priority of the second control information, the larger the control icon displayed in the graphical user interface. Moreover, the range of the weight usually has a maximum value and a minimum value to ensure the readability and recognizability of the second control information or the first control information. The above maximum and minimum values ​​can usually be used as critical points. When the second control information reaches the minimum value of the weight, in order to ensure the player's recognition of the second control information, the control can be hidden. For example, in the second display layer, the buoy has a preset track to follow and cannot deviate from the preset track. Therefore, when the buoy reaches the critical point, it can no longer be reduced. At this time, the buoy can be hidden under the dynamic mask.

[0066] For example, Figure 4As shown, players in the battle need to clearly know the health bar status of the enemy player. Therefore, according to the preset first configuration information, for example, according to the weight classification display, the weight value of the second control information is less than the weight value of the first control information. When the second control information and the first control information are mutually blocked, the float can be controlled to pause moving and the display status of the second control information or the first control information can be updated, such as Figure 4 As shown, the second control information can be updated to zoom out. Of course, the second control information can also be updated to hide or simplify the display, or the first control can be updated to zoom in.

[0067] In the above manner, the first control information is highlighted according to the preset first configuration information, thereby improving the player's recognition of the first control information in the first game state.

[0068] Furthermore, a possible implementation of the step of updating the display state of the second control information or the first control information according to the preset second configuration information is as follows:

[0069] According to the preset second configuration information, the second control information is controlled to be displayed in an enlarged manner and / or the first control information is controlled to be displayed in a reduced manner.

[0070] It is understood that, according to the second configuration information, the second control information is controlled to be displayed in an enlarged manner, and the first control information is controlled to be displayed in a reduced manner. Alternatively, according to the second configuration information, the second control information is controlled to be displayed in an enlarged manner, or according to the first configuration information, the first control information is controlled to be displayed in a reduced manner.

[0071] For example, Figure 5 As shown, the second control information is a buoy "A", and according to the second configuration information, the buoy "A" is controlled to be enlarged and displayed. In addition, the first control information can also be controlled to be reduced and displayed.

[0072] For example, Figure 6 As shown, the first control information is a health bar. Therefore, according to the preset second configuration information, the weight ratio of the float as the second control information in this game screen is greater than the health bar information. Therefore, when the second control information overlaps with the first control information, the control float stops moving, as shown in FIG. Figure 5 As shown in (b), the second control information can be controlled to be enlarged or the first control information can be controlled to be reduced. In addition, the second control information can be a health bar, a buff prompt, a danger prompt, a defense value, a force value, etc.

[0073] In addition, according to different game types and their attribute information, the judgment rules such as weighted graded display or importance display can be further refined, for example, when to display according to weight level, how to update the display status of the second control information or the first control information, etc.

[0074] In the above manner, the second control information is highlighted according to the preset second configuration information, thereby improving the player's recognition of the second control information in the second game state.

[0075] According to the above step S204, in response to the designated event being triggered, the step of controlling the second control information to move on the second display layer, a possible implementation method is:

[0076] In response to the controlled virtual character moving in the game scene, the second control information is controlled to move on a preset track according to the virtual camera corresponding to the controlled virtual character; wherein the controlled virtual character is controlled by the terminal device, and the first virtual character and the controlled virtual character belong to different game camps.

[0077] In actual implementation, when the controlled virtual character moves in the game scene, the second control information is controlled to move on a preset track according to the virtual camera corresponding to the controlled virtual character, where the preset track can be rectangular, elliptical, etc. Some preset tracks are large, and some preset tracks are small.

[0078] For example, Figure 7 The second control information always moves along the elliptical track shown. This preset track is usually not displayed in the second display layer. In addition, the preset track shape is usually different for different game types and game scenes. For example, some games set the track shape to be rectangular to allow players to focus on the enemy and friendly states.

[0079] After updating the display mode of the second control information or the first control information according to step 2 above to highlight the first control information or the second control information, the method further includes:

[0080] In response to the distance between the second control information and the first control information associated with the first virtual character being greater than a preset threshold, the first control information and the second control information are displayed in an initial display state; and according to the virtual camera corresponding to the controlled virtual character, the second control information is controlled to continue to move on a preset track.

