Interface display control method and device, equipment and medium
By dynamically adjusting the display position of the first prompt identifier in the graphical user interface, in response to the interactive behavior of the virtual object, the problem of cumbersome viewing of virtual object information is solved, the interaction efficiency is improved and the consumption of computing resources is reduced.
Patent Information
- Application Number
- CN202311133857.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-04
- Publication Date
- 2025-03-04
AI Technical Summary
In the prior art, the relevant information of virtual objects is fixedly displayed on the virtual model, resulting in a cumbersome process of performing viewing angle conversion operations in the virtual environment to view information, reducing interaction efficiency and increasing the consumption of computing resources.
By responding to the interactive behavior between the controlled virtual object and the target object in the graphical user interface, the identification display position of the first prompt identifier is dynamically determined so that it changes with the presentation method of the target object, thereby displaying the attribute parameters of the target object in the graphical user interface.
The operation process of viewing target object attribute parameters is simplified, interactive efficiency is improved, and computing resource consumption is reduced.
Smart Images

Figure CN119548812A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer application technology, and in particular to an interface display control method, device, equipment and medium. Background Art
[0002] At present, there are more and more interactive ways of games. Users can control the movement of virtual objects in the game, control virtual objects to use virtual props provided in the virtual environment, and use various virtual skills or virtual props to attack (or demolish or destroy) virtual objects in the virtual environment.
[0003] Typically, a graphical user interface is displayed on a game client, and the graphical user interface may include a scene screen corresponding to the virtual environment, and virtual objects and virtual objects may be displayed in the scene screen in the form of virtual models.
[0004] In the related art, relevant information of a virtual object is usually displayed at a fixed position on the virtual model. For a virtual object that is large in size or close in distance, if a user wants to view relevant information of the virtual object, it is necessary to perform a perspective conversion operation in the virtual environment to adjust the field of view so that the relevant information of the virtual object can be displayed in the field of view.
[0005] The above operation process is cumbersome and has low interaction efficiency, resulting in increased computing resources. Summary of the invention
[0006] In view of this, the embodiments of the present application provide at least one interface display control method, device, equipment and medium to overcome at least one of the above-mentioned defects.
[0007] In a first aspect, an exemplary embodiment of the present application provides an interface display control method, which provides a graphical user interface through a terminal device, and displays at least part of a virtual scene on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The method includes: in response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and / or controlling and adjusting the perspective of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface; when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, determining an identification display position in the graphical user interface based on the presentation method of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior for adjusting the first attribute parameter, and the identification display position changes with the change of the presentation method; and displaying a first prompt identification indicating the first attribute parameter of the target object at the identification display position.
[0008] In a second aspect, an embodiment of the present application further provides an interface display control device, which provides a graphical user interface through a terminal device, and displays at least part of a virtual scene on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The device includes: an update module, which controls the controlled virtual object to move in the virtual scene and / or controls and adjusts the perspective of the controlled virtual object in response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, and updates the virtual scene content presented in the graphical user interface; a position determination module, which determines an identification display position in the graphical user interface based on the presentation mode of the target object in the graphical user interface in response to a specified interaction behavior between the controlled virtual object and the target object when the target object appears in the graphical user interface, wherein the specified interaction behavior includes a game behavior for adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a display control module, which displays a first prompt identification indicating the first attribute parameter of the target object at the identification display position.
[0009] In a third aspect, an embodiment of the present application also provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned interface display control method.
[0010] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned interface display control method are executed.
[0011] The interface display control method, apparatus, device and medium provided in the embodiments of the present application effectively simplify the operation process of viewing the attribute parameters of the target object by changing the display position of the first prompt identifier as the presentation method of the target object in the graphical user interface changes, thereby improving the interaction efficiency and reducing the consumption of computing resources.
