A display method and device in a game, electronic equipment and storage medium
By displaying teammates' control commands on the game interface, the problem of low efficiency in learning teammates' operations is solved, enabling players to quickly master the controls.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-01-23
- Publication Date
- 2026-07-31
AI Technical Summary
Players are less efficient at learning from their teammates' controls in the game, as they cannot intuitively understand their teammates' control commands.
By displaying indicator icons corresponding to the control commands received by the target's own virtual character on the graphical user interface, players can intuitively understand their teammates' actions.
It improves the efficiency of players learning from their teammates' actions, enabling players to quickly master the controls.
Smart Images

Figure CN117797474B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to a display method, apparatus, electronic device, and storage medium in a game. Background Technology
[0002] In certain game environments and scenarios, players need to perform special operations to make virtual characters execute special commands to achieve special effects. For example, controlling a virtual character to enter a special location to achieve the goal of attacking without taking damage, or a teammate performing a brilliant move. If players want to learn these operations, they usually learn by observing the virtual actions of the virtual character. Since players can only roughly infer the specific operations through virtual actions, they need to keep trying to confirm them. This results in relatively low learning efficiency for players when learning certain operations. Summary of the Invention
[0003] In view of this, embodiments of this application provide a display method, device, electronic device, and storage medium in a game to improve the learning efficiency of players when learning the operations of their teammates.
[0004] In a first aspect, embodiments of this application provide a display method in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, as well as a controlled virtual character and at least one friendly virtual character located in the game scene. The controlled virtual character and the friendly virtual character belong to the same virtual team. The method includes:
[0005] In response to a first control command for the controlled virtual character, the controlled virtual character is controlled to perform game behavior corresponding to the first control command in the game scene;
[0006] Obtain at least one second control instruction received by the target friendly virtual character, wherein the second control instruction is an instruction triggered by at least one control operation received by the terminal device corresponding to the target friendly virtual character;
[0007] An indicator corresponding to the at least one second control command is displayed on the graphical user interface. The indicator is used to represent control information corresponding to the second control command.
[0008] Secondly, embodiments of this application provide a display device for a game, which provides a graphical user interface via a terminal device. The graphical user interface displays at least a portion of the game scene, as well as a controlled virtual character and at least one friendly virtual character located in the game scene. The controlled virtual character and the friendly virtual character belong to the same virtual team. The device includes:
[0009] An execution unit is configured to respond to a first control command for the controlled virtual character and control the controlled virtual character to perform game behaviors corresponding to the first control command in the game scene;
[0010] The acquisition unit is used to acquire at least one second control instruction received by the target self-owned virtual character, wherein the second control instruction is an instruction triggered by at least one control operation received by the terminal device corresponding to the target self-owned virtual character;
[0011] A display unit is configured to display an indicator corresponding to the at least one second control instruction on the graphical user interface, the indicator being used to represent control information corresponding to the second control instruction.
[0012] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect.
[0013] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of any of the methods described in the first aspect.
[0014] The technical solutions provided by the embodiments of this application may include the following beneficial effects:
[0015] In this application, during gameplay, players can obtain at least one second control command received by their own virtual character and display the corresponding indicator on the graphical user interface. Since the second control command is triggered by the control operation received by the terminal device corresponding to the own virtual character, players can learn which commands their teammates have triggered through the graphical user interface. Players can then learn intuitively through the control information, which helps them quickly master the operation and improves their learning efficiency when learning from their teammates' operations.
[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0017] 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.
[0018] Figure 1 A flowchart illustrating a display method in a game provided in an embodiment of this application;
[0019] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this application;
[0020] Figure 3 A schematic diagram of an icon for a directional control provided in an embodiment of this application;
[0021] Figure 4 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0022] Figure 5 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0023] Figure 6 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0024] Figure 7 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0025] Figure 8 This is a schematic diagram illustrating the content displayed on a terminal corresponding to a target user's virtual character, as provided in an embodiment of this application.
[0026] Figure 9 A schematic diagram illustrating the content displayed on a terminal corresponding to another target self-player virtual character provided in this application embodiment;
[0027] Figure 10 A schematic diagram illustrating the content displayed on a terminal corresponding to a controlled virtual character, as provided in an embodiment of this application;
[0028] Figure 11 A schematic diagram illustrating the content displayed on a terminal corresponding to another controlled virtual character provided in this application embodiment;
[0029] Figure 12 A schematic diagram illustrating the content displayed on a terminal corresponding to another controlled virtual character provided in this application embodiment;
[0030] Figure 13A schematic diagram of the structure of a display device in a game provided in an embodiment of this application;
[0031] Figure 14 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0032] 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. 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 represents selected embodiments of this 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.
