Game information display method, device and computer equipment
By determining the display priority of game information and adjusting the display style, the problem of game information being obscured by too many virtual characters was solved, and the reasonable display of information and effective prompts on the game interface were achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-07-22
- Publication Date
- 2026-07-21
AI Technical Summary
In video games, an excessive number of virtual characters leads to an overabundance of game information, cluttering the game interface, obscuring other objects and characters in the virtual scene, and making it difficult to provide players with effective prompts and assistance.
By acquiring multiple pieces of game information to be processed, their display priorities are determined, and the display style, such as transparency, size, color, and display time, is adjusted according to the priorities. Important information is displayed first, and the information displayed on the game interface is arranged reasonably.
Effectively adjust the quantity and display style of game information to improve player assistance and ensure that important information is not obscured.
Smart Images

Figure CN117462943B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, and computer device for displaying game information. Background Technology
[0002] With the development of computer technology, more and more video games have entered people's lives, such as massively multiplayer online role-playing games (MMORPGs) and strategy games (SLGs).
[0003] In related technologies, these video games often feature multiple virtual characters appearing simultaneously in the same virtual scene, such as in multiplayer battles or participation in special events. Generally, video games need to display information such as the virtual characters' health, name, and class. Additionally, when the virtual characters interact, information is generated to prompt the player; for example, in combat scenarios, information such as the amount of health lost and debuffs inflicted by attacks is displayed.
[0004] However, a large number of virtual characters leads to an excessive amount of game information being generated simultaneously. Displaying this information fills the game interface and obscures other virtual objects and characters in the virtual scene. Therefore, this technology struggles to provide effective guidance and assistance to players. Summary of the Invention
[0005] The purpose of this application is to provide a game information display method, device, and computer equipment that can adjust the amount and display style of the game information displayed, thereby providing effective prompts and assistance to players.
[0006] The embodiments of this application are implemented as follows:
[0007] A first aspect of this application provides a method for displaying game information, the method comprising:
[0008] Acquire multiple pieces of game information to be processed and determine the display priority of each piece of game information to be processed. The game information to be processed includes the attribute information of each virtual character in the virtual scene.
[0009] The display style of each game information to be displayed is determined based on the display priority of each game information to be processed. The display style includes: transparency, size, display time, and color.
[0010] Display the game information to be displayed according to the specified display style.
[0011] Optionally, the step of acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information to be processed includes:
[0012] The system acquires each piece of game information to be processed and the function type of each piece of game information to be processed in real time. The function type is used to indicate whether each piece of game information to be processed is persistent information or skipped information, and to indicate the function of each piece of game information to be processed.
[0013] The display priority of each piece of game information to be processed is determined based on its functional type.
[0014] Optionally, determining the display priority of each piece of game information to be processed based on its functional type includes:
[0015] The display weight value corresponding to the function of obtaining each of the game information to be processed;
[0016] The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed.
[0017] The display priority of each piece of game information to be processed is determined based on the total display weight value of each piece of game information to be processed.
[0018] Optionally, determining the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed includes:
[0019] The game information to be processed is sorted according to the display priority of each game information to be processed to obtain a first sequence;
[0020] The first preset number of game information to be processed in the first sequence, starting from the first position, is taken as the game information to be displayed.
[0021] The display style of each piece of game information to be displayed is determined according to its sorting position in the first sequence.
[0022] Optionally, determining the display style of each piece of game information to be displayed based on its sorting position in the first sequence includes:
[0023] Based on the sorting position of each game information to be displayed in the first sequence, each game information to be displayed is divided into a plurality of first game information groups arranged in sequence, and each first game information group includes at least one game information to be displayed;
[0024] Based on the order of each of the first game information groups, the display style of each of the first game information groups is determined, and the display style of each of the first game information groups is used as the display style of each game information to be displayed in the first game information group.
[0025] Optionally, determining the display priority of each piece of game information to be processed based on its functional type includes:
[0026] Based on the functional type of each piece of game information to be processed, each piece of game information to be processed is divided into at least one second game information group;
[0027] The display priority of each piece of game information to be processed in each of the second game information groups is determined respectively.
[0028] Optionally, determining the display priority of each piece of game information to be processed in each of the second game information groups includes:
[0029] Obtain the display weight value corresponding to the function of each piece of game information to be processed in each of the second game information groups;
[0030] The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed;
[0031] The display priority of each piece of game information to be processed in each of the second game information groups is determined based on the total display weight value of each piece of game information to be processed in each of the second game information groups.
[0032] Optionally, determining the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed includes:
[0033] Each of the game information to be processed in each of the second game information groups is sorted according to the display priority of each game information to be processed to obtain at least one second sequence;
[0034] The second preset number of game information to be processed in each of the second sequences, starting from the first position, is taken as the game information to be displayed.
[0035] The display style of each game information to be displayed in each second game information group is determined according to the sorting position of each game information to be displayed in each second sequence.
[0036] Optionally, determining the display style of each piece of game information to be displayed in each of the second game information groups based on the sorting position of each piece of game information to be displayed in each of the second sequences includes:
[0037] Based on the sorting position of each game information to be displayed in each second sequence, each game information to be displayed in each second game information group is divided into multiple second game information groups arranged in sequence, and each second game information group includes at least one game information to be displayed;
[0038] Based on the order of each of the second game information groups, the display style of each of the second game information groups is determined, and the display style of each of the second game information groups is used as the display style of each game information to be displayed in the second game information group.
[0039] Optionally, after displaying each of the game information to be displayed according to the display style, the method further includes:
[0040] Acquire at least one target game information and determine the display priority of each target game information, wherein the target game information is the game information to be displayed generated after each of the game information to be displayed is displayed;
[0041] Determine whether the sum of the number of each type of game information to be displayed and the number of each type of target game information currently displayed matches the preset number of game information to be displayed;
[0042] If the conditions are met, display the target game information according to the display priority and display style of each of the game information to be processed;
[0043] If not, the target game information is determined according to the display priority of each game information to be displayed and the display priority of each target game information, and each target game information is displayed according to its display priority and display style.
[0044] Optionally, each of the virtual characters includes the current virtual character and the associated virtual characters of the current virtual character;
[0045] After acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information to be processed, the method further includes:
[0046] Based on the target distance from the location of each associated virtual character to the location of the current virtual character, adjust the display priority of each piece of game information to be processed related to each associated virtual character.
[0047] A second aspect of this application provides a game information display device, characterized in that the game information display device comprises:
[0048] The acquisition module is used to acquire multiple pieces of game information to be processed and determine the display priority of each piece of game information to be processed. The game information to be processed includes the attribute information of each virtual character in the virtual scene.
[0049] The determining module is used to determine the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed. The display style includes: transparency, size, display time, and color.
[0050] The display module is used to display each of the game information to be displayed according to the display style.
[0051] A third aspect of this application provides a computer device, the computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the game information display method described in the first aspect.
[0052] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the game information display method described in the first aspect.
[0053] The beneficial effects of the embodiments of this application include:
[0054] This application provides a method for displaying game information, which involves acquiring multiple pieces of game information to be processed, determining the display priority of each piece of game information to be processed, determining the game information to be displayed in the game information to be processed and the display style of each piece of game information to be displayed according to the display priority of each piece of game information to be processed, and displaying each piece of game information to be displayed according to the display style.
[0055] This involves acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information. Each piece of game information to be processed may include the attribute information of each virtual character in the virtual scene. The display priority of each piece of game information to be processed is used to indicate the importance of each piece of game information to be processed. In this way, each piece of game information to be processed in the game and its display priority can be acquired, which facilitates the execution of subsequent operations.
[0056] The display priority of each piece of game information to be processed determines the game information to be displayed and the display style of each piece of game information to be displayed. This allows for adjustment of the number of game information items displayed on the game interface. The display style of each piece of game information to be displayed is determined by the display priority. Specifically, the transparency, size, display time, and color of each piece of game information to be displayed can be adjusted according to the display priority of each piece of game information to be processed.
