Game interface display method and device, electronic equipment and storage medium
Patent Information
- Application Number
- CN202210656299.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-10
- Publication Date
- 2026-09-25
- Estimated Expiration
- 2042-06-10
AI Technical Summary
[0002]现有技术中,在游戏界面中显示虚拟角色的生命值时,是将虚拟角色的生命值以进度条的形式挂接于虚拟角色的头顶上方,当游戏场景中存在较多的虚拟角色时,上述显示方法会使得部分虚拟角色的生命值在显示时出现遮挡,从而导致游戏玩家无法清晰的观察到所有虚拟角色的生命值,影响玩家的游戏体验
[0067]本申请提供一种游戏界面显示方法、装置、电子设备及存储介质,涉及游戏技术领域,该方法包括:在图形用户界面显示根据第一虚拟角色在游戏场景中的位置和/或预设的游戏视野调整操作所确定的游戏视野画面,其中,第一虚拟角色为终端设备控制的游戏角色;当游戏场景中的多个第二虚拟角色出现于游戏视野画面时,响应于多个第二虚拟角色对应的第二标识在游戏视野画面内的相对位置关系满足预设条件,在图形用户界显示由相互连接的多个第二标识所组成的第一标识,其中,每一第二标识用于表征与之对应的第二虚拟角色的游戏参数。本方法通过实时响应多个第二虚拟角色对应的第二标识在游戏视野画面内的相对位置关系的变化,并在相对位置关系满足预设条件时,在图形用户界面上显示由多个第二虚拟角色的第二标识相互连接组成的第一标识。通过将各第二标识相互连接组成第一标识进行展示,在相互连接的情况下,各第二标识均可完整显示,避免了第二标识出现遮挡,且,第二识别完整显示时,第二标识内的显示标识也可完整显示,从而可向游戏玩家展示虚拟角色的完整游戏参数,提高展示的游戏参数的精确性,从而可指导游戏玩家制定准确的游戏策略,提高游戏获胜的概率,提升游戏体验。
Smart Images

Figure CN117244250B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more specifically, to a game interface display method, device, electronic device, and storage medium. Background Technology
[0002] In existing technology, when displaying the health points of virtual characters in the game interface, the health points are displayed as a progress bar above the virtual character's head. When there are many virtual characters in the game scene, the above display method will cause the health points of some virtual characters to be obscured when displayed, thus making it impossible for players to clearly observe the health points of all virtual characters, which will affect the player's game experience. Summary of the Invention
[0003] The purpose of this application is to address the shortcomings of the prior art by providing a game interface display method, so as to solve the problem that the display of the health values of multiple virtual characters in the game is obscured, which makes it impossible for players to clearly observe the health values of all virtual characters and results in a poor gaming experience.
[0004] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:
[0005] In a first aspect, this application provides a method for displaying a game interface, providing a graphical user interface through a terminal device, the method comprising:
[0006] The graphical user interface displays a game field of view determined by the position of the first virtual character in the game scene and / or a preset game field of view adjustment operation, wherein the first virtual character is a game character controlled by the terminal device.
[0007] When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view screen satisfying a preset condition, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character.
[0008] Optionally, the method further includes:
[0009] In response to the fact that the relative positional relationship of the second identifiers corresponding to the plurality of second virtual characters within the game's field of view does not meet the preset conditions, the second identifier corresponding to each second virtual character is displayed.
[0010] Optionally, the method further includes:
[0011] Based on the positions of the plurality of second virtual characters in the game scene, determine the display positions of the plurality of second virtual characters on the game's field of view;
[0012] Based on the display position, determine the attachment position of the second identifier corresponding to each second virtual character in the game's field of view;
[0013] Based on the attachment position, determine whether the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game's field of view meets preset conditions.
[0014] Optionally, the step of determining whether the relative positional relationship of the second identifiers corresponding to the plurality of second virtual characters within the game's field of view, based on the attachment position, satisfies a preset condition includes:
[0015] In response to the distance between adjacent attachment positions being less than a preset threshold, it is determined that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view satisfies a preset condition.
[0016] In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifier corresponding to the adjacent attachment positions within the game's field of view does not meet the preset condition.
[0017] Optionally, the first identifier is a strip-shaped identifier with a horizontal extension direction.
[0018] Optionally, displaying the first identifier, which consists of a plurality of interconnected second identifiers, in the graphical user interface includes:
[0019] Based on the number of interconnected second identifiers and the preset horizontal length of the first identifier, the horizontal length of each second identifier that makes up the first identifier is determined.
[0020] According to the horizontal length corresponding to each second identifier, the second identifiers corresponding to the plurality of second virtual characters are connected to each other to form the first identifier.
[0021] Optionally, the vertical height of the interconnected second identifiers is the same as that of the first identifier; the interconnected second identifiers include: a display frame and a display identifier within the display frame, the display identifier being used to represent the numerical value of the game parameters of the corresponding second virtual character;
[0022] Optionally, the method further includes: when there are multiple first icons in the graphical user interface, displaying the multiple first icons in the game view screen in a manner according to a preset horizontal and / or vertical interval distance.
[0023] Optionally, displaying the first identifier, which consists of a plurality of interconnected second identifiers, in the graphical user interface includes:
[0024] Based on the position information of each second virtual character in the game's field of view, determine the first display order of each second virtual character in the horizontal direction;
[0025] According to the first display order, the second identifiers corresponding to the plurality of second virtual characters are connected to each other in the horizontal direction to form the first identifier.
[0026] Optionally, the method further includes:
[0027] In response to the position change of the plurality of second virtual characters in the game view, the position information of each second virtual character in the game view is reacquired, and the second display order of each second virtual character in the horizontal direction is determined;
[0028] According to the second display order, the second identifiers corresponding to the plurality of second virtual characters are connected to each other in the horizontal direction to form the first identifier.
[0029] Optionally, the method further includes:
[0030] In response to changes in the game parameters of the plurality of second virtual characters, the display length of the displayed identifier within the display frame of the interconnected second identifiers in the first identifier is adjusted accordingly based on the changes in the values.
[0031] Optionally, in response to the distance between adjacent attachment positions being less than a preset threshold, the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view is determined to meet a preset condition, including:
[0032] Based on the horizontal coordinate of the attachment position of the second identifier corresponding to each second virtual character in the game's field of view, determine whether the difference in the horizontal coordinate of the attachment positions of adjacent second identifiers is less than the initial horizontal length of the second identifier.
[0033] If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0034] Optionally, after the graphical user interface displays a first identifier consisting of a plurality of interconnected second identifiers, the method further includes:
[0035] The corresponding association information between each second virtual character and its corresponding second identifier is identified by a preset mark; wherein the preset mark includes a virtual connection, one end of which is connected to the second virtual character and the other end of which is connected to the corresponding second identifier.
[0036] Optionally, after the graphical user interface displays a first identifier consisting of a plurality of interconnected second identifiers, the method further includes:
[0037] At each preset position of the interconnected second identifier, the character identifier of the second virtual character corresponding to each second identifier is displayed.
[0038] Secondly, embodiments of this application also provide a game interface display device, including: a display module;
[0039] The display module is used to display a game field of view screen determined by the position of the first virtual character in the game scene and / or a preset game field of view adjustment operation on the graphical user interface, wherein the first virtual character is a game character controlled by the terminal device.
[0040] When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view screen satisfying a preset condition, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character.
[0041] Optionally, the display module is further configured to display the second identifier corresponding to each second virtual character in response to a situation where the relative positional relationship of the second identifiers corresponding to the plurality of second virtual characters within the game's field of view does not meet a preset condition.
[0042] Optionally, the device further includes: a determining module;
[0043] The determining module is used to determine the display position of the plurality of second virtual characters on the game's field of view based on the positions of the plurality of second virtual characters in the game scene;
[0044] Based on the display position, determine the attachment position of the second identifier corresponding to each second virtual character in the game's field of view;
[0045] Based on the attachment position, determine whether the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game's field of view meets preset conditions.