[0033] Figure 1 This is a flowchart illustrating a display method in a game provided by an embodiment of this application. A graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of the game scene, a controlled virtual character, and at least one friendly virtual character located within the game scene. The controlled virtual character and the friendly virtual character belong to the same virtual team. Figure 1 As shown, the method includes the following steps:
[0034] Step 101: Respond to the first control command for the controlled virtual character, and control the controlled virtual character to perform game behavior corresponding to the first control command in the game scene.
[0035] Step 102: Obtain at least one second control instruction received by the target friendly virtual character, wherein the second control instruction is an instruction triggered by at least one control operation received by the terminal device corresponding to the target friendly virtual character.
[0036] Step 103: Display an indicator corresponding to the at least one second control instruction on the graphical user interface. The indicator is used to represent control information corresponding to the second control instruction.
[0037] Specifically, players can control the virtual character via the control device where the graphical user interface is located. For example, when the graphical user interface is a mobile phone screen, players can control the virtual character through that phone. Before or during the game, the virtual character can team up with other virtual characters. After teaming up, the virtual character and the other virtual characters in the virtual team become teammates. These other virtual characters in the virtual team can be called allied virtual characters. Allied virtual characters are virtual characters controlled through other terminals; that is, each allied virtual character corresponds to one terminal, and the player can use the terminal to interact with their corresponding allied virtual character. Sending control commands causes the player's virtual character to perform corresponding game actions in the game scene. When sending control commands to the virtual character via the terminal, the player can send one second control command at a time, in which case the virtual character performs a single game action. The player can also send multiple second control commands at once, in which case the virtual character performs multiple game actions simultaneously based on the multiple second control commands. For example, if the player sends a control command to move forward and also triggers a control command to jump, the virtual character will perform the game actions of moving forward and jumping.
[0038] Both the controlled virtual character and the player's virtual character can be controlled through a corresponding terminal. Taking the controlled virtual character as an example, the graphical user interface of the terminal used to control the controlled virtual character displays various game controls. Game controls can be used to issue corresponding game commands. For example, game controls can include controls for controlling the controlled virtual character to perform virtual actions, such as controls for attack actions, jump actions, and running actions. These controls can issue game commands to the controlled virtual character to execute corresponding virtual actions. Game controls also include controls for issuing other types of game commands, such as direction controls for issuing directional game commands. Under the control of the direction game command, the controlled virtual character moves in the direction indicated by the direction control. If this is combined with a game command issued by the running action control, the controlled virtual character moves in a running posture in the direction indicated by the direction control. Game controls also include controls for viewing the inventory, controls for viewing the equipment or status of other virtual characters, etc. The terminal corresponding to the player's virtual character also includes the aforementioned controls.
[0039] It should be noted that the first and second control commands include not only commands triggered by controls, but also commands issued through touch operations. For example, operations such as adjusting the field of view by swiping the screen can also serve as control commands, or commands to expand or shrink scalable content such as the field of view, game scene, or map through gestures or multi-finger swipes. Control commands can also be included that are triggered by voice control of virtual characters or target controls. The specific triggering methods and command types of the first and second control commands can be set according to actual needs and are not specifically limited here. Furthermore, when displaying the indicator of the second control command on the graphical user interface, if it is triggered by a control, the indicator corresponding to that control is displayed; if it is triggered by a gesture or swipe operation, the indicator corresponding to that gesture or swipe operation is displayed; if it is triggered by voice, the indicator corresponding to the voice is displayed, and the voice is played through that indicator or other controls.
[0040] To enable players to know which game commands other players have triggered, after the terminal device corresponding to the target virtual character receives a command triggered by at least one control operation, the command is sent to the terminal corresponding to the controlled virtual character. The control information corresponding to the command is then displayed as an indicator on the graphical user interface. Since the second control command is triggered by the control operation received by the terminal device corresponding to the target virtual character, players can learn which commands their teammates have triggered through the graphical user interface. Players can then learn intuitively through the control information, which helps them quickly master the operation methods and improves their learning efficiency when learning from their teammates' operations.
[0041] It should be noted that control commands executed by the terminal device corresponding to the target virtual character can be sent from the server to the terminal corresponding to the controlled virtual character, and then the control information corresponding to the control command can be displayed on the graphical user interface. Alternatively, control commands can be sent to the terminal corresponding to the controlled virtual character in other ways. For example, if the terminal device corresponding to the target virtual character and the terminal corresponding to the controlled virtual character are on the same local area network, they can be sent through the local area network. Of course, control commands can also be sent directly to the terminal corresponding to the controlled virtual character. For example, when the terminal device corresponding to the target virtual character and the terminal corresponding to the controlled virtual character are close to each other, control commands can be sent to the terminal corresponding to the controlled virtual character via Bluetooth. The method for obtaining at least one second control command received by the target virtual character can be set according to actual needs and is not specifically limited here.