[0012] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0014] Figure 1 and Figure 2 A schematic diagram of an interface for displaying a health value icon in the related art is shown;
[0015] Figure 3 A flowchart showing an interface display control method provided by an exemplary embodiment of the present application is shown;
[0016] Figure 4 A flowchart showing steps of determining a display area of a target object provided by an exemplary embodiment of the present application;
[0017] Figure 5 One of the schematic diagrams showing display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present application is shown;
[0018] Figure 6 A second schematic diagram showing display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present application is shown;
[0019] Figure 7 A third schematic diagram showing display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present application is shown;
[0020] Figure 8 A fourth schematic diagram showing display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present application is shown;
[0021] Fig. 9 A fifth schematic diagram showing display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present application is shown;
[0022] Fig.10 A flowchart showing the steps of displaying the second prompt mark of each sub-object provided by an exemplary embodiment of the present application;
[0023] Fig.11 A schematic diagram showing the structure of an interface display control device provided by an exemplary embodiment of the present application is shown;
[0024] Fig.12 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0025] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0026] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0027] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0028] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0029] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0030] At present, there are more and more interactive ways in games. Users can control the movement of virtual objects in the game, control virtual objects to use virtual props provided in the virtual environment, and use various virtual skills or virtual props to attack, demolish, and destroy virtual objects in the virtual environment.
[0031] In the process of game development, it is necessary to build a relevant virtual environment according to the game type. The virtual objects in the virtual environment can be objects rendered by the virtual engine and displayed in the virtual environment at the beginning of the game, such as static objects such as virtual trees and virtual buildings, or dynamic objects, such as virtual objects controlled by players, or NPCs (non-player characters). For example, in a game scene based on a city, it is necessary to build virtual buildings in the scene, and further refine the specific appearance of the virtual buildings based on these virtual buildings.
[0032] Typically, a graphical user interface is displayed on a game client, and the graphical user interface may include a scene screen corresponding to the virtual environment, and virtual objects and virtual objects may be displayed in the scene screen in the form of virtual models.
[0033] A method for displaying the life value of a virtual object on a graphical user interface is provided in the related art. Figure 1 and Figure 2 A schematic diagram of an interface for displaying a health value icon in the related art is shown.
[0034] like Figure 1As shown, in this example, a third-person game is taken as an example, and a graphical user interface 1 is provided through a terminal device. A controlled virtual object 2 is displayed in the graphical user interface 1. The controlled virtual object 2 is a virtual object controlled by the terminal device, and the virtual scene content presented in the graphical user interface 1 changes with the movement of the controlled virtual object 2 in the virtual scene.
[0035] For a virtual object 3 in a virtual scene, the relevant information of the virtual object 3 is usually displayed at a fixed position on the virtual model. For example, if the relevant information of the virtual object 3 is a character name, the character name can be displayed above the head of the virtual model; if the relevant information of the virtual object 3 is a health value, the health value can be displayed at the center of the virtual model.
[0036] For a small virtual object of modular structure or a virtual object far from the controlled virtual object 2, the entire virtual object 3 is displayed in the graphical user interface 1, and the player can quickly view the relevant information of the virtual object 3. Figure 1 As shown in the example, the display position 4 of the life value of the virtual object 3 is configured to be fixed at the center of the virtual model. When the distance between the controlled virtual object 2 and the virtual object 3 is far, the player can observe the entire virtual object 3, thereby quickly checking the life value 5 of the virtual object 3.
[0037] As the controlled virtual object 2 moves in the virtual scene, the distance between the controlled virtual object 2 and the virtual object 3 changes accordingly. When the distance between the two is close and / or the volume of the virtual object 3 is large, the health value displayed at the center of the virtual object 3 may not be displayed on the screen (e.g. Figure 2 If the player wants to view the relevant information of the virtual object 3, he needs to perform a perspective conversion operation in the virtual environment to adjust the field of view so that the relevant information of the virtual object can be displayed in the graphical user interface 1, which makes the operation process more complicated.
[0038] In some FPS (First-person shooting game) or TPS (Third-person shooting game) games, players are allowed to completely destroy virtual objects in the virtual scene to change the surrounding terrain and create an environment conducive to combat. Usually, multiple attacks on virtual objects are required to achieve complete destruction. For this purpose, a relationship can be established between the player's attack behavior and the health value feedback of the virtual object, so that the player can clearly know when the virtual object can be completely destroyed through the health value feedback.
[0039] Regarding the method of displaying health values at a fixed position in the related art, the player needs to constantly adjust the viewing angle to obtain health value feedback during the attack process, which increases the complexity of the operation and makes the continuity of the attack easily interrupted, reducing the interaction efficiency and increasing the consumption of computing resources.