[0046] Optionally, the determining module is specifically used to determine, in response to the distance between adjacent attachment positions being less than a preset threshold, that the relative positional relationship of the second identifier corresponding to the adjacent attachment positions within the game's field of view satisfies a preset condition.
[0047] In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifier corresponding to the adjacent attachment positions within the game's field of view does not meet the preset condition.
[0048] Optionally, the first identifier is a strip-shaped identifier with a horizontal extension direction.
[0049] Optionally, the display module is specifically used to determine the horizontal length of each of the second identifiers that make up the first identifier based on the number of interconnected second identifiers and the preset horizontal length of the first identifier;
[0050] According to the horizontal length corresponding to each second identifier, the second identifiers corresponding to the plurality of second virtual characters are connected to each other to form the first identifier.
[0051] Optionally, the vertical height of the interconnected second identifiers is the same as that of the first identifier;
[0052] The interconnected second identifiers include: a display frame and a display identifier within the display frame, wherein the display identifier is used to represent the numerical value of the game parameters of the corresponding second virtual character.
[0053] Optionally, the display module is further configured to display the plurality of first identifiers in the game field of view in a manner arranged according to a preset horizontal and / or vertical interval when there are a plurality of first identifiers in the graphical user interface.
[0054] Optionally, the display module is specifically used to determine the first display order of each second virtual character in the horizontal direction based on the position information of each second virtual character in the game's field of view;
[0055] According to the first display order, the second identifiers corresponding to the plurality of second virtual characters are connected to each other in the horizontal direction to form the first identifier.
[0056] The determining module is further configured to, in response to the position change of the plurality of second virtual characters in the game view screen, reacquire the position information of each second virtual character in the game view screen and determine the second display order of each second virtual character in the horizontal direction;
[0057] According to the second display order, the second identifiers corresponding to the plurality of second virtual characters are connected to each other in the horizontal direction to form the first identifier.
[0058] Optionally, the device further includes: an adjustment module;
[0059] The adjustment module is used to respond to changes in the game parameters of the plurality of second virtual characters and adjust the display length of the displayed identifier within the display frame of the interconnected second identifiers in the first identifier according to the changes in the values.
[0060] Optionally, the determining module is specifically used to determine whether the difference in the horizontal coordinates of the attachment positions of adjacent second identifiers is less than the initial horizontal length of the second identifier, based on the horizontal coordinates of the attachment positions of the second identifiers corresponding to each second virtual character in the game's field of view.
[0061] If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0062] Optionally, the display module is further configured to identify the corresponding association information between each second virtual character and the corresponding second identifier by means of a preset mark, wherein the preset mark includes: a virtual connection, one end of which is connected to the second virtual character and the other end of which is connected to the corresponding second identifier.
[0063] Optionally, the display module is further configured to display the character identifier of the second virtual character corresponding to each of the interconnected second identifiers at a preset position.
[0064] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method provided in the first aspect.
[0065] Fourthly, embodiments of this application provide a storage medium storing a computer program that, when executed by a processor, performs the steps of the method provided in the first aspect.
[0066] The beneficial effects of this application are:
[0067] This application provides a game interface display method, apparatus, electronic device, and storage medium, relating to the field of game technology. The method includes: displaying a game view screen on a graphical user interface (GUI) determined based on the position of a first virtual character in a game scene and / or a preset game view adjustment operation, wherein the first virtual character is a game character controlled by a terminal device; when multiple second virtual characters appear in the game view screen, in response to the relative positional relationship of second identifiers corresponding to the multiple second virtual characters within the game view screen satisfying a preset condition, displaying a first identifier composed of multiple interconnected second identifiers on the GUI, wherein each second identifier represents the game parameters of its corresponding second virtual character. This method responds in real-time to changes in the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game view screen, and displays a first identifier composed of interconnected second identifiers of multiple second virtual characters on the GUI when the relative positional relationship satisfies a preset condition. By connecting the various second identifiers to form a first identifier for display, each second identifier can be fully displayed when they are connected, avoiding any obstruction of the second identifiers. Furthermore, when the second identifier is fully displayed, the display identifiers within the second identifier can also be fully displayed. This allows gamers to see the complete game parameters of the virtual character, improving the accuracy of the displayed game parameters. This, in turn, can guide gamers to formulate accurate game strategies, increase the probability of winning the game, and enhance the game experience.
[0068] Secondly, by displaying the association information between each second identifier in the first identifier and each second virtual character through preset markers, the virtual characters can be matched one by one with their identifiers, making it easier for players to clearly view the health value of each second virtual character, thereby making more accurate combat decisions and improving the player's gaming experience.
[0069] In addition, the size of the generated first identifier does not change with the number of interconnected second identifiers. When there are many interconnected second identifiers, the display area of the graphical user interface occupied by the first identifier can be effectively reduced, thereby enhancing the game immersion. Attached Figure Description
[0070] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0071] Figure 1 A flowchart illustrating a game interface display method provided in an embodiment of this application;
[0072] Figure 2 A graphical user interface diagram provided for an embodiment of this application;
[0073] Figure 3 Another graphical user interface diagram provided for an embodiment of this application;
[0074] Figure 4 A flowchart illustrating another game interface display method provided in this application embodiment;
[0075] Figure 5 A flowchart illustrating another game interface display method provided in this application embodiment;
[0076] Figure 6 Another graphical user interface diagram provided for an embodiment of this application;
[0077] Figure 7 A flowchart illustrating a game interface display method provided in an embodiment of this application;
[0078] Figure 8 A flowchart illustrating another game interface display method provided in this application embodiment;
[0079] Figure 9 A flowchart illustrating another game interface display method provided in this application embodiment;
[0080] Figure 10 Another graphical user interface diagram provided for an embodiment of this application;
[0081] Figure 11 Another graphical user interface diagram provided for an embodiment of this application;
[0082] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0083] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0084] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0085] In one embodiment of this disclosure, the game interface display method can run on a local terminal device or a server. When the game interface display method runs 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.
[0086] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game loading method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0087] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0088] In one possible implementation, this invention provides a game interface display method that provides a graphical user interface through a terminal device, wherein the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0089] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0090] Figure 1 A flowchart illustrating a game interface display method provided in an embodiment of this application; Figure 2 This is a schematic diagram of a graphical user interface provided in an embodiment of this application. Figure 3 This is a schematic diagram of another graphical user interface provided for an embodiment of this application.
[0091] It should be noted that the game scenario involved in this embodiment can be a multiplayer online role-playing game. Virtual characters in the game are usually given health points. When the health points are greater than 0, the virtual character can participate in the battle. When the health points are 0, that is, when the health points are exhausted, the virtual character is in a dead state and can end the battle, or rejoin the battle after replenishing health points.
[0092] A graphical user interface can be provided through the terminal device, such as Figure 2 As shown, the graphical user interface displays a game view, which may include at least one virtual character. Each virtual character has a corresponding second identifier, which includes a display identifier to show the game parameters of the virtual character to the player. In this embodiment, the game parameters may refer to the virtual character's health points, or HP. The second identifier can be understood as representing the virtual character's health bar, and the display identifier within the second identifier represents the virtual character's HP. The second identifiers of each virtual character typically have the same display size, while the display identifier within each virtual character's second identifier can continuously change according to the virtual character's current real-time HP. HP can, to some extent, indicate the virtual character's survivability. The second identifier of each virtual character is attached to a preset position of the virtual character, corresponding one-to-one for easy viewing by the player.