[0081] In actual implementation, when the distance between the second control information and the first control information associated with the first virtual character is less than a preset threshold, the second control information can be controlled to pause moving so that the first control information and the second control information do not block each other. Then, after the display status of the second control information or the first control information is updated, when the distance between the second control information and the first control information associated with the first virtual character is greater than a preset threshold, for example, when the distance between the second control information and the first control information is far, Figure 3 As shown, the buoy "A" and the health bar information are displayed in the initial display state. And, according to the virtual camera corresponding to the controlled virtual character, the second control information is controlled to continue to move on the preset track, for example, the buoy A is controlled to continue to move as shown in FIG. Figure 7 The device moves along the elliptical preset track shown.

[0082] For the above method embodiments, see Figure 8 An in-game information display device is shown, providing a graphical user interface through a terminal device, the graphical user interface including a first display layer and a second display layer, wherein the display priority of the second display layer is higher than the display priority of the first display layer; the first display layer is used to display a game scene of a target game, the game scene including at least a first virtual character and first control information associated with the first virtual character, and the second display layer is used to display second control information of the target game. The device includes:

[0083] A creation module 81 is configured to create a dynamic mask of the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer;

[0084] The moving module 82 is configured to control the second control information to move on the second display layer in response to a specified event being triggered;

[0085] The updating module 83 is configured to update the display state of the second control information in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, so that the updated first control information and the second control information do not block each other.

[0086] The information display device in the above-mentioned game creates a dynamic mask of the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer; in response to a specified event being triggered, the second control information is controlled to move on the second display layer; in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, the display state of the second control information is updated so that the updated first control information and the second control information do not obstruct each other. In this method, by creating a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, and then the distance between the second control information and the first control information can be detected, and the display state of the second control information is adjusted according to the distance, avoiding the problem of information obstruction, improving the player's ability to recognize and perceive information, and thus improving the game winning rate and the player's gaming experience.

[0087] The dynamic mask moves on the first display layer following the first virtual character and the first control information associated with the first virtual character.

[0088] The above-mentioned updating module is also used to: control the second control information to pause movement so that the first control information and the second control information do not block each other; update the display status of the second control information or the first control information to highlight the first control information or the second control information.

[0089] The above-mentioned update module is also used to: if the current game state is the first game state, determine to highlight the first control information, and update the second control information or the display state of the first control information according to the preset first configuration information; if the current game state is the second game state, determine to highlight the second control information, and update the display state of the second control information or the first control information according to the preset second configuration information.

[0090] The above-mentioned updating module is further used to: control the second control information to be displayed in a reduced size, simplified size, or hidden size according to the first configuration information, and / or control the first control information to be displayed in an enlarged size.

[0091] The updating module is further configured to: control the second control information to be displayed in an enlarged manner and / or control the first control information to be displayed in a reduced manner according to preset second configuration information.

[0092] The above-mentioned second control information movement module is also used to: in response to the movement of the controlled virtual character in the game scene, control the second control information to move on a preset track according to the virtual camera corresponding to the controlled virtual character; wherein, the controlled virtual character is controlled by the terminal device, and the first virtual character and the controlled virtual character belong to different game camps.

[0093] The above-mentioned device also includes: an initial display state module, which is used to: display the first control information and the second control information in the initial display state in response to the distance between the second control information and the first control information associated with the first virtual character being greater than a preset threshold; and control the second control information to continue moving on a preset track according to the virtual camera corresponding to the controlled virtual character.

[0094] The information display device in the game provided by the embodiment of the present invention has the same technical features as the information display method in the game provided by the above embodiment, and therefore can solve the same technical problems and achieve the same technical effects.

[0095] This embodiment further provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned information display method in the game. The electronic device can be a server or a terminal device.