[0040] In addition, the related technology may also not display relevant information for virtual objects. For example, when a virtual object in a virtual environment is destroyed, the health value is not displayed on the virtual model of the virtual object, but the attack feedback of the virtual object is presented through a visual representation of the degree of damage of the virtual object model.
[0041] As mentioned above, currently it is usually necessary to perform multiple attacks on a virtual object to achieve complete destruction. The above-mentioned visual feedback method makes it difficult for players to accurately know the specific destruction progress of the virtual object. Even when the virtual object is still not destroyed after the player performs multiple attacks, the player may mistakenly believe that the virtual object is indestructible, resulting in low interaction efficiency and increased consumption of computing resources.
[0042] In response to at least one of the above problems, the present application proposes an interface display control method, device, equipment and medium to simplify the operation process of viewing the attribute parameters of the target object, improve the interaction efficiency and reduce the consumption of computing resources.
[0043] First, the names involved in the embodiments of the present application are introduced.
[0044] Terminal equipment:
[0045] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene), and capable of controlling and operating a virtual character. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gunfight survival game, and a third-person shooting game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0046] Graphical User Interface:
[0047] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the game scene. The interface includes any visible controls or elements that can be seen, for example, game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.
[0048] Virtual scene:
[0049] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual characters, and there are virtual resources in the virtual scene that can be used by at least two virtual characters.
[0050] Virtual Objects:
[0051] Refers to controlled virtual objects and uncontrolled virtual objects in a virtual environment. The controlled virtual object may be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and an animated character. The uncontrolled virtual object may be a virtual character (NPC) not controlled by a player. It may also be a virtual object, which refers to a static object in a virtual scene, such as virtual props, ground, buildings, bridges, trees, mountains, vegetation, etc. in a virtual scene. Static objects are often not directly controlled by players, but can respond to the interactive behaviors of virtual objects in the scene (such as attacking, demolishing, etc.) and perform corresponding behaviors. For example, virtual objects can demolish, pick up, drag, and build buildings. Optionally, virtual objects may not be able to respond to the interactive behaviors of virtual objects. For example, virtual objects may also be buildings, doors, windows, plants, etc. in a virtual scene, but virtual objects cannot interact with them. For example, virtual objects cannot destroy or demolish windows. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the present embodiment.
[0052] In the virtual scene, there may be multiple virtual objects participating in the virtual game, and the virtual object is a virtual character controlled by the player (i.e., a character controlled by the player through an input device), and / or an artificial intelligence (AI) set in the game scene battle through training. Optionally, the virtual object is a virtual character competing in the game scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices participating in the virtual game, and the embodiments of the present application are not limited to this.
[0053] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0054] The application scenarios to which the present application is applicable are introduced. The present application can be applied to the field of game technology, in which multiple players participating in the game join the same virtual game.
[0055] Before entering the virtual game, the player can select different role attributes, such as identity attributes, for the virtual objects in the virtual game. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of the virtual game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual object participating in the virtual game when entering the virtual game.
[0056] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the interface display control method provided by the present application, and the server is a server end that executes the interface display control method provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.
[0057] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response of the game server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the virtual object to perform a corresponding operation in the game scene.
[0058] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.
[0059] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual object according to the synchronization data sent by the game server.
[0060] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attributes, or can have different role attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual object participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may not have a camp to which it belongs, and interact with other virtual objects in the virtual game.
[0061] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.
[0062] The interface display control method provided in the embodiment of the present application can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gun battle survival games, third-person combat games, and first-person combat games.
[0063] The interface display control method in one embodiment of the present application can be run on a local terminal device or a server. When the control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0064] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0065] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0066] In a possible implementation, an embodiment of the present invention provides an interface display control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0067] To facilitate understanding of the present application, the interface display control method, device, electronic device and storage medium provided in the embodiments of the present application are introduced in detail below.
[0068] See also Figure 3, which is a flowchart of an interface display control method provided in an exemplary embodiment of the present application, which is generally applied to a game server, for example, the cloud game server described above, but the present application is not limited thereto.
[0069] A graphical user interface is provided through the terminal device, and at least a part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object.