[0042] In one feasible implementation, each of the self-owned virtual characters is configured with a corresponding first operation observation control. When performing the step of obtaining at least one second control instruction received by the target self-owned virtual character, the at least one second control instruction is obtained in response to the triggering operation of the target first operation observation control configured for the target self-owned virtual character when the target self-owned virtual character is within the field of vision of the controlled virtual character.
[0043] Specifically, during the game, in order to facilitate the player controlling the virtual character to learn from the actions of their teammates, a corresponding first operation observation control is configured for each virtual character. When a target virtual character appears in the field of vision of the controlled virtual character, the first operation observation control configured for the target virtual character can be triggered. At this time, the control command received by the terminal controlling the target virtual character can be obtained, so that the control information corresponding to the control command can be displayed on the graphical user interface of the controlled virtual character for the player to learn.
[0044] Figure 2 This is a schematic diagram of a graphical user interface provided in an embodiment of this application. After a player clicks on the target first operation observation control configured for the target friendly virtual character, if the game command issued by the player controlling the target friendly virtual character through the terminal to the target friendly virtual character is attack, sidestep, or move forward, then... Figure 2 As shown, the graphical user interface corresponding to the controlled virtual character displays the control information for the attack control, the side-stepping control, and the direction control. The control information for the direction control also displays the current orientation indicated by the direction control. Figure 3 A schematic diagram of an icon for a directional control provided in an embodiment of this application, such as... Figure 3 As shown within the dashed box, the direction control is currently pointing to move forward. Figure 2 and Figure 3 The information for the controls is their icons.
[0045] It should be noted that, Figure 2 and Figure 3 Using control icons as indicators is only one feasible solution. Text, graphics, or animations can also be used as indicators. The specific form of the indicator can be set according to actual needs, and no specific restrictions are made here.
[0046] In a feasible implementation plan Figure 4 A schematic diagram of another graphical user interface provided in the embodiments of this application, such as... Figure 4As shown, the first operation observation control is bound to and follows the corresponding friendly virtual character, and the indicator is bound to and follows the target friendly virtual character.
[0047] Specifically, such as Figure 4 As shown, the first operation observation control is displayed at a fixed position around the player's virtual character, such as above or to the side of the head, and moves with the player's virtual character. This allows the player to quickly find the first operation observation control corresponding to the virtual character they want to observe, and as shown... Figure 2 As shown, the control icons displayed on the graphical user interface also move along with the target player's virtual character, making it easier for the player to observe the actions of their teammates.
[0048] In one feasible implementation, the control information includes control icons. When performing the step of displaying the indicator corresponding to the at least one second control instruction on the graphical user interface, the control icons corresponding to the at least one second control instruction simultaneously received by the target friendly virtual character at the current moment are displayed in the graphical user interface in the form of an icon group.
[0049] Specifically, whether it's the controlled virtual character or the player's own virtual character, the player can issue game commands to the virtual character through at least one control. For example, a player can simultaneously use two controls to issue game commands to the corresponding virtual character. For instance, while controlling the virtual character to run using the directional controls, the player can use the backpack control to view the backpack. In this case, the game commands from both controls can be considered as simultaneously executed game commands at that moment. If the player stops clicking the backpack control but continues to control the virtual character's movement using the directional controls, then the simultaneously executed game commands only include those issued by the directional controls. Alternatively, if the player issues an attack command to the virtual character using the attack control, and the virtual character performs a virtual action of moving and attacking simultaneously, then the game commands issued by both the directional and attack controls are considered as simultaneously executed game commands at that moment. In other words, if the directional controls are always in a triggered state, and the player triggers two other controls during this process, then two sets of simultaneously executed game commands are generated. Alternatively, game commands can be issued when two controls are triggered simultaneously, such as when a jump control and an attack control are triggered at the same time. In this case, the game commands of these two controls can also be used as game commands executed simultaneously at the current moment. That is to say, game commands that can be executed at the same time, regardless of whether the two game commands are triggered one after the other or simultaneously, can be used as game commands executed simultaneously at the current moment as long as the two game commands can be executed simultaneously by the terminal. For the implementation methods of triggering three or four game commands simultaneously, please refer to the implementation scheme of triggering two game commands simultaneously, which will not be elaborated here.
[0050] In one feasible implementation, the graphical user interface displays control icons corresponding to at least one group of icons. The second control instructions corresponding to the control icons belonging to the same group of icons are executed simultaneously by the target virtual character in the game scene, and the second control instructions corresponding to the control icons belonging to different groups of icons are executed by the target virtual character at different times in the game scene.
[0051] Specifically, during the game, the terminal corresponding to the target virtual character may receive only one control command at a time. In this case, the graphical user interface of the terminal corresponding to the controlled virtual character will display the control icon corresponding to the control command as an icon group. If the terminal corresponding to the target virtual character receives at least two game commands at the same time, the control icons corresponding to these at least two game commands will be displayed as an icon group on the graphical user interface of the terminal corresponding to the controlled virtual character.