[0093] like Figure 2As shown, in some cases, due to the close proximity of virtual objects, the second identifiers of some virtual characters may overlap and obscure each other. This results in the second identifiers of some virtual characters being displayed incompletely, making it impossible to see the complete health value of the virtual character and determine whether an attack can be successfully launched based on the current health value. Furthermore, because the second identifiers of virtual characters overlap, the number of second identifiers is unclear, making it impossible to determine the number of virtual characters in the current game view based on the number of second identifiers. Consequently, it is impossible to accurately determine the number of enemies to attack, hindering the player's ability to make correct game decisions. This problem can be effectively improved using the method provided in this application, enhancing the player's gaming experience.
[0094] The method will be described below through specific embodiments. The subject executing this method can be a terminal device or a server. For example... Figure 1 As shown, the method of this application may include:
[0095] S101. Display the game view screen in the graphical user interface, determined by the position of the first virtual character in the game scene and / or the preset game view adjustment operation, wherein the first virtual character is a game character controlled by the terminal device.
[0096] In some implementations, the game view can be determined based on the position of the first virtual character in the game scene. This could be by displaying the game view within a preset range around the first virtual character, or by displaying the game view within a preset range in front of the first virtual character's face, centered on the first virtual character's position.
[0097] In other implementations, the game view can be determined based on a preset game view adjustment operation. In this method, the game camera can be used as the game view, and the game view can be adjusted in real time according to the change of the game camera position, and the game view under the current game view can be displayed.
[0098] S102. When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view screen satisfying the preset conditions, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character.
[0099] Optionally, the method of this application can be applied to process information in each frame of the game. Since the displayed game view changes in real time, new virtual characters will appear in the screen during the change. Here, the virtual character controlled by the game player can be regarded as the first virtual character, and any virtual character that appears in the screen afterward can be referred to as the second virtual character.
[0100] It should be noted that the game view screen is the image generated by mapping the actual three-dimensional game scene onto a two-dimensional plane. The game view screen is user-facing, and users can interact with the game through the game view screen displayed on the graphical user interface.
[0101] Since the positions of each second virtual character in the actual three-dimensional game scene change in real time, and the positions of each second virtual character in the game's field of view also change in real time, the display state of the second identifier corresponding to each second virtual character is different in each frame. Therefore, the relative positional relationship of the second identifier corresponding to each second virtual character in each frame can be obtained in real time. When the relative positional relationship of the second identifiers corresponding to multiple second virtual characters in the game's field of view meets the preset conditions, the first identifier composed of the interconnected second identifiers corresponding to each second virtual character is displayed on the graphical user interface.
[0102] In one feasible approach, the relative positions of the second identifiers corresponding to multiple second virtual characters within the game's field of view satisfying a preset condition can mean that the relative positions of the second identifiers corresponding to multiple second virtual characters overlap within the game's field of view. To address this, by connecting the second identifiers to form a first identifier for display, the occlusion problem between the second identifiers can be avoided.
[0103] like Figure 3 As shown, the first identifier is... Figure 2 The two secondary identifiers are interconnected, so that there is no obstruction between them, and each secondary identifier can be fully displayed. Furthermore, each display identifier within the secondary identifier can be fully displayed, thus clearly showing the health value of each secondary virtual character to the game player.
[0104] Normally, after the second identifiers of each second virtual character are connected to form the first identifier, the position of each second virtual character in the game's field of view remains unchanged. The change in the position of each second virtual character is only determined by the player's movement control of the virtual character.
[0105] In summary, the game interface display method provided in this embodiment includes: displaying a game view screen in the graphical user interface, determined based on the position of a first virtual character in the game scene and / or a preset game view adjustment operation, wherein the first virtual character is a game character controlled by a terminal device; when multiple second virtual characters appear in the game scene on the game view screen, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game view screen satisfying a preset condition, displaying a first identifier composed of multiple interconnected second identifiers in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character. This method responds in real time to changes in the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game view screen, and displays a first identifier composed of interconnected second identifiers of multiple second virtual characters on the graphical user interface when the relative positional relationship satisfies a preset condition. By connecting the various second identifiers to form a first identifier for display, each second identifier can be fully displayed when they are connected, avoiding any obstruction of the second identifiers. Furthermore, when the second identifier is fully displayed, the display identifiers within the second identifier can also be fully displayed. This allows gamers to see the complete game parameters of the virtual character, improving the accuracy of the displayed game parameters. This, in turn, can guide gamers to formulate accurate game strategies, increase the probability of winning the game, and enhance the game experience.
[0106] Optionally, the method of this application may further include: in response to the fact that the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game view screen does not meet the preset conditions, displaying the second identifier corresponding to each second virtual character.
[0107] The relative positions of the second identifiers corresponding to multiple second virtual characters within the game's field of view do not meet the preset conditions, that is, the relative positions of the second identifiers corresponding to multiple second virtual characters within the game's field of view are not obstructed, i.e. Figure 2 The scene shown.
[0108] If none of the second identifiers are obscured, then it can be as follows: Figure 2 As shown, the second identifier of each second virtual object is displayed at the preset position of each second virtual character.
[0109] Figure 4 A flowchart illustrating another game interface display method provided in this application embodiment; optionally, the method of this application may further include:
[0110] S401. Based on the positions of multiple second virtual characters in the game scene, determine the display positions of the multiple second virtual characters on the game view screen.
[0111] The game view displayed on the graphical user interface is a two-dimensional view, while the game scene is a real three-dimensional scene. The position of the second virtual character refers to its actual position in the game scene, not the position displayed in the game view.
[0112] Optionally, the position of each second virtual character in the game scene can be obtained in real time. Typically, in a three-dimensional game scene, the second virtual characters may be adjacent to each other in front, behind, left, and right, while the front-back relationship corresponds to the vertical relationship in a two-dimensional game view.
[0113] Here, the one closer to the game camera than the one farther away can be considered as the "front". In the game's field of view, the one in front is relatively lower, while the one behind is higher than the one in front. That is, if a second virtual character is in front of another second virtual character in the game scene, then in the game's field of view, the second virtual character will be displayed below the other second virtual character.
[0114] Based on this, the display position of each second virtual character in the game view can be determined according to the obtained position information of each second virtual character in the game scene.
[0115] S402. Determine the attachment position of the second identifier corresponding to each second virtual character in the game view based on the display position.
[0116] Typically, as is the case in most games, the attachment position of the second identifier corresponding to any second virtual character can be located at a preset point directly above the second virtual character. The attachment position can also be called the attachment point. When displaying the second identifier of the second virtual character, the fixed point on the second identifier of the second virtual character can be attached to the aforementioned attachment point, that is, the fixed point on the second identifier and the aforementioned attachment position, thereby forming a relative positional relationship between the second virtual object and the second identifier.
[0117] like Figure 2 As shown, the attachment of the second identifier is the same for all the second virtual characters, that is, the relative positional relationship between each second virtual character and its corresponding second identifier is the same.
[0118] Typically, when attaching the second identifier to a preset position on a second virtual character, it can be placed at a preset position directly above the character's head. The distance between this preset position and the top of the character's head should not be too large, as this will weaken the association between the second virtual character and its second identifier, and may lead to confusion between the second identifiers of different virtual characters. This preset distance can be set according to needs. Generally, to more clearly express the correspondence between the second identifier and the second virtual character, the preset distance can be set relatively small to avoid unclear display of the correspondence if the preset distance is too large.
[0119] Of course, in games with fewer players, such as single-player battles, where there are fewer virtual characters in the current game view, the second icon can be positioned to the left or right of the second virtual character's head. This ensures the second icon is clearly displayed without being insufficiently visible in the graphical user interface due to a large number of virtual characters.
[0120] S403. Based on the attachment position, determine whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets the preset conditions.
[0121] Optionally, based on the attachment position of each second identifier, the specific coordinate information of each second identifier can be determined, thereby calculating whether there is overlap between each second identifier based on the coordinates of each second identifier, so as to determine whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters in the game's field of view meets the preset conditions.