[0070] In an embodiment of the present application, a controlled virtual object is a virtual object controlled by a terminal device, and a target object may be a virtual object controlled by other players, or an artificial intelligence character controlled by a non-player, or a virtual object, for example, a virtual prop, ground, building, bridge, tree, mountain, vegetation, etc. in a virtual scene. Exemplarily, the above-mentioned target object is allowed to be attacked, disassembled, and destroyed. During the game process, the first attribute parameter of the target object in the virtual environment can be monitored in real time, and the real-time change of the first attribute parameter of the target object can be displayed to the player through a first prompt mark on the graphical user interface. Furthermore, the controlled virtual object can also be allocated income according to the change of the first attribute parameter of the target object (e.g., providing the controlled virtual object with virtual resources in the virtual scene).
[0071] like Figure 1 As shown, the interface display control method of the exemplary embodiment of the present application specifically includes:
[0072] Step S110: updating the virtual scene content presented in the graphical user interface.
[0073] In an embodiment of the present application, the change of the virtual scene content presented by the graphical user interface can be controlled by at least one of the following methods.
[0074] A method for updating virtual scene content presented in a graphical user interface according to a position change of a controlled virtual object in the virtual scene.
[0075] For example, in response to a movement control instruction for a controlled virtual object, the controlled virtual object is controlled to move in the virtual scene, so that the presented virtual scene content changes.
[0076] Another way is to update the virtual scene content presented in the graphical user interface according to the change of the viewing angle of the controlled virtual object.
[0077] For example, in response to a viewpoint adjustment instruction for a controlled virtual object, the viewpoint of the controlled virtual object is controlled to adjust so that the presented virtual scene content changes.
[0078] Exemplarily, the virtual scene content presented in the graphical user interface may be a scene picture obtained by shooting the virtual scene with a virtual camera, that is, the scene picture may be a picture of observing the virtual scene from a preset perspective, which is the angle at which the controlled virtual object is observed in the virtual scene through the virtual camera.
[0079] The virtual camera is a camera model located on the body of a virtual object or around a virtual object in a virtual scene, through which the virtual object in the virtual scene can be observed from different perspectives. Optionally, the virtual camera will not be actually displayed in the virtual scene displayed by the application, that is, the virtual camera cannot be seen in the virtual scene content displayed by the graphical user interface.
[0080] Exemplarily, each controlled virtual object has a one-to-one corresponding virtual camera in the virtual scene, and the position of the virtual camera changes synchronously with the position of the controlled virtual object, that is, the virtual camera automatically follows the controlled virtual object in the virtual scene, so that the scene image captured by the virtual camera changes as the controlled virtual object moves in the virtual scene. Optionally, during the automatic following process, the relative position of the virtual camera and the controlled virtual object does not change.
[0081] Optionally, the preset viewing angle may be an observation angle when observing the virtual object in a virtual environment from a first-person perspective, a third-person perspective, or a sighting perspective.
[0082] Exemplarily, the first-person perspective is the perspective when a first-person camera set on or around a virtual object observes a virtual scene. Optionally, the first-person perspective is the perspective when a first-person camera set on the chest of a virtual object observes a virtual scene, or the first-person perspective is the perspective when a first-person camera set on the head of a virtual object observes a virtual scene, or the first-person perspective is the perspective when a first-person camera set on the neck of a virtual object observes a virtual scene. In the scene screen corresponding to the first-person perspective, the head or torso of the virtual model of the virtual object cannot be viewed, but the arms or feet of the virtual object may be viewed. Optionally, the first-person camera is first bound to the head, neck or chest of the virtual object, and the first binding means that in most cases, the relative position of the first-person camera and the head, neck or chest of the virtual object does not change. That is, when the head, neck or chest of the virtual object turns, the first-person camera will also rotate accordingly, and when the head, neck or chest of the virtual object is displaced, the first-person camera will also be displaced accordingly.
[0083] The third-person perspective is the perspective of observing the virtual scene through a third-person virtual camera set on the side of the virtual object. For example, the third-person virtual camera can be located behind the head or back of the virtual object, or the third-person virtual camera can also have a lens height relative to the controlled virtual object. For example, the third-person virtual camera can look down at the controlled virtual object at a certain lens height and at an inclined angle.