[0052] Figure 5 This is a schematic diagram of another graphical user interface provided in an embodiment of this application. For the terminal corresponding to the target virtual character, different control commands will be received at different times. For example, the control command at the first time corresponds to a first control, and the first control icon corresponding to the first control is displayed on the graphical user interface. At this time, the first control icon is a first icon group. The control command at the second time corresponds to a first control and a second control, and the first control icon corresponding to the first control and the second control icon corresponding to the second control are displayed on the graphical user interface. At this time, the first control icon and the second control icon are a second icon group. Figure 5 As shown, if the system is configured to display two icon groups simultaneously, then the graphical user interface can display both the first and second icon groups at the same time. Players can then interact with the interface as follows: Figure 5 The display method shown allows players to directly observe their own player's continuous actions and which controls are triggered simultaneously with each action, making it easier for players to learn.
[0053] In one feasible implementation, the control icons belonging to the same icon group are connected by a preset symbol, and the control icons corresponding to multiple icon groups are arranged and displayed in a preset direction according to the order of the triggering time of the corresponding second control instruction. A preset identifier is displayed at the control icon corresponding to the most recently displayed icon group.
[0054] Specifically, such as Figure 5 As shown, icons belonging to the same icon group can be connected by "+", and the icon groups can be arranged in a right-to-left or left-to-right order. For example, the icon group corresponding to the previously triggered control can be placed to the left or right of the icon group corresponding to the subsequently triggered control.
[0055] Furthermore, in order to make it easier for players to observe the icon group corresponding to the newly triggered control, the control icon corresponding to the icon group needs to be marked. Of course, the icon group can also be marked directly, for example, by using the preset label "NEW" or other preset labels. The content displayed in the above way can make it easier for players to observe.
[0056] In one feasible implementation, in order to distinguish the operations of teammates with different indices, for each icon group, the control icons included in the icon group are rendered with a color corresponding to the number of icons in the icon group, wherein different numbers of icons correspond to different colors.
[0057] Specifically, teammates may perform single-finger, two-finger, or three-finger operations at the same time. Different colors can be used to distinguish between different operation levels. For example, white is used for single-finger operations, red for two-finger operations, purple for three-finger operations, and gold for four-finger operations, so that players can distinguish between different operations.
[0058] In one feasible implementation, for a continuous instruction that needs to be continuously executed in the second control instruction, the continuous instruction is considered an instruction when the state indicated by the continuous instruction does not change.
[0059] Specifically, if only one control is currently triggered on the terminal corresponding to the target virtual character, and the control command issued by that control is a continuous command, such as controlling the target virtual character to move forward continuously via a directional control, and the state indicated by this continuous command does not change during this process, then only one icon group will be displayed on the graphical user interface corresponding to the controlled virtual character. This icon group only includes the control icon of that control. For example, if a player continuously controls the target virtual character to move forward continuously for 5 seconds via a directional control, and the player does not issue any other game commands via other controls during these 5 seconds, then only one icon group will be displayed on the graphical user interface corresponding to the controlled virtual character, and this icon group only includes the control icon corresponding to the directional control. Figure 3 As shown, the control icon also displays a marker to indicate forward movement.
[0060] If the state indicated by the continuous command changes—for example, if a player continuously controls a target virtual character to move forward for 5 seconds using the directional controls, and then reverses the direction of the directional controls after 5 seconds—the target virtual character's movement direction will also change. If the graphical user interface corresponding to the controlled virtual character can display two icon groups, then one group will include the icon corresponding to the directional controls, showing the direction the directional controls indicated before the reversal. The other group will also include the icon corresponding to the directional controls, showing the direction the directional controls indicated after the reversal. This allows players to observe the detailed actions of their teammates.
[0061] like Figure 5 As shown, the first icon group includes the control icon corresponding to the continuous command. The control command corresponding to the first icon group occurs before the control command corresponding to the second icon group. If the state indicated by the continuous command does not change, but other control commands are added during the execution of the continuous command, such as the control command corresponding to the second icon in the second icon group, then the graphical user interface corresponding to the controlled virtual character will display... Figure 5 The first icon group and the second icon group. If the control command corresponding to the second icon group occurs before the control command corresponding to the first icon group, and the state indicated by the continuous command has not changed, if teammates no longer trigger the control corresponding to the second icon, only the control corresponding to the first icon will be continuously triggered in the next moment, and the first icon group will only include the first icon.
[0062] by Figure 5 Based on the above, if a player triggers the third control first and then the second control during the process where the state indicated by the continuous command corresponding to the first icon has not changed, then the first icon group includes the control icons corresponding to the first and third controls, and the second icon group includes the first icon and the second icon.