[0122] Optionally, in step S403, determining whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets preset conditions based on the attachment position may include:
[0123] In response to the distance between adjacent attachment positions being less than a preset threshold, the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0124] In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view does not meet the preset conditions.
[0125] The preset threshold here can be determined based on the shape and size of the second identifier, and the distance between adjacent attachment positions can be calculated based on the coordinates of each attachment position.
[0126] When the distance between adjacent attachment positions is less than a preset threshold, it can be determined that the second identifiers corresponding to the adjacent attachment positions overlap and the relative positional relationship meets the preset conditions.
[0127] When the distance between adjacent attachment positions is not less than a preset threshold, it can be determined that the second identifiers corresponding to the adjacent attachment positions do not overlap and the relative positional relationship does not meet the preset conditions.
[0128] Optionally, the first identifier is a strip-shaped identifier with a horizontal extension direction.
[0129] Here, the shape and dimensions of the first identifier, which is composed of multiple interconnected second identifiers, can be described. For example... Figure 3 As shown, in this embodiment, the first identifier can be a strip identifier, and it is a horizontal strip with a horizontal length greater than its vertical height.
[0130] In order to reduce the display area occupied by the first identifier in the game's field of view and improve the player's immersion in the game, the size of the first identifier in this embodiment can be set to a fixed value, which will not increase with the increase of the number of interconnected second identifiers. When designing the game, the size of the first identifier can be determined according to relevant information of the game scene.
[0131] Figure 5 This is a flowchart illustrating another game interface display method provided in this application embodiment; optionally, in step S102, displaying a first identifier composed of a plurality of interconnected second identifiers in the graphical user interface may include:
[0132] S501. Determine the horizontal length of each second identifier that makes up the first identifier based on the number of interconnected second identifiers and the preset horizontal length of the first identifier.
[0133] Optionally, since the dimensions of both the first and second identifiers are fixed, the horizontal length of each second identifier can be determined based on the preset horizontal length of the first identifier and the number of second identifiers that make up the first identifier. It should be noted that the second identifiers and the first identifier have the same shape, both being horizontal stripes, also known as rectangles.
[0134] Assuming the preset horizontal length of the first identifier is 800 pixels and the number of interconnected second identifiers is 5, then, based on the horizontal length of the first identifier of 800 pixels, the horizontal length of each second identifier is: 800 divided by 5, which is 160 pixels.
[0135] With this setting, as the number of interconnected second icons increases, the size of the first icon will not change. Instead, the horizontal length of each second icon will be compressed proportionally to prevent the size of the first icon from increasing with the number of second icons and becoming impossible to display completely within the game's field of view.
[0136] S502. According to the horizontal length corresponding to each second identifier, connect the second identifiers corresponding to multiple second virtual characters to form a first identifier.
[0137] Optionally, the second identifiers are connected to each other to form a first identifier according to the horizontal length corresponding to each second identifier as determined above.
[0138] When making a connection, the tail of the previous second identifier can be connected to the head of the next second identifier.
[0139] Optionally, the vertical height of the interconnected second identifiers is the same as that of the first identifier; the interconnected second identifiers include: a display frame and display identifiers within the display frame, the display identifiers being used to represent the values of the game parameters of the corresponding second virtual character.
[0140] In one feasible approach, to improve visual appeal, the vertical height of each second sign can be set to be the same as that of the first sign. This avoids the first sign from appearing uneven in the vertical direction due to inconsistent vertical heights of the second signs.
[0141] Typically, in games, the second identifiers of each second virtual character have the same shape and size. This means that the shape and size of the display frame of the second identifier are the same. The shape and size of the health bar of each second virtual character are the same, but the display identifiers contained in each second identifier are different. The display identifier represents the value of the game parameter of the second virtual character. In this embodiment, it represents the actual health of the second virtual character, which changes in real time according to the actual health of the second virtual character.
[0142] Optionally, when multiple first icons exist in the graphical user interface, the multiple first icons are displayed in a preset horizontal and / or vertical interval within the game's field of view.
[0143] In some scenarios, when the second identifiers in the game's field of view are not all overlapping, the first identifier can consist of multiple identifiers. That is, the second identifiers that make up a first identifier are consecutively overlapping second identifiers.
[0144] Assuming that the second identifier 1 and the second identifier 2 overlap, the second identifier 2 and the second identifier 3 overlap, the second identifier 3 and the second identifier 4 do not overlap, the second identifier 4 and the second identifier 5 overlap, and the second identifier 5 and the second identifier 6 do not overlap, then it can be determined that the second identifier 1, the second identifier 2, and the second identifier 3 overlap continuously, and the second identifier 4 and the second identifier 5 overlap continuously.
[0145] Optionally, for second identifier 1, second identifier 2 and second identifier 3 that have consecutive overlap, the second identifier 1, second identifier 2 and second identifier 3 can be connected to each other to form a first identifier.
[0146] Similarly, for second identifiers 4 and 5 that have consecutive overlap, the second identifiers 4 and 5 can be connected to each other to form another first identifier.
[0147] When all the second icons in the game's field of view overlap continuously, they form only one first icon.
[0148] Figure 6 This is a schematic diagram of another graphical user interface provided for an embodiment of this application. For example... Figure 6 As shown, taking a graphical user interface containing four first icons as an example, within the game's field of view, these first icons can be arranged and displayed according to preset horizontal and / or vertical intervals to avoid obstruction between different first icons. Of course, Figure 6 This is just one possible way of displaying information, and is not limited to this method.
[0149] Figure 7 This application provides a flowchart illustrating a game interface display method; optionally, step S102, displaying a first identifier composed of multiple interconnected second identifiers in the graphical user interface, may include:
[0150] S701. Determine the first display order of each second virtual character in the horizontal direction based on the position information of each second virtual character in the game view screen.
[0151] The coordinates of the center point of the top of the second virtual character's head can be used as the position coordinates of the second virtual character to obtain the position coordinates of each second virtual character in the current frame in the game's field of view. Alternatively, the coordinates of the center point of the upper body of the second virtual character can be used to represent the position coordinates of the second virtual character. Based on the obtained position coordinates of each second virtual character, the first display order of each second virtual character in the horizontal direction is determined according to the size of the horizontal coordinate of each second virtual character, with the one with the larger horizontal coordinate located to the right of the one with the smaller horizontal coordinate.
[0152] The term "first" in the first display order here is only for distinguishing it from the second display order in the following embodiments and has no actual meaning.
[0153] S702. According to the first display order, the second identifiers corresponding to multiple second virtual characters are connected to each other in the horizontal direction to form a first identifier.
[0154] Optionally, assuming the display order of the second virtual characters from left to right is second virtual character 1, second virtual character 2, second virtual character 3, and second virtual character 4, then the tail of the second identifier 1 corresponding to second virtual character 1 can be connected to the head of the second identifier 2 corresponding to second virtual character 2, the tail of the second identifier 2 corresponding to second virtual character 2 can be connected to the head of the second identifier 3 corresponding to second virtual character 3, and the tail of the second identifier 3 corresponding to second virtual character 3 can be connected to the head of the second identifier 4 corresponding to second virtual character 4, thereby forming the first identifier.
[0155] In this context, any two adjacent second identifiers are distinguished by a first marker, which can be a dividing line, such as... Figure 3 As shown, the dividing line is located at the connection between the two second identifiers. Alternatively, different second identifiers can be displayed in different colors to distinguish each second identifier.
[0156] Figure 8 A flowchart illustrating another game interface display method provided in this application embodiment; optionally, the method of this application may further include:
[0157] S801, In response to the change in the position of multiple second virtual characters in the game view, reacquire the position information of each second virtual character in the game view and determine the second display order of each second virtual character in the horizontal direction.