[0057] Finally, display each piece of game information according to the display style. In this way, the number and display style of the displayed game information can be adjusted, thereby providing players with effective prompts and assistance. Attached Figure Description
[0058] 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.
[0059] Figure 1 A flowchart illustrating the first game information display method provided in this application embodiment;
[0060] Figure 2 A flowchart illustrating the second game information display method provided in this application embodiment;
[0061] Figure 3 A flowchart illustrating the third game information display method provided in this application embodiment;
[0062] Figure 4 A flowchart illustrating the fourth game information display method provided in this application embodiment;
[0063] Figure 5 A flowchart illustrating the fifth game information display method provided in this application embodiment;
[0064] Figure 6 A flowchart illustrating the sixth game information display method provided in this application embodiment;
[0065] Figure 7 A flowchart illustrating the seventh game information display method provided in this application embodiment;
[0066] Figure 8 A flowchart illustrating the eighth game information display method provided in this application embodiment;
[0067] Figure 9 A flowchart illustrating the ninth method for displaying game information provided in this application embodiment;
[0068] Figure 10 A schematic diagram of a game interface provided in this application embodiment;
[0069] Figure 11 This is a schematic diagram of the structure of a game information display device provided in an embodiment of this application;
[0070] Figure 12 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0071] 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. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0072] 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.
[0073] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0074] In related technologies, some video games, such as Multiplayer Online Battle Arena (MOBA) and Massive Multiplayer Online Role-Playing Game (MMORPG), often feature multiple virtual characters appearing simultaneously in the same virtual environment, such as during multiplayer battles or special events. Generally, video games need to display information such as the virtual characters' health, name, and class. Furthermore, interactions between virtual characters generate information to prompt the player, such as displaying health loss and debuffs in combat scenarios. However, with a large number of virtual characters, too much game information is generated simultaneously, filling the game screen and obscuring other virtual objects and characters in the virtual environment. Therefore, related technologies struggle to provide effective assistance to players.
[0075] To address this, this application provides a game information display method. By acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information to be processed, the method determines the game information to be displayed and the display style of each piece of game information to be displayed based on the display priority of each piece of game information to be processed, and displays each piece of game information to be displayed according to the display style. This method can adjust the number and display style of the displayed game information, thereby providing effective prompts and assistance to the player.
[0076] In one embodiment of this application, the game information display method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game information display method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0077] 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 display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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 terminal device for information processing is 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.
[0078] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0079] In one possible implementation, the present invention provides a game information display method, which provides a graphical user interface through a first terminal device, wherein the first terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0080] This application uses a game information display method applied to terminal games as an example for illustration. However, it does not imply that this application's embodiments can only be applied to game information display in terminal games.
[0081] The game information display method provided in the embodiments of this application will be explained in detail below.
[0082] Figure 1 A flowchart illustrating a game information display method provided in this application is shown. This method can be applied to a computer device, which may be the aforementioned terminal device or server. See also... Figure 1 This application provides a method for displaying game information, including:
[0083] Step 1001: Obtain information on multiple games to be processed and determine the display priority of each game information to be processed.
[0084] Optionally, the game information to be processed may refer to information generated in real time during the game process that is related to each virtual character and is used to prompt the player.
[0085] Specifically, the game information to be processed can include the attribute information of each virtual character in the virtual scene. The game information to be processed can also refer to the information that needs to be displayed on the current game interface.
[0086] Optionally, this attribute information can be used to provide information about the player's and the virtual characters' status and / or status changes in the game. This attribute information may include each virtual character's health, name, class, faction, defense, attack, energy, buffs or debuffs, the team each virtual character belongs to, and the skills each virtual character uses. This attribute information may also include information generated from interactions between virtual characters, such as the health and defense lost by each virtual character after being attacked, and the health and defense restored by each virtual character after being healed; however, this embodiment does not limit this aspect.
[0087] Optionally, each virtual character may include virtual characters in the game controlled by individual players and non-player characters in the game.
[0088] Optionally, the display priority of each piece of game information to be processed is used to indicate the importance of each piece of game information. Generally, the higher the display priority of a piece of game information to be processed, the more important that piece of game information is.
[0089] It is worth noting that the information of each game to be processed can be obtained in real time, or it can be obtained at intervals. In addition, when obtaining the information of each game to be processed, all attribute information related to each virtual character in the current game screen can be obtained as the information of each game to be processed, or the attribute information of any virtual character in the current game screen and the attribute information of each virtual character within the field of view of that virtual character can be obtained as the information of each game to be processed. This application embodiment does not limit this.
[0090] In this way, it is possible to obtain the game information that is generated in real time in the game and is related to each virtual character, such as the attribute information of each virtual character, and to process and display each game information according to the display priority, so as to facilitate the execution of subsequent operations.
[0091] Step 1002: Determine the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed.
[0092] Optionally, the display style includes: transparency, size, display time, and color.
[0093] The display time can refer to the duration for which information about each game to be displayed is shown.
[0094] In other words, the number of game information items to be displayed can be determined based on the display priority of each game information item, and the transparency, size, display time, and color of each game information item can also be adjusted based on the display priority of each game information item.
[0095] For example, high-priority pending game information can be displayed as the game information to be displayed. Furthermore, the transparency of high-priority pending game information can be set to be low, its size to be large, its color to be bright and eye-catching, and its display time to be long. For instance, the color of high-priority pending game information can be set to red, yellow, etc.
[0096] Alternatively, lower-priority pending game information can also be included as pending game information. In this case, the transparency of the lower-priority pending game information can be set to be higher, the size smaller, the color darker, and the display time shorter. For example, the color of the lower-priority pending game information can be set to black or gray. Specific adjustments can be made according to actual needs, and this application embodiment does not limit this.
[0097] It's worth noting that this display priority determines the game information to be displayed on the game interface. This allows for adjusting the amount of game information displayed. Furthermore, the display priority determines the style of each piece of game information; specifically, the transparency, size, display time, and color of each piece of information can be adjusted based on its display priority. In this way, the quantity and style of displayed game information can be adjusted, ultimately providing players with effective guidance and assistance.
[0098] Step 1003: Display the game information to be displayed according to the display style.
[0099] Since the display of each piece of game information to be displayed and the display style of each piece of game information to be displayed are determined according to the display priority of each piece of game information to be processed, and the display priority can indicate the importance of each piece of game information to be processed, then displaying each piece of game information to be displayed according to the display style can adjust the number of game information to be displayed and the display style, thereby achieving the effect of providing effective prompts and assistance to players.
[0100] In this embodiment of the application, multiple pieces of game information to be processed are obtained, and the display priority of each piece of game information to be processed is determined. Based on the display priority of each piece of game information to be processed, the game information to be displayed in the game information to be processed and the display style of each piece of game information to be displayed are determined, and each piece of game information to be displayed is displayed according to the display style.
[0101] This involves acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information. Each piece of game information to be processed may include the attribute information of each virtual character in the virtual scene. The display priority of each piece of game information to be processed is used to indicate the importance of each piece of game information to be processed. In this way, each piece of game information to be processed in the game and its display priority can be acquired, which facilitates the execution of subsequent operations.
[0102] The display priority of each piece of game information to be processed determines the game information to be displayed and the display style of each piece of game information to be displayed. This allows for adjustment of the number of game information items displayed on the game interface. The display style of each piece of game information to be displayed is determined by the display priority. Specifically, the transparency, size, display time, and color of each piece of game information to be displayed can be adjusted according to the display priority of each piece of game information to be processed.
[0103] Finally, display each piece of game information according to the display style. In this way, the number and display style of the displayed game information can be adjusted, thereby providing players with effective prompts and assistance.
[0104] In one possible implementation, see [link to relevant documentation]. Figure 2 It acquires multiple pending game information entries and determines the display priority of each entry, including:
[0105] Step 1004: Obtain information on each game to be processed in real time and the function type of each game to be processed.