[0063] In one feasible implementation, the continuous instructions include continuous movement instructions and continuous attack instructions; when the angle change of the movement direction indicated by the continuous movement instruction is within a preset angle change range, it indicates that the state indicated by the continuous movement instruction has not changed; when the time interval between two continuous attack instructions is within a preset time interval range, it indicates that the state indicated by the continuous attack instruction has not changed.
[0064] In a feasible implementation plan Figure 6 A schematic diagram of another graphical user interface provided in the embodiments of this application, such as... Figure 6As shown, after the control icon is displayed on the graphical user interface, a second operation observation control is also displayed on the graphical user interface. In response to the trigger operation of the second operation observation control, the candidate icon group of the target friendly virtual character within a preset time range from the current time is displayed on the graphical user interface in a preset direction and order.
[0065] Specifically, to observe the recent actions of the target virtual character, the graphical user interface (GUI) can display a second action observation control after displaying the control icons. Upon triggering the second action observation control, the actions of the target virtual character within a preset time range are displayed as candidate icon groups on the GUI. These candidate icon groups connect all actions of the teammate within the preset time range. For example, in chronological order, the icons corresponding to the game commands issued simultaneously by the teammate at the first moment include the second, third, and fourth icons, forming a candidate icon group. The icons corresponding to the game commands issued simultaneously at the second moment include the first icon, forming a candidate icon group. The icons corresponding to the game commands issued simultaneously at the third moment include the first and second icons, forming a candidate icon group. The GUI for the controlled virtual character can then display these icons from top to bottom, right to left. If only two icons are displayed per column, the specific display method is as follows: Figure 7 As shown, Figure 7 A schematic diagram of another graphical user interface provided in the embodiments of this application, such as... Figure 7 As shown, through Figure 7 The display method allows players to connect all their actions within the three consecutive moments mentioned above.
[0066] In one feasible implementation, the second operation observation control follows and binds to the target friendly virtual character.
[0067] Specifically, the second operation observation control moves along with the target player's virtual character, allowing players to quickly locate the second operation observation control.
[0068] In one feasible implementation, when the candidate icon group includes a target icon group that triggers a preset event, the target icon group is marked.
[0069] Specifically, marking the target icon group that triggers the preset event in the candidate icon group makes it easier for players to observe which candidate icon group is the target icon group that triggers the preset event. For example, when the candidate icon group includes the operation of a teammate killing an enemy, the target icon group consisting of the control icons corresponding to the control used by the teammate when performing the operation is marked with a preset identifier, and the marking can be highlighted.
[0070] It should be noted that preset events include, but are not limited to: kills, completing specific events (such as jumping to a specific location), etc. Specific preset events can be set according to actual needs, and no specific restrictions are made here.
[0071] In one feasible implementation, the graphical user interface further displays playback control controls corresponding to each of the candidate icon groups. In response to a trigger operation on the target playback control, a playback window is displayed on the graphical user interface. The playback window is used to play the operation screen of the terminal device corresponding to the target self-player virtual character when executing the target instruction. The target instruction is the game instruction corresponding to the candidate icon group corresponding to the target playback control.
[0072] Specifically, each candidate icon group is configured with a corresponding playback control. After the target playback control is triggered, the target candidate icon group corresponding to the target playback control is determined. The operation screen of the terminal device corresponding to the target virtual character when executing the control command corresponding to the target candidate icon group is displayed on the graphical user interface. For example, the graphical user interface displays three candidate icon groups: the first candidate icon group, the second candidate icon group, and the third candidate icon group. The first candidate icon group includes the first control and the second control. If the player selects the playback control corresponding to the first candidate icon group, the playback screen displayed on the graphical user interface is the game screen of the teammate when triggering the first control and the second control. The game screen includes the first control and the second control so that the player can learn the operation from the perspective of the teammate.
[0073] In one feasible implementation, the control corresponding to the target instruction is marked with a preset identifier when triggered.
[0074] For details, please refer to the screen display method in the screen recording.
[0075] In one feasible implementation, the control corresponding to the target instruction is virtually triggered using a virtual finger when it is activated.
[0076] Specifically, demonstrating the control corresponding to the target command when it is triggered through a virtual finger allows players to observe more intuitively.
[0077] To facilitate understanding of this application, the following detailed description is provided through exemplary means. In the following example, the indicator is a control icon. The control icon displayed on the terminal corresponding to the controlled virtual character and the corresponding control icon on the terminal corresponding to the target virtual character have the same style. The following is a detailed description.
[0078] Figure 8 This is a schematic diagram illustrating the content displayed on a terminal corresponding to a target user's virtual character, as provided in an embodiment of this application. Figure 9 This is an illustration of another type of content displayed on a terminal corresponding to a target virtual character provided in this application embodiment, such as... Figure 8 and Figure 9 As shown, the controls displayed on the terminal corresponding to the target's own virtual character include directional controls, backpack controls, attack controls, jump controls, crawl controls, and crouch controls. The directional controls also display the direction indicated by the current directional control when the player touches it. After receiving the control command corresponding to the direction, the terminal corresponding to the target's own virtual character controls the target's own virtual character to move in that direction.