[0158] Since game combat is real-time, the positions of each secondary virtual character move in real-time under the player's control. Alternatively, in some games, when a secondary virtual character's health is replenished, its position returns to its initial position at the start of the game. For any given secondary virtual character, in response to changes in its position within the game's view, the player can re-acquire its new position information and determine its horizontal display order based on this new information.
[0159] S802. According to the second display order, the second identifiers corresponding to multiple second virtual characters are connected to each other in the horizontal direction to form a first identifier.
[0160] Here, the method of connecting the second identifiers corresponding to multiple second virtual characters horizontally to form the first identifier according to the second display order is the same as the method described above of connecting the second identifiers corresponding to multiple second virtual characters horizontally to form the first identifier according to the first display order, and will not be described in detail here.
[0161] When the position information of each second virtual character changes, the display order of each second virtual character in the game's field of view also changes. For example, before the position changes, the second identifier of second virtual character 1 overlaps with the second identifier of second virtual character 2, and second virtual character 1 is located to the left of second virtual character 2. In this case, the tail of the second identifier of second virtual character 1 is connected to the head of the second identifier of second virtual character 2. After the position changes, the second identifier of second virtual character 1 still overlaps with the second identifier of second virtual character 2, but second virtual character 1 is located to the right of second virtual character 2. In this case, the head of the second identifier of second virtual character 1 is connected to the tail of the second identifier of second virtual character 2.
[0162] Optionally, the method of this application may further include: responding to changes in the game parameters of multiple second virtual characters, and adjusting the display length of the displayed identifier within the display frame of the interconnected second identifiers in the first identifier according to the changes in the values.
[0163] The game parameters of the second virtual character may change under certain circumstances, such as when the second virtual character is attacked and its health changes; when the second virtual character falls down during combat and its health changes; or when the second virtual character replenishes its health and its health changes, thus causing the game parameters of the second virtual character to change.
[0164] Optionally, based on the changes in the game parameters of the second virtual character, the size of the display icon in the second icon corresponding to the second virtual character whose game parameters in the first icon have changed can be adjusted in real time.
[0165] The size of the display icon in the second identifier can be as follows: Figure 2 The proportion of the shaded area to the total display frame can be represented by the ratio of the shaded area to the total display frame, or it can be represented directly by a numerical value.
[0166] Figure 9 This is a flowchart illustrating another game interface display method provided in an embodiment of this application; optionally, in response to the distance between adjacent attachment positions being less than a preset threshold, determining that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view meets a preset condition may include:
[0167] S901. Based on the horizontal coordinate of the attachment position of the second identifier corresponding to each second virtual character in the game field of view, determine whether the difference in the horizontal coordinate of the attachment position of adjacent second identifiers is less than the initial horizontal length of the second identifier.
[0168] Assume that the second identifier 1 and the second identifier 2 are adjacent, the coordinates of the attachment position of the second identifier 1 are (a1, b1), the coordinates of the attachment position of the second identifier 2 are (a2, b2), the initial horizontal length of the second identifier is 200 pixels, and the initial vertical height of the second identifier is 100 pixels.
[0169] The initial horizontal length and initial vertical height here refer to the horizontal length of the second identifier when it is displayed independently and not connected to other second identifiers. Usually, the initial horizontal length and initial vertical height are preset.
[0170] Then, the horizontal coordinate of the attachment position of the second identifier 1 is a1, and the horizontal coordinate of the attachment position of the second identifier 2 is a2. We can calculate whether a2-a1 is less than 200.
[0171] S902. If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0172] In some embodiments, when the calculated a2-a1 is less than 200, it can be determined that the relative positional relationship between the adjacent second identifier 1 and the second identifier 2 in the game's field of view meets the preset condition, that is, the second identifier 1 and the second identifier 2 occlude each other in the horizontal direction. Here, only the second identifier 1 and the second identifier 2 are used as examples for illustration. In actual applications, this method can be used to determine any two adjacent second identifiers.
[0173] Optionally, in step S102, after displaying the first identifier composed of a plurality of interconnected second identifiers in the graphical user interface, the method of this application may further include: identifying the corresponding association information between each second virtual character and the corresponding second identifier through a preset mark.
[0174] Since the first identifier is formed by connecting multiple second identifiers, and these second identifiers are all the same size and very similar in appearance, it can easily cause visual confusion for players, making it difficult for them to accurately determine the correspondence between the second virtual character and the second identifier. However, by using preset markers to associate each second virtual character with a second identifier, players can quickly locate the corresponding second identifier for each second virtual character. This helps players to promptly grasp the health points of each second virtual character, which is beneficial for planning combat decisions.
[0175] Figure 10 Another graphical user interface diagram provided for an embodiment of this application, optionally, as shown... Figure 10As shown, in one possible implementation, the preset marker may include: a virtual connection, one end of which is connected to a second virtual character, and the other end of which is connected to a corresponding second identifier.
[0176] The virtual connection shown in the figure can be used to correspond each second virtual character to each second identifier in the first identifier. This virtual connection method is relatively intuitive.
[0177] Of course, in some embodiments, the identification method can also be used, for example: the same number is set for the second virtual character and its corresponding second identifier. The number can be displayed on the head of the second virtual character and the top of the second identifier respectively, or an arrow can be used to correspond the second virtual character with the second identifier, etc. The specific methods are not limited to the listed ones.
[0178] Optionally, the method of this application may further include: adjusting the display identifier in the second identifier of each second virtual character according to the horizontal length of the second identifier of each second virtual character in the first identifier and the value of the game parameter of each second virtual character.
[0179] Although the size of the second identifiers corresponding to each second virtual character in the generated first identifier is the same, the display identifiers contained in the second identifiers corresponding to each second virtual character are different because the health values of each second virtual character are different.
[0180] by Figure 10 Taking the second identifier shown as an example, the display identifier in the second identifier can be the shaded part of the display frame of the second identifier. When the shaded part occupies a larger area of the second identifier, it means that the second virtual character has a larger life value, that is, more health.
[0181] In some embodiments, when the number of second identifiers in the first identifier increases, the size of each second identifier decreases; when the number of second identifiers in the first identifier decreases, the size of each second identifier increases. Therefore, for the same second virtual character, when its health is fixed, a larger second identifier size results in a larger shaded area within the second identifier, and the same health, a smaller second identifier size results in a smaller shaded area within the second identifier. In other words, for any second virtual character, the size of the displayed identifier in the second identifier is proportionally compressed based on the size of the second identifier in the first identifier and the actual health of the second virtual character. This ensures the accuracy of the displayed identifier and more accurately represents the health of the second virtual character.
[0182] Optionally, in step S102, after displaying the first identifier composed of a plurality of interconnected second identifiers in the graphical user interface, the method of this application may further include: displaying the role identifier of the second virtual character corresponding to each of the interconnected second identifiers at a preset position.
[0183] Figure 11 This is another graphical user interface diagram provided in the embodiments of this application. When the second identifiers of each second virtual character are displayed in a connected manner, the role identifier of the second virtual character can be displayed above the second identifier corresponding to each second virtual character in the first identifier. The role identifier is also known as the role ID, which is used to distinguish different roles.
[0184] Alternatively, the character identifier of each second virtual character can be displayed above their head.
[0185] In summary, the game interface display method provided in this embodiment includes: displaying a game view screen in the graphical user interface, determined based on the position of a first virtual character in the game scene and / or a preset game view adjustment operation, wherein the first virtual character is a game character controlled by a terminal device; when multiple second virtual characters appear in the game scene on the game view screen, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game view screen satisfying a preset condition, displaying a first identifier composed of multiple interconnected second identifiers in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character. This method responds in real time to changes in the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game view screen, and displays a first identifier composed of interconnected second identifiers of multiple second virtual characters on the graphical user interface when the relative positional relationship satisfies a preset condition. By connecting the various second identifiers to form a first identifier for display, each second identifier can be fully displayed when they are connected, avoiding any obstruction of the second identifiers. Furthermore, when the second identifier is fully displayed, the display identifiers within the second identifier can also be fully displayed. This allows gamers to see the complete game parameters of the virtual character, improving the accuracy of the displayed game parameters. This, in turn, can guide gamers to formulate accurate game strategies, increase the probability of winning the game, and enhance the game experience.