[0106] Optionally, this function type can be used to indicate whether each piece of game information to be processed is persistent information or skipped information, as well as to indicate the function of each piece of game information to be processed.
[0107] This permanent information may include each virtual character's health, name, class, faction, defense, attack, energy, buffs or debuffs, and the team each virtual character belongs to.
[0108] The information can include information generated by the interaction between the virtual characters, such as the health and defense points lost by each virtual character after being attacked, and the health and defense points restored by each virtual character after being healed.
[0109] In addition, the functions of each piece of game information to be processed may include: indicating the damage value of each virtual character's block, indicating the damage value of each virtual character's critical hit, indicating the damage value of each virtual character's magic attack, indicating the damage value of each virtual character's physical attack, indicating the damage value of the virtual character controlled by the player to other virtual characters, indicating the current status of each virtual character, indicating the skills that each virtual character is currently or about to release, indicating the damage value of other virtual characters to the virtual character controlled by the player, indicating the damage value between other virtual characters, indicating the persistent information, etc. The specific functions can be adjusted according to the actual needs of the game, and this application embodiment does not limit them.
[0110] Other virtual characters may include friendly virtual characters of the player-controlled virtual characters and hostile virtual characters of the player-controlled virtual characters. This application embodiment does not limit this.
[0111] It's worth noting that the "permanent information" refers to information related to each virtual character that is displayed by default in the game interface, while the "jump text" information is information that is displayed in the game interface only after interactions between virtual characters, and this "jump text" information will be removed after being displayed for a period of time. Furthermore, the function of each piece of pending game information can be determined when generating it; that is, the function of each piece of pending game information generally does not change after its generation.
[0112] Step 1005: Determine the display priority of each piece of game information to be processed based on its function type.
[0113] This allows for the accurate determination of the display priority of each piece of game information to be processed, thereby improving the accuracy and reliability of the game information display method.
[0114] One possible implementation involves determining the display priority of each piece of game information to be processed based on its functional type, including:
[0115] Display weight values corresponding to the functions for obtaining information about each game to be processed.
[0116] Optionally, the display weight values corresponding to the functions of each piece of game information to be processed can be set in advance by relevant technical personnel. The display weight values corresponding to the functions of each piece of game information to be processed can be the same or different, and can be adjusted as needed. This application embodiment does not limit this.
[0117] For example, if each piece of game information to be processed is the above-mentioned jump information, and the function of each jump information can be: to indicate the damage value caused by each virtual character's critical hit, to indicate the damage value caused by the virtual character controlled by the player to other virtual characters, to indicate the damage value caused by the enemy virtual character to the virtual character controlled by the player, to indicate the damage value of each virtual character's block, etc.
[0118] Therefore, the display weight value of the jump text information used to indicate the damage value caused by each virtual character's critical hit can be 10, the display weight value of the jump text information used to indicate the damage value caused by each virtual character's block can be 3, the display weight value of the jump text information used to indicate the damage value caused by the player-controlled virtual character to other virtual characters can be 10, and the display weight value of the jump text information used to indicate the damage value caused between other virtual characters can be 5.
[0119] The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed.
[0120] Optionally, each piece of game information to be processed may have only one function or may include multiple functions simultaneously.
[0121] Optionally, the total display weight value of a game information to be processed can be the sum of the display weight values corresponding to the functions of the game information to be processed.
[0122] For example, if a function for processing game information can simultaneously indicate the damage value caused by critical hits of each virtual character and the damage value caused by a player-controlled virtual character to other virtual characters, and since the display weight value for indicating the damage value caused by critical hits of each virtual character can be 10, and the display weight value for indicating the damage value caused by a player-controlled virtual character to other virtual characters is also 10, then the total display weight value of this game information to be processed can be 20.
[0123] If a function for processing game information can simultaneously indicate the damage value of each virtual character's block and the damage value inflicted by hostile virtual characters on friendly virtual characters controlled by the player, and since the display weight value for indicating damage values between other virtual characters can be 5, and the display weight value for the jump text information indicating the damage value of each virtual character's block can be 3, then the total display weight value of this game information to be processed can be 8.
[0124] The display priority of each piece of game information to be processed is determined based on the total display weight value of each piece of game information to be processed.
[0125] Optionally, the display priority of each piece of game information to be processed can be determined according to the total display weight value. Generally, the higher the total display weight value of the game information to be processed, the higher the display priority, and the lower the total display weight value of the game information to be processed, the lower the display priority.
[0126] Specifically, the game information to be processed can be arranged in descending order of total display weight value. This will determine that the game information at the top has the highest display priority and the game information at the bottom has the lowest display priority.
[0127] In this way, the total display weight value of each piece of game information to be processed can be determined based on its function, which means that the display priority of each piece of game information to be processed can be accurately determined based on its function. Thus, it is possible to accurately determine which game information is more important and, based on the display priority, determine which game information to be displayed and the display style of each piece of game information.
[0128] In one possible implementation, see [link to relevant documentation]. Figure 3 Based on the display priority of each piece of game information to be processed, the game information to be displayed and the display style of each piece of game information to be displayed are determined, including:
[0129] Step 1006: Sort the game information to be processed according to the display priority of each game information to obtain the first sequence.
[0130] Optionally, the first sequence includes information about each game to be processed.
[0131] Step 1007: Use the first preset number of unprocessed game information from the first position in the first sequence as the game information to be displayed.
[0132] Optionally, the first preset display quantity can be a threshold set in advance by relevant technical personnel to limit the amount of game information displayed on the game interface. Generally, the first preset display quantity can be set relatively small to ensure that the amount of game information displayed on the game interface is small. However, the first preset display quantity should not be set too small to ensure that the game information displayed on the game interface can provide effective prompts and assistance to the player.
[0133] For example, assuming there are 100 pieces of game information to be processed in the first sequence, and the first preset display quantity is 50, then the top 50 pieces of game information with the larger total display weight or higher display priority can be displayed on the game interface as game information to be displayed.
[0134] It is worth noting that if the number of game information to be processed in the first sequence is less than the first preset display quantity, then all game information to be processed in the first sequence will be used as game information to be displayed.
[0135] This limits the amount of game information displayed on the game interface.
[0136] Step 1008: Determine the display style of each game information to be displayed according to its sorting position in the first sequence.
[0137] For example, assuming there are 50 pieces of game information to be displayed, the display style of each piece of game information to be displayed can be determined according to its sorting position in the first sequence.
[0138] For example, the top 20 game information items in the first sequence can be set to completely opaque, resulting in 100% transparency. Game information items ranked 21-40 in the first sequence can be set to semi-transparent, resulting in 50% transparency. Game information items ranked 41-50 in the first sequence can be set to semi-transparent, resulting in 30% transparency.
[0139] Additionally, parameters such as the size, display time, and color of each game information item to be displayed can be set. For example, the size of the first 20 game information items in the first sequence can be set to the default size. The size of game information items ranked 21-40 in the first sequence can be set to half the default size. The size of game information items ranked 41-50 in the first sequence can be set to one-third of the default size.
[0140] For example, assuming there are 40 pieces of game information to be processed in the first sequence, and all 40 pieces are to be displayed, then the first 10 pieces of game information to be displayed in the first sequence can be set to completely opaque, in which case the transparency of these 10 pieces of game information can be 100%. The pieces of game information ranked 11-20 in the first sequence can be set to semi-transparent, in which case the transparency of these 10 pieces of game information can be 50%. The pieces of game information ranked 21-30 in the first sequence can be set to semi-transparent, in which case the transparency of these 10 pieces of game information can be 30%. The pieces of game information ranked 31-40 in the first sequence can be set to completely transparent, in which case the transparency of these 10 pieces of game information can be 0%.