[0096] See also Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the information display method in the above-mentioned game. The method provides a graphical user interface through a terminal device. The graphical user interface includes a first display layer and a second display layer. The display priority of the second display layer is higher than the display priority of the first display layer. The first display layer is used to display the game scene of the target game. The game scene includes at least a first virtual character and first control information associated with the first virtual character. The second display layer is used to display the second control information of the target game. The method includes the following steps:

[0097] A dynamic mask is created for the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer; in response to a specified event being triggered, the second control information is controlled to move on the second display layer; in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, the display state of the second control information is updated so that the updated first control information and the second control information do not obstruct each other. In this method, by creating a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, and then the distance between the second control information and the first control information can be detected, and the display state of the second control information is adjusted according to the distance, avoiding the problem of information obstruction, improving the player's ability to identify and perceive information, and thus improving the game winning rate and the player's gaming experience.

[0098] The dynamic mask follows the first virtual character and the first control information associated with the first virtual character as it moves within the first display layer. In this manner, the dynamic mask is controlled to follow the first virtual character and the first control information, ensuring that the second control information does not obstruct the first control information.

[0099] The above-mentioned step of updating the display state of the second control information includes: controlling the second control information to pause its movement so that the first control information and the second control information do not obstruct each other; and updating the display state of the second control information or the first control information to highlight the first control information or the second control information. In this method, by controlling the second control information to pause its movement, the problem of mutual obstruction between control information is avoided, and the control information is highlighted as needed, thereby improving the player's recognition of the control information.

[0100] The above-mentioned step of updating the display state of the second control information or the first control information to highlight the first control information or the second control information includes: if the current game state is the first game state, determining to highlight the first control information, and updating the display state of the second control information or the first control information according to the preset first configuration information; if the current game state is the second game state, determining to highlight the second control information, and updating the display state of the second control information or the first control information according to the preset second configuration information. In this method, by determining the player's current game state and updating the display state of the second control information or the first control information according to the preset configuration information, the player's recognition and perception of the control information, as well as the gaming experience, are improved.

[0101] The above-mentioned step of updating the display state of the second control information or the first control information according to the preset first configuration information includes: controlling the second control information to be displayed in a reduced size, simplified size, or hidden size according to the first configuration information, and / or controlling the first control information to be displayed in an enlarged size. In this manner, the first control information is highlighted according to the preset first configuration information, thereby improving the player's recognition of the first control information in the first game state.

[0102] The step of updating the display state of the second control information or the first control information based on the preset second configuration information includes controlling the second control information to be displayed in an enlarged manner and / or controlling the first control information to be displayed in a reduced manner based on the preset second configuration information. In this manner, the second control information is highlighted based on the preset second configuration information, thereby improving the player's recognition of the second control information in the second game state.

[0103] The above-mentioned step of controlling the second control information to move on the second display layer in response to the specified event being triggered includes: in response to the controlled virtual character moving in the game scene, controlling the second control information to move on a preset track according to the virtual camera corresponding to the controlled virtual character; wherein, the controlled virtual character is controlled by the terminal device, and the first virtual character and the controlled virtual character belong to different game camps.

[0104] After the above-mentioned step of updating the display mode of the second control information or the first control information to highlight the first control information or the second control information, the above-mentioned method also includes: in response to the distance between the second control information and the first control information associated with the first virtual character being greater than a preset threshold, displaying the first control information and the second control information in an initial display state; and controlling the second control information to continue moving on a preset track according to the virtual camera corresponding to the controlled virtual character.

[0105] Furthermore, Figure 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0106] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0107] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0108] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned method for displaying information in the game. The method provides a graphical user interface through a terminal device. The graphical user interface includes a first display layer and a second display layer. The display priority of the second display layer is higher than the display priority of the first display layer. The first display layer is used to display the game scene of the target game. The game scene includes at least a first virtual character and first control information associated with the first virtual character. The second display layer is used to display second control information of the target game. The method includes the following steps:

[0109] A dynamic mask is created for the first virtual character and the first control information associated with the first virtual character, so that the display priority of the first virtual character and the first control information associated with the first virtual character is consistent with the display priority of the second display layer; in response to a specified event being triggered, the second control information is controlled to move on the second display layer; in response to the distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, the display state of the second control information is updated so that the updated first control information and the second control information do not obstruct each other. In this method, by creating a dynamic mask, the display priority of the first virtual character and the first control information is consistent with the display priority of the second display layer, and then the distance between the second control information and the first control information can be detected, and the display state of the second control information is adjusted according to the distance, avoiding the problem of information obstruction, improving the player's ability to identify and perceive information, and thus improving the game winning rate and the player's gaming experience.