[0186] Secondly, by displaying the association information between each second identifier in the first identifier and each second virtual character through preset markers, the virtual characters can be matched one by one with their identifiers, making it easier for players to clearly view the health value of each second virtual character, thereby making more accurate combat decisions and improving the player's gaming experience.
[0187] In addition, the size of the generated first identifier does not change with the number of interconnected second identifiers. When there are many interconnected second identifiers, the display area of the graphical user interface occupied by the first identifier can be effectively reduced, thereby enhancing the game immersion.
[0188] The following describes the apparatus, device, and storage medium used to execute the game interface display method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.
[0189] The functions implemented by the game interface display device correspond to the steps performed by the above method. This device can be understood as the aforementioned terminal device or server, or the server's processor, or as a component that implements the functions of this application under server control, independent of the aforementioned server or processor. Optionally, the device may include: a display module;
[0190] The display module is used to display the game field of view determined by the position of the first virtual character in the game scene and / or the preset game field of view adjustment operation on the graphical user interface, wherein the first virtual character is a game character controlled by the terminal device.
[0191] When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character.
[0192] Optionally, the display module is also used to display the second identifier corresponding to each second virtual character in response to the fact that the relative positional relationship of the second identifiers corresponding to multiple second virtual characters in the game view screen does not meet the preset conditions.
[0193] Optionally, the device further includes: a determining module;
[0194] The determination module is used to determine the display position of multiple second virtual characters on the game's field of view based on their positions in the game scene.
[0195] The attachment position of the second identifier corresponding to each second virtual character in the game's field of view is determined based on the display position.
[0196] Based on the attachment location, determine whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets preset conditions.
[0197] Optionally, the determining module is specifically used to determine, in response to the distance between adjacent attachment positions being less than a preset threshold, that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view satisfies a preset condition.
[0198] In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view does not meet the preset conditions.
[0199] Optionally, the first identifier is a strip-shaped identifier with a horizontal extension direction.
[0200] Optionally, the display module is specifically used to determine the horizontal length of each of the second identifiers that make up the first identifier based on the number of interconnected second identifiers and the preset horizontal length of the first identifier;
[0201] According to the horizontal length corresponding to each second identifier, the second identifiers corresponding to multiple second virtual characters are connected to each other to form a first identifier.
[0202] Optionally, the vertical height of the interconnected second sign is the same as that of the first sign;
[0203] The interconnected second identifiers include: a display frame and a display identifier within the display frame, the display identifier being used to represent the numerical value of the game parameters of the corresponding second virtual character.
[0204] Optionally, the display module is also used to display multiple first identifiers in the game's field of view in a preset horizontal and / or vertical interval when multiple first identifiers exist in the graphical user interface.
[0205] Optionally, the display module is specifically used to determine the first display order of each second virtual character in the horizontal direction based on the position information of each second virtual character in the game's field of view;
[0206] According to the first display order, the second identifiers corresponding to multiple second virtual characters are connected horizontally to form the first identifier.
[0207] The determination module is also used to respond to changes in the positions of multiple second virtual characters in the game view, reacquire the position information of each second virtual character in the game view, and determine the second display order of each second virtual character in the horizontal direction;
[0208] According to the second display order, the second identifiers corresponding to multiple second virtual characters are connected horizontally to form a first identifier.
[0209] Optionally, the device further includes: an adjustment module;
[0210] The adjustment module is used to respond to changes in the game parameters of multiple second virtual characters and adjust the display length of the displayed identifiers within the display boxes of the interconnected second identifiers in the first identifier according to the changes in values.
[0211] Optionally, the determining module is specifically used to determine whether the difference in the horizontal coordinates of the attachment positions of adjacent second identifiers is less than the initial horizontal length of the second identifier, based on the horizontal coordinates of the attachment positions of the second identifiers corresponding to each second virtual character in the game's field of view.
[0212] If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0213] Optionally, the display module is also used to identify the corresponding association information between each second virtual character and the corresponding second identifier by means of preset markers, wherein the preset markers include: virtual lines, one end of the virtual lines being connected to the second virtual character and the other end being connected to the corresponding second identifier.
[0214] Optionally, the display module is also used to display the character identifier of the second virtual character corresponding to each of the interconnected second identifiers at a preset position.
[0215] In this way, when multiple second virtual characters appear in the game scene's field of view, the display module responds to the fact that the relative positions of the second identifiers corresponding to the multiple second virtual characters within the game's field of view meet preset conditions, and displays a first identifier composed of multiple interconnected second identifiers on the graphical user interface. The display responds in real-time to changes in the relative positions of the second identifiers corresponding to the multiple second virtual characters within the game's field of view, and when the relative positions meet preset conditions, it displays a first identifier composed of interconnected second identifiers of the multiple second virtual characters on the graphical user interface. By connecting the second identifiers to form the first identifier for display, each second identifier can be fully displayed when interconnected, avoiding occlusion. Furthermore, when the second identifier is fully displayed, the display identifiers within the second identifier are also fully displayed, thus showing the player the complete game parameters of the virtual characters, improving the accuracy of the displayed game parameters, thereby guiding the player to formulate accurate game strategies, increasing the probability of winning the game, and enhancing the gaming experience.
[0216] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more digital signal processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0217] The modules described above can be connected or communicate with each other via wired or wireless connections. Wired connections can include metal cables, optical fibers, hybrid cables, or any combination thereof. Wireless connections can include connections via LAN, WAN, Bluetooth, ZigBee, or NFC, or any combination thereof. Two or more modules can be combined into a single module, and any module can be divided into two or more units. Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here.
[0218] Figure 12 A schematic diagram of an electronic device provided in this application embodiment includes: a processor 801, a storage medium 802, and a bus 803. The storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a game interface display method as described in the embodiment, the processor 801 communicates with the storage medium 802 via the bus 803. The processor 801 executes the machine-readable instructions to perform the following steps:
[0219] The graphical user interface displays the game field of view determined by the position of the first virtual character in the game scene and / or the preset game field of view adjustment operation, wherein the first virtual character is a game character controlled by the terminal device.
[0220] When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character.
[0221] In one alternative implementation, the processor 801 is used to perform...
[0222] In response to the fact that the relative positions of the second identifiers corresponding to multiple second virtual characters within the game's field of view do not meet the preset conditions, the second identifier corresponding to each second virtual character is displayed.
[0223] In one alternative implementation, the processor 801 is used to perform...
[0224] Based on the positions of multiple second virtual characters in the game scene, determine the display positions of the multiple second virtual characters on the game's field of view;
[0225] The attachment position of the second identifier corresponding to each second virtual character in the game's field of view is determined based on the display position.
[0226] Based on the attachment location, determine whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets preset conditions.
[0227] In one optional implementation, the processor 801, when performing the step of determining whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets preset conditions based on the attachment position, specifically uses:
[0228] In response to the distance between adjacent attachment positions being less than a preset threshold, the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0229] In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view does not meet the preset conditions.
[0230] In one alternative implementation, the first identifier is a strip-shaped identifier with a horizontally extending direction.
[0231] In one alternative implementation, when the processor 801 executes the display of a first identifier consisting of a plurality of interconnected second identifiers in the graphical user interface, it specifically performs the following:
[0232] The horizontal length of each second identifier that makes up the first identifier is determined based on the number of interconnected second identifiers and the preset horizontal length of the first identifier.
[0233] According to the horizontal length corresponding to each second identifier, the second identifiers corresponding to multiple second virtual characters are connected to each other to form a first identifier.