[0141] It is worth noting that since the game information to be processed in the first sequence is sorted according to the display priority of each game information to be processed, determining the display style of each game information to be displayed according to its sorting position in the first sequence is also determining the display style of each game information to be displayed according to its display priority.
[0142] This increases the flexibility and diversity of displaying various game information, thereby improving the differentiation of each piece of game information and providing effective prompts and assistance to players.
[0143] In one possible implementation, see [link to relevant documentation]. Figure 4 The display style of each piece of game information to be displayed is determined according to its sorting position in the first sequence, including:
[0144] Step 1009: Based on the sorting position of each game information to be displayed in the first sequence, divide each game information to be displayed into multiple first game information groups arranged sequentially.
[0145] Optionally, each of the first game information groups includes at least one of the game information to be displayed.
[0146] For example, assuming there are 50 pieces of game information to be displayed in the first sequence, the 20 pieces of game information to be displayed arranged from position 1 to 20 can be divided into one first game information group, the 20 pieces of game information to be displayed arranged from position 21 to 40 can be divided into another first game information group, and the 10 pieces of game information to be displayed arranged from position 41 to 50 can be divided into another first game information group. Other division methods can also be used to divide the game information to be displayed into different first game information groups; this embodiment does not limit this approach.
[0147] In addition, the order of each first game information group corresponds to the order of the game information to be displayed in each first game information group.
[0148] Step 1010: Determine the display style of each first game information group according to the order of each first game information group, and use the display style of each first game information group as the display style of each game information to be displayed in that first game information group.
[0149] For example, assuming there are three first game information groups in the first sequence, the game information to be displayed in the first game information group can be set to completely opaque. The game information to be displayed in the second first game information group can be set to semi-transparent. The game information to be displayed in the last first game information group can be set to semi-transparent. This application embodiment does not limit this.
[0150] In addition, the size, display time, color, and other parameters of each game information to be displayed in each first game information group can be set with reference to the above embodiments.
[0151] This increases the flexibility and diversity of displaying various game information, thereby improving the differentiation of each piece of game information and providing effective prompts and assistance to players.
[0152] In one possible implementation, see [link to relevant documentation]. Figure 5 The display priority of each piece of game information to be processed is determined based on its functional type, including:
[0153] Step 1011: Divide each piece of game information to be processed into at least one second game information group according to the functional type of each piece of game information to be processed.
[0154] Optionally, each second game information group includes at least one game information to be processed.
[0155] The functional types of the game information to be processed included in the same second game information group are the same, while the functional types of the game information to be processed included in different second game information groups are different.
[0156] For example, since this function type can be used to indicate whether each piece of game information to be processed is persistent information or skipped information, and to indicate the function of each piece of game information to be processed, then each piece of game information to be processed can be divided into a second game information group that includes the persistent information in each piece of game information to be processed and a second game information group that includes the skipped information in each piece of game information to be processed.
[0157] Additionally, based on the function of each piece of game information to be processed, the information can be divided into multiple second game information groups, each containing game information with different functions. The specific settings can be configured according to actual needs, and this application embodiment does not limit this.
[0158] In this way, before determining the display priority of each piece of game information to be processed, the information can be divided into different second game information groups. This makes it easier to process different types or functions of game information in different ways, which can improve the flexibility and diversity of displaying game information and thus improve the distinguishability of each piece of game information to be displayed.
[0159] Step 1012: Determine the display priority of each game information to be processed in each second game information group.
[0160] It is worth noting that the function types of the game information to be processed in any second game information group are the same. This allows for the differentiation of display priorities for game information to be processed with the same function type, and ensures that game information to be processed with different function types will not affect each other.
[0161] For example, suppose that each piece of game information to be processed is divided into a second game information group that includes the persistent information in each piece of game information to be processed and a second game information group that includes the jump information in each piece of game information to be processed. Then, different display priorities and different display styles can be set for the second game information group with persistent information and the second game information group with jump information respectively. Furthermore, the number of pieces of game information to be displayed in the second game information group with persistent information and the second game information group with jump information can be determined separately.
[0162] This increases the flexibility and diversity of displaying various game information, thereby improving the differentiation of each piece of game information and providing effective prompts and assistance to players.
[0163] One possible implementation involves determining the display priority of each piece of game information to be processed in each second game information group, including:
[0164] The display weight value corresponding to the function of obtaining each game information to be processed in each second game information group is obtained respectively.
[0165] Optionally, the display weight values corresponding to the functions of each piece of game information to be processed can be the same or different.
[0166] The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed.
[0167] Optionally, each piece of game information to be processed may have only one function or may include multiple functions simultaneously.
[0168] Optionally, the total display weight value of a game information to be processed can be the sum of the display weight values corresponding to the functions of the game information to be processed.
[0169] The display priority of each piece of game information to be processed in each second game information group is determined based on the total display weight value of each piece of game information to be processed in each second game information group.
[0170] Optionally, the display priority of each piece of game information to be processed in each second game information group can be determined according to the total display weight value of each piece of game information to be processed in each second game information group. Generally, the higher the total display weight value of the game information to be processed in any second game information group, the higher the display priority in that second game information group, and the lower the total display weight value of the game information to be processed, the lower the display priority in that second game information group.
[0171] In this scenario, the display priorities of the game information to be processed within different second game information groups can be independent of each other. That is, the game information to be displayed and its display style within each second game information group can be determined based on the display priority of each game information to be processed within that group.
[0172] In this way, it is possible to accurately determine which game information is of higher importance and, based on the display priority, determine the game information to be displayed and the display style of each piece of game information.
[0173] In one possible implementation, see [link to relevant documentation]. Figure 6 Based on the display priority of each piece of game information to be processed, the game information to be displayed and the display style of each piece of game information to be displayed are determined, including:
[0174] Step 1013: Sort the game information to be processed in each second game information group according to the display priority of each game information to be processed, and obtain at least one second sequence.
[0175] Optionally, each second sequence corresponds to each second game information group. That is, each second sequence includes the game information to be processed from each second game information group.
[0176] Step 1014: Take the second preset number of game information to be processed from the first position in each second sequence as the game information to be displayed.
[0177] Optionally, the second preset display quantity can be a threshold set in advance by relevant technical personnel to limit the number of different types of game information displayed on the game interface.
[0178] Each second sequence can correspond to a second preset display quantity, and the second preset display quantities corresponding to each second sequence can be the same or different. This application embodiment does not limit this.
[0179] Generally, the number of preset displays for each second sequence can be set relatively small to ensure that the amount of game information displayed on the game interface is small. However, the number of preset displays for each second sequence should not be set too small to ensure that the game information displayed on the game interface can provide effective prompts and assistance to the player.
[0180] For example, suppose there is a second sequence containing persistent information and a second sequence containing jump information. The second sequence containing persistent information contains 40 pieces of game information to be processed, arranged sequentially. The second preset display count corresponding to the second sequence containing persistent information is 20. Thus, the top 20 pieces of persistent information with higher total display weight or display priority can be displayed as game information on the game interface. Similarly, the second sequence containing jump information contains 60 pieces of game information to be processed, arranged sequentially. The second preset display count corresponding to the second sequence containing jump information is 30. Thus, the top 30 pieces of jump information with higher total display weight or display priority can be displayed as game information on the game interface.
[0181] It is worth noting that if the number of game information to be processed in the second sequence is less than the corresponding second preset display quantity, then all game information to be processed in the second sequence will be used as game information to be displayed.
[0182] This allows you to limit the amount of game information displayed on the game interface, and you can also limit the amount of game information for different functional types separately.
[0183] Step 1015: Determine the display style of each game information to be displayed in each second game information group according to the sorting position of each game information to be displayed in each second sequence.
[0184] For example, suppose there is a second sequence including persistent information and a second sequence including skip information. The second sequence including persistent information contains 40 pieces of game information to be processed arranged in sequence, and the second preset display quantity corresponding to the second sequence of persistent information is 20. The second sequence including skip information contains 60 pieces of game information to be processed arranged in sequence, and the second preset display quantity corresponding to the second sequence of skip information is 30.