[0079] like Figure 8 As shown, in the first moment, while a teammate is controlling the target virtual character to move in the first direction indicated by the direction control, and clicks the backpack control, the contents of the backpack will be displayed on the screen as the terminal corresponding to the target virtual character controls the target virtual character to move in the first direction. The first direction is as follows: Figure 8 The direction indicated by the center direction control is shown. Figure 10 This is a schematic diagram illustrating the content displayed on a terminal corresponding to a controlled virtual character, provided in an embodiment of this application. When the target friendly virtual character is within the field of view of the controlled virtual character, the player clicks on the first operation observation control located at the head of the target friendly virtual character (see reference for specific style). Figure 4 As shown in the image, the content displayed on the terminal corresponding to the controlled virtual character at this time is as follows: Figure 10 As shown, Figure 10 The control icons in the text include the control icons for the direction control and the backpack control. Figure 10 The two control icons displayed in the image are... Figure 8 The icons for the center direction control and the backpack control have the same style, and... Figure 10 The directional control icon in the text also displays the first direction indicated by the directional control. Figure 10 The control icons displayed in the image form an icon group. Two control icons in this group are connected by a "+". Since the control icon in this group is the most recently triggered, the group is marked with the default identifier "NEW".
[0080] like Figure 9 As shown, at the second moment, while a teammate is controlling the target virtual character to move in the second direction indicated by the direction control, and clicks the jump control, the terminal corresponding to the target virtual character will control the target virtual character to jump while moving in the second direction. The second direction is as follows: Figure 9 The direction indicated by the center direction control is shown. Figure 11 This is a schematic diagram illustrating the content displayed on a terminal corresponding to another controlled virtual character provided in this application embodiment. The content displayed on the terminal corresponding to the controlled virtual character is as follows: Figure 11 As shown, relative to Figure 10 , Figure 11 The newly added control icons include icons for the direction control and the jump control. Figure 11 The two control icons displayed in the image are... Figure 8 The icons for the center direction control and the jump control have the same style, and... Figure 11 The directional control icon in the text also displays a second direction indicated by the directional control. Figure 11 It includes two icon groups. One icon group consists of a direction control and a backpack control, where the direction control indicates the first direction. The other icon group consists of a direction control and a jump control, where the direction control indicates the second direction. The direction control and the jump control are also connected by a "+". Since the direction control and jump control are the most recently triggered, this icon group is marked with the preset label "NEW". The preset label previously displayed on the icon group consisting of the direction control and backpack control is no longer displayed.
[0081] like Figure 10 and Figure 11 As shown, due to Figure 10 and Figure 11 Both icon groups contain two controls, therefore... Figure 10 and Figure 11 In this context, the control icons or their background colors within two icon groups are rendered the same, for example, both in light green or another color. This color does not affect the player's ability to see the icons. Alternatively, the background color of the entire icon group can be rendered the same. For clarity, different fill patterns are used to represent different colors, and the background color of the icon group is rendered accordingly. Figure 10 and Figure 11 Filling both icon groups with the same fill pattern means rendering both icon groups in the same color.
[0082] refer to Figure 9As shown, when the second direction indicated by the direction control remains unchanged, at the third moment, a teammate simultaneously triggers both the attack and jump controls. At this time, the terminal corresponding to the target teammate's virtual character controls the target teammate's virtual character to jump and attack while moving in the second direction. Figure 12 This is a schematic diagram illustrating the content displayed on a terminal corresponding to another controlled virtual character provided in this application embodiment. The content displayed on the terminal corresponding to the controlled virtual character is as follows: Figure 12 As shown, relative to Figure 11 , Figure 12 The newly added control icons include icons for the direction control, jump control, and attack control. For detailed explanations, please refer to [link / reference needed]. Figure 10 The relevant explanation is due to Figure 12 The number of control icons included in the icon group corresponding to the third moment in the middle. Figure 10 , Figure 11 The middle icon group contains a different number of control icons, therefore it uses a different fill pattern than the previous two icon groups to indicate that... Figure 12 The icon group corresponding to the third moment is rendered in a different color than the icon groups corresponding to the first and second moments.
[0083] Figure 13 This is a schematic diagram of a display device in a game provided by an embodiment of this application. A graphical user interface is provided through a terminal device. The graphical user interface displays at least a portion of the game scene, as well as a controlled virtual character and at least one friendly virtual character located within the game scene. The controlled virtual character and the friendly virtual character belong to the same virtual team. Figure 13 As shown, the device includes:
[0084] The execution unit 1301 is configured to respond to a first control command for the controlled virtual character and control the controlled virtual character to perform game behavior corresponding to the first control command in the game scene;
[0085] The acquisition unit 1302 is used to acquire at least one second control instruction received by the target self-owned virtual character, wherein the second control instruction is an instruction triggered by at least one control operation received by the terminal device corresponding to the target self-owned virtual character;
[0086] Display unit 1303 is used to display an indicator corresponding to the at least one second control instruction on the graphical user interface, the indicator being used to represent control information corresponding to the second control instruction.