[0234] In one optional implementation, the vertical height of the interconnected second identifiers is the same as that of the first identifier; the interconnected second identifiers include: a display frame and a display identifier within the display frame, the display identifier being used to represent the numerical value of the game parameters of the corresponding second virtual character.
[0235] In one alternative implementation, the processor 801 is used to perform...
[0236] When multiple first icons exist in the graphical user interface, the multiple first icons are displayed in the game's field of view according to a preset horizontal and / or vertical interval.
[0237] In one alternative implementation, the processor 801, when executing the function of displaying a first identifier consisting of a plurality of interconnected second identifiers in a graphical user interface, specifically performs the following:
[0238] Based on the position information of each second virtual character in the game's field of view, determine the first display order of each second virtual character in the horizontal direction;
[0239] According to the first display order, the second identifiers corresponding to multiple second virtual characters are connected horizontally to form the first identifier.
[0240] In one alternative implementation, the processor 801 is used to perform...
[0241] In response to changes in the positions of multiple second virtual characters in the game view, the position information of each second virtual character in the game view is reacquired, and the second display order of each second virtual character in the horizontal direction is determined;
[0242] According to the second display order, the second identifiers corresponding to multiple second virtual characters are connected horizontally to form a first identifier.
[0243] In one optional implementation, the processor 801 is configured to respond to changes in the game parameters of multiple second virtual characters and adjust the display length of the displayed identifier within the display frame of the interconnected second identifiers in the first identifier according to the changes in the values.
[0244] In one optional implementation, when the processor 801 executes a response indicating that the distance between adjacent attachment positions is less than a preset threshold, and determines that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view meets a preset condition, it specifically performs the following:
[0245] Based on the horizontal coordinate of the attachment position of the second identifier corresponding to each second virtual character in the game's field of view, determine whether the difference in the horizontal coordinate of the attachment positions of adjacent second identifiers is less than the initial horizontal length of the second identifier.
[0246] If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0247] In one alternative implementation, after executing the display of a first identifier consisting of a plurality of interconnected second identifiers in the graphical user interface, the processor 801 performs the following:
[0248] The corresponding association information between each second virtual character and its corresponding second identifier is identified by a preset marker; wherein the preset marker includes: a virtual connection, one end of which is connected to the second virtual character and the other end of which is connected to the corresponding second identifier.
[0249] In one alternative implementation, after executing the display of a first identifier consisting of a plurality of interconnected second identifiers in the graphical user interface, the processor 801 performs the following:
[0250] At each preset position of the interconnected second identifier, the character identifier of the second virtual character corresponding to each second identifier is displayed.
[0251] In this manner, after the terminal device adjusts the game view based on the position of the first virtual character in the game scene and / or a preset game view adjustment, when multiple second virtual characters appear in the game view, the terminal device, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game view satisfying preset conditions, displays a first identifier composed of multiple interconnected second identifiers in the graphical user interface. The terminal device responds in real-time to changes in the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game view, and displays a first identifier composed of interconnected second identifiers of the multiple second virtual characters on the graphical user interface when the relative positional relationship satisfies preset conditions. By connecting the second identifiers to form the first identifier for display, each second identifier can be fully displayed when interconnected, avoiding occlusion. Furthermore, when the second identifier is fully displayed, the display identifiers within the second identifier are also fully displayed, thus showing the player the complete game parameters of the virtual character, improving the accuracy of the displayed game parameters, guiding the player to formulate accurate game strategies, increasing the probability of winning the game, and enhancing the game experience.
[0252] The storage medium 802 stores program code, which, when executed by the processor 801, causes the processor 801 to perform various steps in the game interface display method according to various exemplary embodiments of this application as described in the "Exemplary Methods" section above.
[0253] The processor 801 can be a general-purpose processor, such as a central processing unit (CPU), digital signal processor (DSP), application-specific integrated circuit (ASIC), field-programmable gate array (FPGA), or other programmable logic device, discrete gate or transistor logic device, or discrete hardware component, capable of implementing or executing the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly manifested as being executed by a hardware processor, or executed by a combination of hardware and software modules within the processor.
[0254] Storage medium 802, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules. The memory can include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (RAM), static random access memory (SRAM), programmable read-only memory (PROM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), magnetic memory, magnetic disk, optical disk, etc. Memory is any other medium capable of carrying or storing desired program code having an instruction or data structure form and accessible by a computer, but is not limited thereto. Storage medium 802 in this embodiment can also be a circuit or any other device capable of implementing storage functions for storing program instructions and / or data.
[0255] Optionally, embodiments of this application also provide a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:
[0256] The graphical user interface displays the game field of view determined by the position of the first virtual character in the game scene and / or the preset game field of view adjustment operation, wherein the first virtual character is a game character controlled by the terminal device.
[0257] When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character.
[0258] In one alternative implementation, the processor 801 is used to perform...
[0259] In response to the fact that the relative positions of the second identifiers corresponding to multiple second virtual characters within the game's field of view do not meet the preset conditions, the second identifier corresponding to each second virtual character is displayed.
[0260] In one alternative implementation, the processor 801 is used to perform...
[0261] Based on the positions of multiple second virtual characters in the game scene, determine the display positions of the multiple second virtual characters on the game's field of view;
[0262] The attachment position of the second identifier corresponding to each second virtual character in the game's field of view is determined based on the display position.
[0263] Based on the attachment location, determine whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets preset conditions.
[0264] In one optional implementation, the processor 801, when performing the step of determining whether the relative positional relationship of the second identifiers corresponding to multiple second virtual characters within the game's field of view meets preset conditions based on the attachment position, specifically uses:
[0265] In response to the distance between adjacent attachment positions being less than a preset threshold, the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0266] In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view does not meet the preset conditions.
[0267] In one alternative implementation, the first identifier is a strip-shaped identifier with a horizontally extending direction.
[0268] In one alternative implementation, when the processor 801 executes the display of a first identifier consisting of a plurality of interconnected second identifiers in the graphical user interface, it specifically performs the following:
[0269] The horizontal length of each second identifier that makes up the first identifier is determined based on the number of interconnected second identifiers and the preset horizontal length of the first identifier.
[0270] According to the horizontal length corresponding to each second identifier, the second identifiers corresponding to multiple second virtual characters are connected to each other to form a first identifier.
[0271] In one optional implementation, the vertical height of the interconnected second identifiers is the same as that of the first identifier; the interconnected second identifiers include: a display frame and a display identifier within the display frame, the display identifier being used to represent the numerical value of the game parameters of the corresponding second virtual character.
[0272] In one alternative implementation, the processor 801 is used to perform...
[0273] When multiple first icons exist in the graphical user interface, the multiple first icons are displayed in the game's field of view according to a preset horizontal and / or vertical interval.
[0274] In one alternative implementation, the processor 801, when executing the function of displaying a first identifier consisting of a plurality of interconnected second identifiers in a graphical user interface, specifically performs the following:
[0275] Based on the position information of each second virtual character in the game's field of view, determine the first display order of each second virtual character in the horizontal direction;
[0276] According to the first display order, the second identifiers corresponding to multiple second virtual characters are connected horizontally to form the first identifier.
[0277] In one alternative implementation, the processor 801 is used to perform...
[0278] In response to changes in the positions of multiple second virtual characters in the game view, the position information of each second virtual character in the game view is reacquired, and the second display order of each second virtual character in the horizontal direction is determined;
[0279] According to the second display order, the second identifiers corresponding to multiple second virtual characters are connected horizontally to form a first identifier.
[0280] In one optional implementation, the processor 801 is configured to respond to changes in the game parameters of multiple second virtual characters and adjust the display length of the displayed identifier within the display frame of the interconnected second identifiers in the first identifier according to the changes in the values.