[0185] For example, the top 20 pieces of persistent information in the second sequence, including persistent information, can be set to completely opaque, in which case the transparency of these 20 pieces of persistent information can be 100%. The pieces of persistent information ranked 21-30 in the second sequence, including persistent information, can be set to semi-transparent, in which case the transparency of these 10 pieces of persistent information can be 50%. The pieces of persistent information ranked 31-40 in the second sequence, including persistent information, can be set to semi-transparent, in which case the transparency of these 10 pieces of persistent information can be 30%.
[0186] For example, the first 20 skip characters in the second sequence containing skip character information can be set to completely opaque, in which case the transparency of these 20 skip characters can be 100%. Skip characters ranked 21-40 in the second sequence containing skip character information can be set to semi-transparent, in which case the transparency of these 20 skip characters can be 50%. Skip characters ranked 41-60 in the second sequence containing skip character information can be set to semi-transparent, in which case the transparency of these 20 skip characters can be 30%.
[0187] This increases the flexibility and diversity of displaying various game information, thereby improving the differentiation of each piece of game information and providing effective prompts and assistance to players.
[0188] In one possible implementation, see [link to relevant documentation]. Figure 7 The display style of each piece of game information to be displayed in each second game information group is determined according to the sorting position of each piece of game information in each second sequence, including:
[0189] Step 1016: Based on the sorting position of each game information to be displayed in each second sequence, divide each game information to be displayed in each second game information group into multiple second game information groups arranged in sequence.
[0190] Optionally, each of the second game information groups includes at least one of the game information to be displayed.
[0191] Specifically, each second game information group corresponds to each second sequence. Each second game information group includes at least one of the game information to be displayed from each second sequence.
[0192] For example, suppose there is a second sequence containing persistent information and a second sequence containing skip information. The second sequence containing persistent information contains 40 pieces of game information to be processed, arranged sequentially, while the second sequence containing skip information contains 60 pieces of game information to be processed, arranged sequentially. Then, the 20 pieces of persistent information arranged from position 1 to 20 in the second sequence containing persistent information can be grouped into one second game information group, the 10 pieces of persistent information arranged from position 21 to 30 can be grouped into another second game information group, and the 10 pieces of persistent information arranged from position 31 to 40 can be grouped into yet another second game information group.
[0193] The 20 jump words arranged in the second sequence including the jump word information, from position 1 to 20, can be divided into a second game information group; the 20 jump words arranged in positions 21 to 40 can be divided into a second game information group; and the 20 jump words arranged in positions 41 to 60 can be divided into a second game information group.
[0194] Alternatively, the game information to be displayed can be divided into different second game information groups according to other division methods, and this application embodiment does not limit this.
[0195] In addition, the order of each second game information group corresponds to the order of the game information to be displayed in each second game information group.
[0196] Step 1017: Determine the display style of each second game information group according to the order of each second game information group, and use the display style of each second game information group as the display style of each game information to be displayed in that second game information group.
[0197] In one possible implementation, see [link to relevant documentation]. Figure 8 After displaying the game information to be displayed according to the display style, the method further includes:
[0198] Step 1018: Obtain at least one target game information and determine the display priority of each target game information.
[0199] Optionally, the target game information is the game information that needs to be displayed after all the game information to be displayed has been shown. Specifically, the target game information may refer to information related to each virtual character and used to prompt the player, generated in real time during the game after the aforementioned game information to be processed has been displayed.
[0200] It is worth noting that since the game is played in real time, a large amount of game information is generated in real time. Therefore, the game information displayed on the game interface will be updated in real time. Thus, after displaying the game information to be displayed, it is also necessary to continuously acquire the target game information for display.
[0201] Step 1019: Determine whether the sum of the number of each piece of game information to be displayed and the number of each target game information currently displayed meets the preset number of game information to be displayed.
[0202] Optionally, step 1019 may specifically involve determining whether the sum of the number of currently displayed game information items to be displayed and the number of target game information items is greater than the first preset display quantity or the corresponding second preset display quantity.
[0203] Step 1020: If the conditions are met, display the target game information according to the display priority and display style of each game information to be processed.
[0204] If the sum of the number of game information items to be displayed and the number of target game information items currently displayed is less than or equal to the first preset display quantity or the corresponding second preset display quantity, then it can be determined that both the game information items to be displayed and the target game information items currently displayed can be displayed as game information items to be displayed.
[0205] It is worth noting that when displaying each target game information, each target game information can be inserted into the first sequence or the second sequence mentioned above according to the display priority of each target game information, and then the display style of each game information to be processed and each target game information can be re-determined in the manner described in the above embodiments or other possible methods.
[0206] Step 1021: If not, determine the target display game information based on the display priority of each game information to be displayed and the display priority of each target game information, and display each target display game information according to its display priority and display style.
[0207] If the sum of the number of game information items to be displayed and the number of target game information items currently displayed is greater than the first preset display quantity or the corresponding second preset display quantity, then it can be determined that only a portion of the game information items to be displayed and the target game information items currently displayed can be displayed as game information items to be displayed.
[0208] Therefore, it is necessary to insert each target game information into the first sequence or the second sequence mentioned above according to the display priority of each target game information. Then, the game information that can be displayed on the game interface in each currently displayed game information and each target game information is redetermined in the manner described in the above embodiments or other possible methods. The display style of each game information to be processed and each target game information is redetermined in the manner described in the above embodiments or other possible methods.
[0209] It is worth noting that when re-determining the game information that can be displayed on the game interface from the currently displayed game information to be displayed and the target game information, if it is determined that one of the currently displayed game information to be displayed needs to be canceled, then the game information with the lowest display priority among the currently displayed game information to be displayed will be canceled.
[0210] Additionally, if there are multiple pieces of game information with the same display priority among the currently displayed game information, and all of these pieces of game information with the same display priority have the lowest display priority, then the following steps also need to be performed:
[0211] Determine the generation time of each piece of game information to be displayed, or the time when the currently displayed game information to be displayed was generated, and cancel the display of the earliest generated game information to be displayed.
[0212] Alternatively, you can cancel the display of any one of the multiple game information items with the same display priority.
[0213] In this way, the game information displayed on the game interface can be continuously updated or adjusted according to the display priority of each pending game information and each target game information. The number and display style of the displayed game information can also be adjusted, thereby providing players with effective prompts and assistance.
[0214] Each virtual character includes the current virtual character and its associated virtual characters. The current virtual character can be a player-controlled virtual character, and the associated virtual characters include the aforementioned friendly and hostile virtual characters. Since there is a certain distance between virtual characters in the game, and generally, virtual characters that are closer together are more likely to interact, the game information displayed on the game interface can be adjusted based on the distance between the virtual characters.
[0215] Therefore, this application provides a possible implementation method, see [link to implementation details]. Figure 9 After acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information to be processed, the method further includes:
[0216] Step 1022: Based on the target distance from the location of each associated virtual character to the location of the current virtual character, adjust the display priority of each piece of game information to be processed related to each associated virtual character.
[0217] Optionally, the target distance can refer to the shortest distance from the location of each associated virtual character in the virtual space to the location of the current virtual character, that is, the straight-line distance from the location of each associated virtual character to the location of the current virtual character.
[0218] For example, adjusting the display priority of each piece of game information to be processed related to each associated virtual character based on the target distance from the location of each associated virtual character to the location of the current virtual character can be done as follows:
[0219] Obtain the distance to the target.
[0220] The target distance is compared with a preset distance threshold, and the comparison result is obtained.
[0221] Optionally, the preset distance threshold can be set in advance by relevant technical personnel. It can be adjusted according to actual needs, and this application embodiment does not limit this.
[0222] Optionally, the comparison results can be used to indicate whether to increase or decrease the display priority of each piece of game information to be processed related to each associated virtual character.