[0087] In one feasible implementation, each of the aforementioned friendly virtual characters is configured with a corresponding first operation observation control. The acquisition unit, when acquiring at least one second control instruction received by the target friendly virtual character, includes:
[0088] When the target friendly virtual character is within the field of vision of the controlled virtual character, the system responds to a trigger operation of the target first operation observation control configured for the target friendly virtual character and acquires the at least one second control instruction.
[0089] In one feasible implementation, the first operation observation control is bound to the corresponding friendly virtual character, and the indicator is bound to the target friendly virtual character.
[0090] In one feasible implementation, the control information includes control icons, and the display unit, used to display an indicator corresponding to the at least one second control command on the graphical user interface, includes:
[0091] The control icons corresponding to at least one second control command simultaneously received by the target's own virtual character at the current moment are displayed on the graphical user interface in the form of an icon group.
[0092] In one feasible implementation, the graphical user interface displays control icons corresponding to at least one group of icons. The second control instructions corresponding to the control icons belonging to the same group of icons are executed simultaneously by the target virtual character in the game scene, and the second control instructions corresponding to the control icons belonging to different groups of icons are executed by the target virtual character at different times in the game scene.
[0093] In one feasible implementation, the control icons belonging to the same icon group are connected by a preset symbol, and the control icons corresponding to multiple icon groups are arranged and displayed in a preset direction according to the order of the triggering time of the corresponding second control instruction. A preset identifier is displayed at the control icon corresponding to the most recently displayed icon group.
[0094] In one feasible implementation, the display unit is further configured to:
[0095] For each icon group, the control icons included in the icon group are rendered in a color corresponding to the number of icons, where different numbers of icons correspond to different colors.
[0096] In one feasible implementation, for a continuous instruction that needs to be continuously executed in the second control instruction, the continuous instruction is considered an instruction when the state indicated by the continuous instruction does not change.
[0097] In one feasible implementation, the persistent instructions include persistent movement instructions and persistent attack instructions;
[0098] When the angle change of the movement direction indicated by the continuous movement command is within the preset angle change range, it indicates that the state indicated by the continuous movement command has not changed.
[0099] When the time interval between two continuous attack commands is within a preset time interval range, it indicates that the state indicated by the continuous attack command has not changed.
[0100] In one feasible implementation, after the control icon is displayed on the graphical user interface, a second operation observation control is also displayed on the graphical user interface, and the display unit is further configured to:
[0101] In response to a trigger operation on the second operation observation control, the candidate icon group of the target friendly virtual character that is within a preset time range from the current time is displayed on the graphical user interface in a preset direction and order.
[0102] In one feasible implementation, the second operation observation control follows and binds to the target friendly virtual character.
[0103] In one feasible implementation, when the candidate icon group includes a target icon group that triggers a preset event, the target icon group is marked.
[0104] In one feasible implementation, the graphical user interface further displays playback control controls corresponding to each of the candidate icon groups, and the display unit is further used for:
[0105] In response to a trigger operation on the target playback control, a playback window is displayed on the graphical user interface. The playback window is used to play the operation screen of the terminal device corresponding to the target virtual character when executing the target instruction. The target instruction is the game instruction corresponding to the candidate icon group corresponding to the target playback control.
[0106] In one feasible implementation, the control corresponding to the target instruction is marked with a preset identifier when triggered.
[0107] In one feasible implementation, the control corresponding to the target instruction is virtually triggered using a virtual finger when it is activated.
[0108] For details on the principles behind the display devices in the game, please refer to the detailed explanation of the display methods in the game; they will not be explained in detail here.
[0109] Figure 14A schematic diagram of an electronic device provided in this application embodiment includes: a processor 1401, a storage medium 1402, and a bus 1403. The storage medium 1402 stores machine-readable instructions executable by the processor 1401. When the electronic device runs the display method in the game described above, the processor 1401 communicates with the storage medium 1402 through the bus 1403, and the processor 1401 executes the machine-readable instructions to perform the method shown above.
[0110] For details on the specific implementation methods, steps, and principles, please refer to the above explanation of the methods; they will not be repeated here.
[0111] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the methods and steps shown in the above-described method.
[0112] For details on the specific implementation methods, steps, and principles, please refer to the above explanation of the methods; they will not be repeated here.
[0113] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0114] 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.
[0115] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0116] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0117] 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. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0118] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.