[0281] In one optional implementation, when the processor 801 executes a response indicating that the distance between adjacent attachment positions is less than a preset threshold, and determines that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view meets a preset condition, it specifically performs the following:
[0282] Based on the horizontal coordinate of the attachment position of the second identifier corresponding to each second virtual character in the game's field of view, determine whether the difference in the horizontal coordinate of the attachment positions of adjacent second identifiers is less than the initial horizontal length of the second identifier.
[0283] If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
[0284] In one alternative implementation, after executing the display of a first identifier consisting of a plurality of interconnected second identifiers in the graphical user interface, the processor 801 performs the following:
[0285] The corresponding association information between each second virtual character and its corresponding second identifier is identified by a preset marker; wherein the preset marker includes: a virtual connection, one end of which is connected to the second virtual character and the other end of which is connected to the corresponding second identifier.
[0286] In one alternative implementation, after executing the display of a first identifier consisting of a plurality of interconnected second identifiers in the graphical user interface, the processor 801 performs the following:
[0287] At each preset position of the interconnected second identifier, the character identifier of the second virtual character corresponding to each second identifier is displayed.
[0288] In this manner, after the terminal device adjusts the game view based on the position of the first virtual character in the game scene and / or a preset game view adjustment, when multiple second virtual characters appear in the game view, the terminal device, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game view satisfying preset conditions, displays a first identifier composed of multiple interconnected second identifiers in the graphical user interface. The terminal device responds in real-time to changes in the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game view, and displays a first identifier composed of interconnected second identifiers of the multiple second virtual characters on the graphical user interface when the relative positional relationship satisfies preset conditions. By connecting the second identifiers to form the first identifier for display, each second identifier can be fully displayed when interconnected, avoiding occlusion. Furthermore, when the second identifier is fully displayed, the display identifiers within the second identifier are also fully displayed, thus showing the player the complete game parameters of the virtual character, improving the accuracy of the displayed game parameters, guiding the player to formulate accurate game strategies, increasing the probability of winning the game, and enhancing the game experience.
[0289] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.
[0290] In the several 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.
[0291] 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.
[0292] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.
[0293] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
Claims
1. A method for displaying a game interface, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays a game field of view determined by the position of the first virtual character in the game scene and / or a preset game field of view adjustment operation, wherein the first virtual character is a game character controlled by the terminal device. When multiple second virtual characters appear in the game scene, in response to the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view screen satisfying a preset condition, a first identifier composed of multiple interconnected second identifiers is displayed in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character; The first identifier is a strip-shaped identifier with a horizontal extension direction; The first identifier, which is composed of a plurality of interconnected second identifiers, is displayed in the graphical user interface, including: The horizontal length of each second identifier that makes up the first identifier is determined based on the number of interconnected second identifiers and the preset horizontal length of the first identifier; the horizontal length of the first identifier is a fixed value. According to the horizontal length corresponding to each second identifier, the second identifiers corresponding to the plurality of second virtual characters are connected to each other to form the first identifier.
2. The method according to claim 1, characterized in that, The method further includes: In response to the fact that the relative positional relationship of the second identifiers corresponding to the plurality of second virtual characters within the game's field of view does not meet the preset conditions, the second identifier corresponding to each second virtual character is displayed.
3. The method according to claim 1, characterized in that, The method further includes: Based on the positions of the plurality of second virtual characters in the game scene, determine the display positions of the plurality of second virtual characters on the game's field of view; Based on the display position, determine the attachment position of the second identifier corresponding to each second virtual character in the game's field of view; Based on the attachment position, determine whether the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters within the game's field of view meets preset conditions.
4. The method according to claim 3, characterized in that, The step of determining whether the relative positional relationship of the second identifiers corresponding to the plurality of second virtual characters within the game's field of view, based on the attachment position, satisfies preset conditions includes: In response to the distance between adjacent attachment positions being less than a preset threshold, it is determined that the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view satisfies a preset condition. In response to the fact that the distance between adjacent attachment positions is not less than a preset threshold, it is determined that the relative positional relationship of the second identifier corresponding to the adjacent attachment positions within the game's field of view does not meet the preset condition.
5. The method according to claim 1, characterized in that, The vertical height of the interconnected second identifiers is the same as that of the first identifier; The interconnected second identifiers include: a display frame and a display identifier within the display frame, wherein the display identifier is used to represent the numerical value of the game parameters of the corresponding second virtual character.
6. The method according to claim 1, characterized in that, The method further includes: When multiple first icons exist in the graphical user interface, the multiple first icons are displayed in the game's field of view according to a preset horizontal and / or vertical interval.
7. The method according to claim 1, characterized in that, The first identifier, which is composed of a plurality of interconnected second identifiers, is displayed in the graphical user interface, including: Based on the position information of each second virtual character in the game's field of view, determine the first display order of each second virtual character in the horizontal direction; According to the first display order, the second identifiers corresponding to the plurality of second virtual characters are connected to each other in the horizontal direction to form the first identifier.
8. The method according to claim 7, characterized in that, The method further includes: In response to the position change of the plurality of second virtual characters in the game view, the position information of each second virtual character in the game view is reacquired, and the second display order of each second virtual character in the horizontal direction is determined; According to the second display order, the second identifiers corresponding to the plurality of second virtual characters are connected to each other in the horizontal direction to form the first identifier.
9. The method according to claim 5, characterized in that, The method further includes: In response to changes in the game parameters of the plurality of second virtual characters, the display length of the displayed identifier within the display frame of the interconnected second identifiers in the first identifier is adjusted accordingly based on the changes in the values.
10. The method according to claim 4, characterized in that, In response to the distance between adjacent attachment positions being less than a preset threshold, the relative positional relationship of the second identifiers corresponding to the adjacent attachment positions within the game's field of view is determined to meet preset conditions, including: Based on the horizontal coordinate of the attachment position of the second identifier corresponding to each second virtual character in the game's field of view, determine whether the difference in the horizontal coordinate of the attachment positions of adjacent second identifiers is less than the initial horizontal length of the second identifier. If the difference in the horizontal coordinate of the attachment positions of adjacent second icons is less than the initial horizontal length of the second icon, then the relative positional relationship of the second icons corresponding to the adjacent attachment positions within the game's field of view is determined to meet the preset conditions.
11. The method according to claim 1, characterized in that, After the graphical user interface displays a first identifier consisting of a plurality of interconnected second identifiers, the method further includes: The corresponding association information between each second virtual character and its corresponding second identifier is identified by a preset marker; The preset markers include: virtual connections, one end of which is connected to a second virtual character and the other end is connected to a corresponding second identifier.
12. The method according to claim 1, characterized in that, After the graphical user interface displays a first identifier consisting of a plurality of interconnected second identifiers, the method further includes: At each preset position of the interconnected second identifier, the character identifier of the second virtual character corresponding to each second identifier is displayed.
13. A game interface display device, characterized in that, include: Display module; The display module is used to display a game field of view screen on a graphical user interface, determined by the position of the first virtual character in the game scene and / or a preset game field of view adjustment operation, wherein the first virtual character is a game character controlled by a terminal device. The display module is configured to, when multiple second virtual characters appear in the game scene and the relative positional relationship of the second identifiers corresponding to the multiple second virtual characters in the game view screen meets a preset condition, display a first identifier composed of multiple interconnected second identifiers in the graphical user interface, wherein each second identifier is used to represent the game parameters of the corresponding second virtual character; The first identifier is a strip-shaped identifier with a horizontal extension direction; The display module is specifically used to determine the horizontal length of each second identifier that makes up the first identifier based on the number of interconnected second identifiers and the preset horizontal length of the first identifier; the horizontal length of the first identifier is a fixed value; and to connect the second identifiers corresponding to the plurality of second virtual characters to form the first identifier according to the horizontal length of each second identifier.
14. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 12.
Citation Information
Patent Citations
Information display method and device, equipment and storage medium
CN111672126A
Virtual map display method and device, electronic equipment and storage medium
CN113101634A