[0223] The comparison result can also be used to indicate the ratio of the target distance to a preset distance threshold.
[0224] In addition, the game information to be processed related to each associated virtual character may refer to information such as the health points, name, class, faction, defense points, attack points, energy points, buffs or debuffs, team, and skills released by each associated virtual character. It may also refer to the health points and defense points lost by each associated virtual character after being attacked, the health points and defense points restored by each associated virtual character after being healed, and the game information generated by each associated virtual character attacking other virtual characters. This application embodiment does not limit this.
[0225] Based on the comparison results, the display priority of each piece of game information to be processed related to each associated virtual character is adjusted.
[0226] For example, this could specifically involve increasing the overall display weight of all game information to be processed that is associated with each virtual character.
[0227] For example, if the comparison result indicates that the ratio of the target distance to the preset distance threshold is less than or equal to 1, the total display weight of each piece of game information to be processed related to each associated virtual character is increased by a first value. If the comparison result indicates that the ratio of the target distance to the preset distance threshold is greater than 1 and less than or equal to 2, the total display weight of each piece of game information to be processed related to each associated virtual character is increased by a second value. If the comparison result indicates that the ratio of the target distance to the preset distance threshold is greater than 2 and less than or equal to 3, the total display weight of each piece of game information to be processed related to each associated virtual character is not adjusted.
[0228] If the comparison result indicates that the ratio of the target distance to the preset distance threshold is greater than 3 and less than or equal to 4, then the total display weight of all game information to be processed related to each associated virtual character will be reduced by a third value. If the comparison result indicates that the ratio of the target distance to the preset distance threshold is greater than 4 and less than or equal to 5, then the total display weight of all game information to be processed related to each associated virtual character will be reduced by a fourth value. If the comparison result indicates that the ratio of the target distance to the preset distance threshold is greater than 5, then the total display weight of all game information to be processed related to each associated virtual character will be reduced to 0.
[0229] In this case, the first value is greater than the second value, and the fourth value is greater than the third value.
[0230] For example, if the ratio of the target distance between a related virtual character and the current virtual character to a preset distance threshold is less than or equal to 1, and the total display weight of a pending game information related to this related virtual character is 10 (assuming the first value is 5), then the total display weight of this pending game information can be adjusted to 15. If the ratio of the target distance between another related virtual character and the current virtual character to a preset distance threshold is greater than 1 and less than or equal to 2, and the total display weight of a pending game information related to this other related virtual character is 12 (assuming the second value is 2), then the total display weight of this pending game information can be adjusted to 14. It can be seen that originally, the total display weight of pending game information related to the other related virtual character was greater than the total display weight of pending game information related to this related virtual character; after adjustment, the total display weight of pending game information related to this related virtual character is greater than the total display weight of pending game information related to the other related virtual character.
[0231] This increases the flexibility and diversity of displaying various game information, thereby improving the differentiation of each piece of game information and providing effective prompts and assistance to players.
[0232] It should be noted that this method of adjusting the display priority of each piece of game information to be processed related to each associated virtual character is merely an example and does not mean that the game information display method provided in this application embodiment can only adjust the display priority of each piece of game information to be processed related to each associated virtual character in this way.
[0233] To more clearly explain the game information display method provided in the embodiments of this application, the embodiments of this application also provide a schematic diagram of a game interface, see below. Figure 10 ,Depend on Figure 10 (1) shows the game interface J1, which displays virtual characters a, b, c, d, and e.
[0234] The game interface J1 may be an interface that does not use the game information display method provided in this application embodiment to display game information. Assume that virtual characters a, b, c, d, and e are engaged in battle, and virtual characters a, b, and c are virtual characters of the first faction, virtual characters d and e are virtual characters of the second faction, and virtual character d is a virtual character controlled by the player.
[0235] Among them, the first and second factions are hostile factions. That is to say, virtual characters a, b, and c are friendly virtual characters to each other, virtual characters d and e are friendly virtual characters to each other, while virtual characters a, b, and c are all hostile virtual characters to virtual characters d and e, and virtual characters d and e are also hostile virtual characters to virtual characters a, b, and c.
[0236] from Figure 10As can be seen from (1), the game interface J1 displays a large amount of game information. Specifically, the game interface J1 also displays that the virtual character a has an energy value (MP) of 200, a health value (HP) of 1000, is in a weakened state, receives 200 critical hit damage, and receives 50 normal damage. The virtual character b has an energy value (MP) of 200, a health value (HP) of 1000, is in a state of restoring health, and releases skill A. The virtual character c has an energy value (MP) of 0, a health value (HP) of 1560, is in a weakened state, heals 1300 health, receives 600 critical hit damage, and blocks 500 damage. The virtual character d has an energy value (MP) of 10, a health value (HP) of 2000, releases skill B, is in a berserk state, consumes 200 energy, and heals 100 health. The virtual character e has 50 MP, 2000 HP, is in a berserk state, consumes 20 and 10 energy respectively, and uses skills C and D.
[0237] As can be seen, the game interface J1 displays a large amount of game information, and the display style is very simple, with no distinction between different types of game information. This makes it difficult for players to quickly and accurately differentiate and understand the function types and instructions of various game information. However, see... Figure 10 In (2), after displaying the game information using the game information display method provided in the embodiments of this application, the game interface J2 can be obtained.
[0238] from Figure 10 As can be seen from (2), compared with the game information displayed in the game interface J1, the amount of game information displayed in the game interface J2 is significantly reduced and the display styles of the game information are also different.
[0239] Optionally, the game information is processed and adjusted through any of the above game information display method embodiments to determine the display priority of each piece of game information to be processed, and the game information to be displayed on the game interface J2 and the display style of each piece of game information are determined according to the display priority of each piece of game information to be processed.
[0240] Specifically, from Figure 10As can be seen from (2), the game interface J2 only displays the following: the virtual character a's HP is 1000, the critical hit damage received is 200, and the normal damage received is 50. The virtual character b's HP is 1000, and the skill it uses is skill A. The virtual character c's HP is 1560, the healing HP is 1300, the critical hit damage received is 600, and the blocked damage is 500. The virtual character d's HP is 2000, the skill it uses is skill B, and the healing HP is 100. The virtual character e's HP is 2000, and the skills it uses are skills C and D.
[0241] Furthermore, since the functions of each game's information are different, their total display weight and / or display priority will also differ. Therefore, parameters such as transparency, size, display time, and color of each game's information can be set based on their total display weight and / or display priority. For example, from... Figure 10 As can be seen from (2), the size of the game information used to indicate the critical hit damage values received by virtual characters a and c is significantly larger than that of other game information, while the size of the game information used to indicate the damage values blocked and the health values healed by each virtual character is smaller than that of other game information. The display style of each game information can be adjusted according to the function corresponding to each game information and the display weight value of each function set, and this application embodiment does not limit this.
[0242] As can be seen, compared to game interface J1, game interface J2 displays significantly less game information. Furthermore, the display style of the game information is flexible and diverse, allowing for the differentiation of various game information of different functional types. This enables players to quickly and accurately distinguish and understand the functional types and instructions of various game information.
[0243] In other words, the game information display method provided in this application embodiment can adjust the quantity and display style of game information displayed on the game interface, thereby providing players with effective prompts and assistance.
[0244] The following describes the apparatus, device, and computer-readable storage medium used to implement the game information display method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.
[0245] Figure 11 This is a schematic diagram of the structure of a game information display device provided in an embodiment of this application. See also... Figure 11 The device includes:
[0246] The acquisition module 201 can be used to acquire multiple game information to be processed and determine the display priority of each game information to be processed.
[0247] The game information to be processed includes the attribute information of each virtual character in the virtual scene.
[0248] The determination module 202 can be used to determine the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed.
[0249] The display style includes: transparency, size, display time, and color.
[0250] The display module 203 can be used to display various game information to be displayed according to the display style.