Claims
1. A display method in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene, a controlled virtual character and at least one friendly virtual character located within the game scene, the controlled virtual character and the friendly virtual character belonging to the same virtual team. In response to a first control command for the controlled virtual character, the controlled virtual character is controlled to perform game behavior corresponding to the first control command in the game scene; Obtain at least one second control instruction received by the target friendly virtual character, wherein the second control instruction is an instruction triggered by at least one control operation received by the terminal device corresponding to the target friendly virtual character; An indicator corresponding to the at least one second control command is displayed on the graphical user interface. The indicator is used to represent control information corresponding to the second control command.
2. The display method as described in claim 1, characterized in that, Each of the aforementioned friendly virtual characters is configured with a corresponding first operation observation control, and the acquisition of at least one second control instruction received by the target friendly virtual character includes: When the target friendly virtual character is within the field of vision of the controlled virtual character, the system responds to a trigger operation of the target first operation observation control configured for the target friendly virtual character and acquires the at least one second control instruction.
3. The display method as described in claim 2, characterized in that, The first operation observation control is bound to and follows the corresponding friendly virtual character, and the indicator is bound to and follows the target friendly virtual character.
4. The display method as described in claim 1, characterized in that, The control information includes control icons, and the display of an indicator corresponding to the at least one second control command on the graphical user interface includes: The control icons corresponding to at least one second control command simultaneously received by the target's own virtual character at the current moment are displayed on the graphical user interface in the form of an icon group.
5. The display method as described in claim 4, characterized in that, The graphical user interface displays control icons corresponding to at least one group of icons. The second control instructions corresponding to control icons belonging to the same group of icons are executed simultaneously by the target virtual character in the game scene, and the second control instructions corresponding to control icons belonging to different groups of icons are executed by the target virtual character at different times in the game scene.
6. The display method as described in claim 5, characterized in that, The control icons belonging to the same icon group are connected by a preset symbol. The control icons corresponding to multiple icon groups are arranged and displayed in a preset direction according to the order of the trigger time of the corresponding second control command. The control icon corresponding to the most recently displayed icon group is marked with a preset identifier.
7. The display method as described in claim 5, characterized in that, The method further includes: For each icon group, the control icons included in the icon group are rendered in a color corresponding to the number of icons, where different numbers of icons correspond to different colors.
8. The display method as described in claim 1, characterized in that, For a continuous instruction that needs to be continuously executed in the second control instruction, the continuous instruction is a single instruction when the state indicated by the continuous instruction does not change.
9. The display method as described in claim 8, characterized in that, The continuous commands include continuous movement commands and continuous attack commands; When the angle change of the movement direction indicated by the continuous movement command is within the preset angle change range, it indicates that the state indicated by the continuous movement command has not changed. When the time interval between two continuous attack commands is within a preset time interval range, it indicates that the state indicated by the continuous attack command has not changed.
10. The display method as described in claim 4, characterized in that, After displaying the control icon on the graphical user interface, a second operation observation control is also displayed on the graphical user interface. The method further includes: In response to a trigger operation on the second operation observation control, the candidate icon group of the target friendly virtual character that is within a preset time range from the current time is displayed on the graphical user interface in a preset direction and order.
11. The display method as described in claim 10, characterized in that, The second operation observation control follows and binds to the target friendly virtual character.
12. The display method as described in claim 10, characterized in that, When the candidate icon group includes a target icon group that triggers a preset event, the target icon group is marked.
13. The display method as described in claim 10, characterized in that, The graphical user interface also displays playback control controls corresponding to each of the candidate icon groups, and the method further includes: In response to a trigger operation on the target playback control, a playback window is displayed on the graphical user interface. The playback window is used to play the operation screen of the terminal device corresponding to the target virtual character when executing the target instruction. The target instruction is the game instruction corresponding to the candidate icon group corresponding to the target playback control.
14. The display method as described in claim 13, characterized in that, The control corresponding to the target instruction is marked with a preset identifier when it is triggered.
15. The display method as described in claim 13, characterized in that, When the control corresponding to the target instruction is triggered, a virtual finger is used to demonstrate the virtual triggering.
16. A display device for a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene, and a controlled virtual character and at least one friendly virtual character located in the game scene, the controlled virtual character and the friendly virtual character belonging to the same virtual team, the device comprising: An execution unit is configured to respond to a first control command for the controlled virtual character and control the controlled virtual character to perform game behaviors corresponding to the first control command in the game scene; The acquisition unit is used to acquire at least one second control instruction received by the target self-owned virtual character, wherein the second control instruction is an instruction triggered by at least one control operation received by the terminal device corresponding to the target self-owned virtual character; A display unit is configured to display an indicator corresponding to the at least one second control instruction on the graphical user interface, the indicator being used to represent control information corresponding to the second control instruction.
17. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the display method in the game as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that is executed by a processor to perform the steps of the display method in the game as described in any one of claims 1 to 15.