[0084] The sighting angle is the angle of view when observing the virtual scene through the sighting camera set on the virtual weapon (such as a virtual firearm) held by the virtual object, and the sighting camera is located at the assembly position of the sight on the virtual weapon. Exemplarily, in the scene picture corresponding to the sighting angle, the outer frame features of the sight can be viewed, such as the object aiming point of the airborne sight, the lens barrel and the front sight of the sight, etc. Optionally, the sighting camera is secondly bound to the virtual weapon. The second binding means that the relative position of the sighting camera and the virtual firearm does not change. That is, when the virtual firearm turns, the sighting camera will also rotate accordingly, and when the virtual firearm is displaced, the sighting camera will also be displaced accordingly.
[0085] Based on this, when the position of the controlled virtual object in the virtual scene changes, the position of the virtual camera corresponding to the controlled virtual object changes accordingly. When the observation angle of the controlled virtual object changes, the angle of view of the virtual camera corresponding to the controlled virtual object also changes accordingly, thereby making the virtual scene content captured by the virtual camera change synchronously.
[0086] Step S120: When the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, a marker display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface.
[0087] In an embodiment of the present application, a trigger mechanism may be configured in advance for the display of the first prompt identifier. Exemplarily, the trigger mechanism may include but is not limited to at least one of the following items: the target object appears in the graphical user interface, and a specified interactive behavior occurs between the controlled virtual object and the target object.
[0088] When the trigger mechanism is satisfied, the display position of the logo is determined to display the first prompt logo on the graphical user interface. When the trigger mechanism is not satisfied, the first prompt logo of the target object may not be displayed, or the first prompt logo may be configured to be displayed at a fixed position (i.e., using the second display mechanism described below) to reduce the amount of calculation.
[0089] Here, the specified interactive behavior may include but is not limited to a game behavior of adjusting the first attribute parameter. That is, the interactive behavior between the controlled virtual object and the target object can cause the first attribute parameter of the target object to change.
[0090] Here, the first attribute parameter may refer to a parameter used to characterize the state attribute of the target object. Exemplarily, the first attribute parameter is a numerical game feature, that is, it can characterize the state attribute of the target object in numerical form. As an example, the first attribute parameter may include but is not limited to at least one of the following items: the health value of the target object, the defense value of the target object, the attack value of the target object, and the speed value of the target object.
[0091] In one embodiment, the specified interactive behavior includes an interactive behavior for performing attribute gain on the first attribute parameter.
[0092] At this time, the above-mentioned interactive behavior can bring a positive impact to the first attribute parameter of the target object. For example, the value of the first attribute parameter can be increased by the above-mentioned interactive behavior. It should be understood that if the first attribute parameter is an attribute parameter used to characterize the weakening of the combat capability of the target object, the above-mentioned interactive behavior can also be to reduce the value of the first attribute parameter to enhance the combat capability of the target object. For example, the first attribute parameter is used to characterize the concentration value of the virtual poison gas. The higher the concentration value, the slower the reaction speed of the target object (such as slow movement speed, low skill release frequency, etc.). The virtual poison gas can be a controlled virtual object of a hostile relationship applied to the target object. At this time, the above-mentioned interactive behavior can be used to reduce the concentration value of the virtual poison gas to bring a positive impact on the combat capability of the target object.
[0093] In another case, the specified interactive behavior includes an interactive behavior for degrading the first attribute parameter.
[0094] At this time, the above-mentioned interactive behavior can have a negative impact on the first attribute parameter of the target object. For example, the value of the first attribute parameter can be reduced through the above-mentioned interactive behavior. Taking the above-mentioned first attribute parameter used to characterize the concentration value of the virtual poison gas as an example, the above-mentioned interactive behavior can also be used to increase the concentration value of the virtual poison gas to have a negative impact on the combat capability of the target object.
[0095] In a preferred embodiment of the present application, the target object may be a virtual object located in a virtual scene that satisfies at least one of the following conditions.
[0096] One of the conditions: the volume of the virtual model is larger than the virtual object with a set threshold.