[0110] The dynamic mask follows the first virtual character and the first control information associated with the first virtual character as it moves within the first display layer. In this manner, the dynamic mask is controlled to follow the first virtual character and the first control information, ensuring that the second control information does not obstruct the first control information.

[0111] The above-mentioned step of updating the display state of the second control information includes: controlling the second control information to pause its movement so that the first control information and the second control information do not obstruct each other; and updating the display state of the second control information or the first control information to highlight the first control information or the second control information. In this method, by controlling the second control information to pause its movement, the problem of mutual obstruction between control information is avoided, and the control information is highlighted as needed, thereby improving the player's recognition of the control information.

[0112] The above-mentioned step of updating the display state of the second control information or the first control information to highlight the first control information or the second control information includes: if the current game state is the first game state, determining to highlight the first control information, and updating the display state of the second control information or the first control information according to the preset first configuration information; if the current game state is the second game state, determining to highlight the second control information, and updating the display state of the second control information or the first control information according to the preset second configuration information. In this method, by determining the player's current game state and updating the display state of the second control information or the first control information according to the preset configuration information, the player's recognition and perception of the control information, as well as the gaming experience, are improved.

[0113] The above-mentioned step of updating the display state of the second control information or the first control information according to the preset first configuration information includes: controlling the second control information to be displayed in a reduced size, simplified size, or hidden size according to the first configuration information, and / or controlling the first control information to be displayed in an enlarged size. In this manner, the first control information is highlighted according to the preset first configuration information, thereby improving the player's recognition of the first control information in the first game state.

[0114] The step of updating the display state of the second control information or the first control information based on the preset second configuration information includes controlling the second control information to be displayed in an enlarged manner and / or controlling the first control information to be displayed in a reduced manner based on the preset second configuration information. In this manner, the second control information is highlighted based on the preset second configuration information, thereby improving the player's recognition of the second control information in the second game state.

[0115] The above-mentioned step of controlling the second control information to move on the second display layer in response to the specified event being triggered includes: in response to the controlled virtual character moving in the game scene, controlling the second control information to move on a preset track according to the virtual camera corresponding to the controlled virtual character; wherein, the controlled virtual character is controlled by the terminal device, and the first virtual character and the controlled virtual character belong to different game camps.

[0116] After the above-mentioned step of updating the display mode of the second control information or the first control information to highlight the first control information or the second control information, the above-mentioned method also includes: in response to the distance between the second control information and the first control information associated with the first virtual character being greater than a preset threshold, displaying the first control information and the second control information in an initial display state; and controlling the second control information to continue moving on a preset track according to the virtual camera corresponding to the controlled virtual character.

[0117] The information display method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.

[0118] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0119] In addition, in the description of the embodiments of the present application, unless otherwise explicitly specified and limited, the terms "mounting", "connection", "connecting" should be understood in a broad sense, for example, can be fixedly connected, can be detachably connected, or integrally connected; can be mechanically connected, can be electrically connected; can be directly connected, can be indirectly connected through an intermediate medium, or can be the communication inside two elements. For those skilled in the art, the specific meaning of the above terms in the present application can be understood according to the specific circumstances.

[0120] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present application or the part of the present application that essentially contributes to the prior art or the part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in the embodiments of the present application. The aforementioned storage medium includes a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.