[0251] Optionally, the acquisition module 201 can also be used to acquire information about each game to be processed and the function type of each game to be processed in real time. The display priority of each game to be processed is determined according to its function type.
[0252] Optionally, the acquisition module 201 can also be used to acquire the display weight value corresponding to the function of each piece of game information to be processed. The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed. The display priority of each piece of game information to be processed is determined based on the total display weight value.
[0253] Optionally, the determining module 202 can also be used to sort the game information to be processed according to the display priority of each game information to be processed, to obtain a first sequence. A first preset number of game information to be processed, starting from the first position, is taken as the game information to be displayed. The display style of each game information to be displayed is determined according to its sorting position in the first sequence.
[0254] Optionally, the determining module 202 can also be used to divide the game information to be displayed into multiple first game information groups arranged sequentially according to the sorting position of each game information to be displayed in the first sequence. According to the order of each first game information group, the display style of each first game information group is determined, and the display style of each first game information group is used as the display style of each game information to be displayed in that first game information group.
[0255] Optionally, the acquisition module 201 can also be used to divide the game information to be processed into at least one second game information group according to the functional type of each game information to be processed. The display priority of each game information to be processed in each second game information group is then determined.
[0256] Optionally, the acquisition module 201 can also be used to acquire the display weight value corresponding to the function of each piece of game information to be processed in each second game information group. Based on the display weight value corresponding to the function of each piece of game information to be processed, the total display weight value of each piece of game information to be processed is determined. Based on the total display weight value of each piece of game information to be processed in each second game information group, the display priority of each piece of game information to be processed in each second game information group is determined.
[0257] Optionally, the determining module 202 can also be used to sort the game information to be processed in each second game information group according to the display priority of each game information to be processed, to obtain at least one second sequence. A second preset number of game information to be processed, starting from the first position in each second sequence, is taken as the game information to be displayed. The display style of each game information to be displayed in each second game information group is determined according to the sorting position of each game information to be displayed in each second sequence.
[0258] Optionally, the determining module 202 can also be used to divide the game information to be displayed in each second game information group into multiple second game information groups arranged sequentially according to the sorting position of each game information to be displayed in each second sequence. According to the order of each second game information group, the display style of each second game information group is determined, and the display style of each second game information group is used as the display style of each game information to be displayed in that second game information group.
[0259] Optionally, the acquisition module 201 can also be used to acquire at least one target game information and determine the display priority of each target game information.
[0260] Optionally, the determining module 202 can also be used to determine whether the sum of the number of each piece of game information to be displayed and the number of each target game information currently displayed conforms to the preset number of game information to be displayed.
[0261] If the conditions are met, display the target game information according to the display priority and display style of each game information to be processed.
[0262] If not, the target game information is determined based on the display priority of each game information to be displayed and the display priority of each target game information, and each target game information is displayed according to its display priority and display style.
[0263] Optionally, the acquisition module 201 can also be used to adjust the display priority of each piece of game information to be processed related to each associated virtual character based on the target distance from the location of each associated virtual character to the location of the current virtual character.
[0264] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0265] 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 microprocessors, 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).
[0266] Figure 12 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. See also... Figure 12 The computer device includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, it implements the steps in any of the above method embodiments.
[0267] The processor 302 can be used to acquire multiple game information to be processed and determine the display priority of each game information to be processed.
[0268] The game information to be processed includes the attribute information of each virtual character in the virtual scene.
[0269] The processor 302 can be used to determine the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed.
[0270] The display style includes: transparency, size, display time, and color.
[0271] The processor 302 can be used to display information about each game to be displayed according to this display style.
[0272] Optionally, the processor 302 can also be used to acquire information about each game to be processed and the function type of each game to be processed in real time. The display priority of each game to be processed is determined according to its function type.
[0273] Optionally, the processor 302 can also be used to obtain the display weight value corresponding to the function of each piece of game information to be processed. Based on the display weight value corresponding to the function of each piece of game information to be processed, the total display weight value of each piece of game information to be processed is determined. Based on the total display weight value of each piece of game information to be processed, the display priority of each piece of game information to be processed is determined.
[0274] Optionally, the processor 302 can also be used to sort the game information to be processed according to the display priority of each game information to be processed, to obtain a first sequence. A first preset number of game information to be processed, starting from the first position, in the first sequence is taken as the game information to be displayed. The display style of each game information to be displayed is determined according to its sorting position in the first sequence.
[0275] Optionally, the processor 302 can also be used to divide the game information to be displayed into multiple first game information groups arranged sequentially according to the sorting position of each game information in the first sequence. Based on the order of each first game information group, the display style of each first game information group is determined, and the display style of each first game information group is used as the display style of each game information to be displayed in that first game information group.
[0276] Optionally, the processor 302 can also be used to divide the game information to be processed into at least one second game information group according to the function type of each game information to be processed. The display priority of each game information to be processed in each second game information group is then determined.
[0277] Optionally, the processor 302 can also be used to acquire the display weight value corresponding to the function of each piece of game information to be processed in each second game information group. Based on the display weight value corresponding to the function of each piece of game information to be processed, the total display weight value of each piece of game information to be processed is determined. Based on the total display weight value of each piece of game information to be processed in each second game information group, the display priority of each piece of game information to be processed in each second game information group is determined.
[0278] Optionally, the processor 302 can also be used to sort the game information to be processed in each second game information group according to the display priority of each game information to be processed, to obtain at least one second sequence. A second preset number of game information to be processed, starting from the first in each second sequence, is taken as the game information to be displayed. The display style of each game information to be displayed in each second game information group is determined according to the sorting position of each game information to be displayed in each second sequence.
[0279] Optionally, the processor 302 can also be used to divide the game information to be displayed in each second game information group into multiple second game information groups arranged sequentially according to the sorting position of each game information to be displayed in each second sequence. According to the order of each second game information group, the display style of each second game information group is determined, and the display style of each second game information group is used as the display style of each game information to be displayed in that second game information group.
[0280] Optionally, the processor 302 can also be used to acquire at least one target game information and determine the display priority of each target game information.
[0281] Optionally, the processor 302 can also be used to determine whether the sum of the number of each piece of game information to be displayed and the number of each target game information currently displayed conforms to the preset number of game information to be displayed.
[0282] If the conditions are met, display the target game information according to the display priority and display style of each game information to be processed.
[0283] If not, the target game information is determined based on the display priority of each game information to be displayed and the display priority of each target game information, and each target game information is displayed according to its display priority and display style.
[0284] Optionally, the processor 302 can also be used to adjust the display priority of each piece of game information to be processed related to each associated virtual character based on the target distance from the location of each associated virtual character to the location of the current virtual character.
[0285] This application also provides a computer-readable storage medium storing a computer program that, when executed by a processor, can implement the steps in the various method embodiments described above.
[0286] This processor can be used to acquire multiple game information to be processed and determine the display priority of each game information to be processed.
[0287] The game information to be processed includes the attribute information of each virtual character in the virtual scene.
[0288] This processor can be used to determine the game information to be displayed and the display style of each game information to be displayed based on the display priority of each game information to be processed.
[0289] The display style includes: transparency, size, display time, and color.
[0290] This processor can be used to display information about each game to be displayed according to this display style.
[0291] Optionally, the processor can also be used to acquire information about each game to be processed and the function type of each game to be processed in real time. The display priority of each game to be processed is determined according to its function type.
[0292] Optionally, the processor can also be used to obtain the display weight value corresponding to the function of each piece of game information to be processed. Based on the display weight value corresponding to the function of each piece of game information to be processed, the total display weight value of each piece of game information to be processed is determined. Based on the total display weight value of each piece of game information to be processed, the display priority of each piece of game information to be processed is determined.
[0293] Optionally, the processor can also be used to sort the game information to be processed according to their display priority to obtain a first sequence. A first preset number of game information to be processed, starting from the first position, is taken as the game information to be displayed. The display style of each game information to be displayed is determined according to its sorting position in the first sequence.
[0294] Optionally, the processor can also be used to divide the game information to be displayed into multiple first game information groups arranged sequentially according to the sorting position of each game information in the first sequence. Based on the order of each first game information group, the display style of each first game information group is determined, and the display style of each first game information group is used as the display style of each game information to be displayed within that first game information group.
[0295] Optionally, the processor can also be used to divide the game information to be processed into at least one second game information group according to the function type of each game information to be processed. The display priority of each game information to be processed in each second game information group is then determined.
[0296] Optionally, the processor can also be used to acquire the display weight value corresponding to the function of each piece of game information to be processed in each second game information group. Based on the display weight value corresponding to the function of each piece of game information to be processed, the total display weight value of each piece of game information to be processed is determined. The display priority of each piece of game information to be processed in each second game information group is determined based on the total display weight value of each piece of game information to be processed in each second game information group.
[0297] Optionally, the processor can also be used to sort the game information to be processed in each second game information group according to the display priority of each game information to be processed, to obtain at least one second sequence. A second preset number of game information to be processed, starting from the first position in each second sequence, is taken as the game information to be displayed. The display style of each game information to be displayed in each second game information group is determined according to the sorting position of each game information to be displayed in each second sequence.
[0298] Optionally, the processor can also be used to divide the game information to be displayed in each second game information group into multiple sequentially arranged second game information groups according to the sorting position of each game information to be displayed in each second sequence. Based on the order of each second game information group, the display style of each second game information group is determined, and the display style of each second game information group is used as the display style of each game information to be displayed in that second game information group.
[0299] Optionally, the processor can also be used to acquire at least one target game information and determine the display priority of each target game information.
[0300] Optionally, the processor can also be used to determine whether the sum of the number of each piece of game information to be displayed and the number of each target game information currently displayed conforms to the preset number of game information to be displayed.
[0301] If the conditions are met, display the target game information according to the display priority and display style of each game information to be processed.
[0302] If not, the target game information is determined based on the display priority of each game information to be displayed and the display priority of each target game information, and each target game information is displayed according to its display priority and display style.
[0303] Optionally, the processor can also be used to adjust the display priority of each piece of game information to be processed related to each associated virtual character based on the target distance from the location of each associated virtual character to the location of the current virtual character.
[0304] Optionally, this application also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, performs any of the above-described game information display method embodiments.
[0305] In the several embodiments provided by this invention, 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.
[0306] 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.
[0307] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.
[0308] 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 partial steps of the methods of the various embodiments of the present invention. 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.
[0309] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
[0310] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying game information, characterized in that, The method includes: Acquire multiple pieces of game information to be processed and determine the display priority of each piece of game information to be processed. The game information to be processed includes the attribute information of each virtual character in the virtual scene. The display style of each game information to be displayed is determined based on the display priority of each game information to be processed. The display style includes: transparency, size, display time, and color. Display the game information to be displayed according to the specified display style.
2. The game information display method as described in claim 1, characterized in that, The step of acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information to be processed includes: The system acquires each piece of game information to be processed and the function type of each piece of game information to be processed in real time. The function type is used to indicate whether each piece of game information to be processed is persistent information or skipped information, and to indicate the function of each piece of game information to be processed. The display priority of each piece of game information to be processed is determined based on its functional type.
3. The game information display method as described in claim 2, characterized in that, The step of determining the display priority of each piece of game information to be processed based on its functional type includes: The display weight value corresponding to the function of obtaining each of the game information to be processed; The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed. The display priority of each piece of game information to be processed is determined based on the total display weight value of each piece of game information to be processed.
4. The game information display method as described in claim 2, characterized in that, The step of determining the game information to be displayed and the display style of each game information to be displayed based on the display priority of each game information to be processed includes: The game information to be processed is sorted according to the display priority of each game information to be processed to obtain a first sequence; The first preset number of game information to be processed in the first sequence, starting from the first position, is taken as the game information to be displayed. The display style of each piece of game information to be displayed is determined according to its sorting position in the first sequence.
5. The game information display method as described in claim 4, characterized in that, Determining the display style of each piece of game information to be displayed based on its sorting position in the first sequence includes: Based on the sorting position of each game information to be displayed in the first sequence, each game information to be displayed is divided into a plurality of first game information groups arranged in sequence, and each first game information group includes at least one game information to be displayed; Based on the order of each of the first game information groups, the display style of each of the first game information groups is determined, and the display style of each of the first game information groups is used as the display style of each game information to be displayed in the first game information group.
6. The game information display method as described in claim 2, characterized in that, The step of determining the display priority of each piece of game information to be processed based on its functional type includes: Based on the functional type of each piece of game information to be processed, each piece of game information to be processed is divided into at least one second game information group; The display priority of each piece of game information to be processed in each of the second game information groups is determined respectively.
7. The game information display method as described in claim 6, characterized in that, The step of determining the display priority of each piece of game information to be processed in each of the second game information groups includes: Obtain the display weight value corresponding to the function of each piece of game information to be processed in each of the second game information groups; The total display weight value of each piece of game information to be processed is determined based on the display weight value corresponding to the function of each piece of game information to be processed; The display priority of each piece of game information to be processed in each of the second game information groups is determined based on the total display weight value of each piece of game information to be processed in each of the second game information groups.
8. The game information display method as described in claim 6, characterized in that, The step of determining the game information to be displayed and the display style of each game information to be displayed based on the display priority of each game information to be processed includes: Each of the game information to be processed in each of the second game information groups is sorted according to the display priority of each game information to be processed to obtain at least one second sequence; The second preset number of game information to be processed in each of the second sequences, starting from the first position, is taken as the game information to be displayed. The display style of each game information to be displayed in each second game information group is determined according to the sorting position of each game information to be displayed in each second sequence.
9. The game information display method as described in claim 8, characterized in that, The step of determining the display style of each piece of game information to be displayed in each second game information group according to the sorting position of each piece of game information to be displayed in each second sequence includes: Based on the sorting position of each game information to be displayed in each second sequence, each game information to be displayed in each second game information group is divided into multiple second game information groups arranged in sequence, and each second game information group includes at least one game information to be displayed; Based on the order of each of the second game information groups, the display style of each of the second game information groups is determined, and the display style of each of the second game information groups is used as the display style of each game information to be displayed in the second game information group.
10. The game information display method according to any one of claims 1-9, characterized in that, After displaying each piece of game information to be displayed according to the display style, the method further includes: Acquire at least one target game information and determine the display priority of each target game information, wherein the target game information is the game information to be displayed generated after each of the game information to be displayed is displayed; Determine whether the sum of the number of each type of game information to be displayed and the number of each type of target game information currently displayed matches the preset number of game information to be displayed; If the conditions are met, display the target game information according to the display priority and display style of each of the game information to be processed; If not, the target game information is determined according to the display priority of each game information to be displayed and the display priority of each target game information, and each target game information is displayed according to its display priority and display style.
11. The game information display method according to any one of claims 1-9, characterized in that, Each of the aforementioned virtual characters includes the current virtual character and the associated virtual characters of the current virtual character; After acquiring multiple pieces of game information to be processed and determining the display priority of each piece of game information to be processed, the method further includes: Based on the target distance from the location of each associated virtual character to the location of the current virtual character, adjust the display priority of each piece of game information to be processed related to each associated virtual character.
12. A game information display device, characterized in that, The device includes: The acquisition module is used to acquire multiple pieces of game information to be processed and determine the display priority of each piece of game information to be processed. The game information to be processed includes the attribute information of each virtual character in the virtual scene. The determining module is used to determine the game information to be displayed and the display style of each game information to be displayed in the game information to be processed according to the display priority of each game information to be processed. The display style includes: transparency, size, display time, and color. The display module is used to display each of the game information to be displayed according to the display style.
13. A computer device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program that can run on the processor, and when the processor executes the computer program, it implements the steps of the game information display method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the steps of the game information display method according to any one of claims 1 to 11.