[0121] In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present application and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present application. In addition, the terms "first", "second", "third" are only for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0122] Finally, it should be noted that: the above embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, and are not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions recorded in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some of the technical features; and these modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method for displaying information in a game, characterized in that: A graphical user interface is provided via a terminal device, the graphical user interface comprising a first display layer and a second display layer, wherein the display priority of the second display layer is higher than the display priority of the first display layer; the first display layer is used to display a game scene of a target game, the game scene comprising at least a first virtual character and first control information associated with the first virtual character, the first control information being information associated with the first virtual character; The second display layer is used to display second control information of the target game, and the second control information is used to prompt the current game status or the role status of the virtual character; the method includes: creating a dynamic mask for the first virtual character and first control information associated with the first virtual character, so that a display priority of the first virtual character and the first control information associated with the first virtual character is consistent with a display priority of the second display layer; the dynamic mask moves along with the first virtual character and the first control information associated with the first virtual character in the first display layer; In response to a specified event being triggered, controlling the second control information to move on the second display layer; In response to a distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, updating a display state of the second control information so that the updated first control information and the second control information do not obstruct each other; The step of updating the display status of the second control information includes: Controlling the second control information to pause movement so that the first control information and the second control information do not block each other; The display state of the second control information or the first control information is updated to highlight the first control information or the second control information.

2. The method according to claim 1, characterized in that The step of updating the display state of the second control information or the first control information to highlight the first control information or the second control information includes: If the current game state is the first game state, determine to highlight the first control information, and update the display state of the second control information or the first control information according to the preset first configuration information; If the current game state is the second game state, determine to highlight the second control information, and update the display state of the second control information or the first control information according to the preset second configuration information.

3. The method according to claim 2, characterized in that The step of updating the display status of the second control information or the first control information according to the preset first configuration information includes: According to the first configuration information, the second control information is controlled to be displayed in a reduced size, simplified size, or hidden size, and / or the first control information is controlled to be displayed in an enlarged size.

4. The method according to claim 2, characterized in that The step of updating the display status of the second control information or the first control information according to the preset second configuration information includes: According to the preset second configuration information, the second control information is controlled to be displayed in an enlarged manner and / or the first control information is controlled to be displayed in a reduced manner.

5. The method according to claim 1, wherein In response to a specified event being triggered, the step of controlling the second control information to move on the second display layer includes: In response to the controlled virtual character moving in the game scene, the second control information is controlled to move on a preset track according to the virtual camera corresponding to the controlled virtual character; wherein, the controlled virtual character is controlled by the terminal device, and the first virtual character and the controlled virtual character belong to different game camps.

6. The method according to claim 1, characterized in that After the step of updating the display mode of the second control information or the first control information to highlight the first control information or the second control information, the method further includes: In response to a distance between the second control information and the first control information associated with the first virtual character being greater than a preset threshold, displaying the first control information and the second control information in an initial display state; According to the virtual camera corresponding to the controlled virtual character, the second control information is controlled to continue moving on a preset track.

7. An information display device in a game, characterized in that: A graphical user interface is provided via a terminal device, the graphical user interface comprising a first display layer and a second display layer, wherein the display priority of the second display layer is higher than the display priority of the first display layer; the first display layer is used to display a game scene of a target game, the game scene comprising at least a first virtual character and first control information associated with the first virtual character, the first control information being information associated with the first virtual character; The second display layer is used to display second control information of the target game, and the second control information is used to prompt the current game status or the role status of the virtual character; the device includes: a creation module, configured to create a dynamic mask of the first virtual character and first control information associated with the first virtual character, so that a display priority of the first virtual character and the first control information associated with the first virtual character is consistent with a display priority of the second display layer; the dynamic mask moves along with the first virtual character and the first control information associated with the first virtual character in the first display layer; a moving module, configured to control the movement of the second control information on the second display layer in response to a specified event being triggered; an updating module, configured to update a display state of the second control information in response to a distance between the second control information and the first control information associated with the first virtual character being less than a preset threshold, so that the updated first control information and the second control information do not obstruct each other; The update module is also used to control the second control information to pause movement so that the first control information and the second control information do not block each other; update the display status of the second control information or the first control information to highlight the first control information or the second control information.

8. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information display method in the game according to any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information display method in a game according to any one of claims 1 to 6.

Citation Information

Patent Citations

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