[0097] Each virtual object created in the virtual scene is usually presented in the form of a virtual model in the virtual scene. The virtual model can be a two-dimensional model, a 2.5-dimensional model or a three-dimensional model. At this time, a virtual object whose volume of the virtual model is greater than a set threshold can be determined as a target object, so that when the above trigger mechanism is satisfied, the logo display position is determined. For a virtual object whose volume of the virtual model is less than or equal to the set threshold, the logo display position can be determined by other means (such as the second display mechanism or other display methods described below).
[0098] Condition 2: Virtual objects that can be disassembled in virtual scenes.
[0099] Among the virtual objects created in the virtual scene, some virtual objects can respond to the interactive behaviors of the controlled virtual objects, such as attack behaviors and demolition behaviors, while other virtual objects cannot interact with the controlled virtual objects and do not respond to the above-mentioned attack behaviors and demolition behaviors. At this time, the virtual objects that can respond to the interactive behaviors of the controlled virtual objects can be determined as target objects.
[0100] Condition three: A virtual object configured with a first display mechanism.
[0101] Here, the first display mechanism may indicate that the display position of the first prompt identifier of the virtual object changes with the change of the presentation mode of the virtual object in the graphical user interface. At this time, the virtual object configured with the first display mechanism may be determined as the target object.
[0102] In an embodiment of the present application, a corresponding display mechanism may be pre-configured for each virtual object in a virtual scene, and during the game process, the first attribute parameter of each virtual object may be presented according to the configured display mechanism.
[0103] Specifically, in response to a specified interactive behavior between the controlled virtual object and the target object, a display mechanism configured for the target object is determined; when the display mechanism configured for the target object is a first display mechanism, a display position of a first prompt logo that controls the target object changes as the presentation method of the target object in a graphical user interface changes; when the display mechanism configured for the target object is a second display mechanism, the logo display position is positioned on the target object, for example, the logo display position is bound to the top or center of the virtual model of the target object, so that the logo display position of the first prompt logo changes accordingly with the movement of the target object.
[0104] In the embodiment of the present application, the change in the presentation manner of the target object in the graphical user interface may include, but is not limited to, a change in the size of the display area where the target object is presented in the graphical user interface.
[0105] In the first case, the target object is presented locally in the graphical user interface.
[0106] At this time, a partial target object is presented in the graphical user interface. That is, due to the movement of the controlled virtual object in the virtual scene, the movement of the target object, and / or the change of the viewing angle of the controlled virtual object, only a part of the target object is presented in the graphical user interface, and the other part is outside the graphical user interface.
[0107] In the second case, the target object is presented as a whole in the graphical user interface.
[0108] At this time, the complete target object is presented in the graphical user interface. That is, due to the movement of the controlled virtual object in the virtual scene, the movement of the target object, and / or the change of the viewing angle of the controlled virtual object, the entire target object is presented in the graphical user interface.
[0109] In an embodiment of the present application, the logo display position of the first prompt logo changes with the change of the presentation mode. For example, for the above-mentioned overall presentation mode, the logo display position is bound to a fixed position on the virtual model of the target object, that is, the relative position of the logo display position and the target object does not change. At this time, as the virtual scene content in the graphical user interface changes, the first prompt logo is always displayed at a fixed position of the target object. Exemplarily, in response to the target object being fully presented in the graphical user interface, the top of the target object is determined as the logo display position. It should be understood that other positions of the target object other than the top can also be determined as the logo display position, such as the center of the target object and the surrounding side of the target object, and the present application does not limit this.
[0110] For the above-mentioned partial presentation mode, the relative position between the logo display position and the target object can be controlled to change. Exemplarily, the logo display position can change with the change of the display area of the target object in the graphical user interface.
[0111] Here, the logo display position may refer to the setting position of the first prompt logo in the local coordinate system of the virtual model of the target object. In the above-mentioned overall presentation mode, the position of the logo display position in the local coordinate system does not change. In the above-mentioned local presentation mode, the position of the logo display position in the local coordinate system changes with the change of the display area of the target object. In other words, when the presentation mode of the target object changes back and forth between the overall presentation mode and the local presentation mode, the determination of the logo display position also changes back and forth between the fixed position and the changed position.
[0112] In view of the above situation that the display position of the mark changes with the change of the display area of the target object in the graphical user interface, one of the following methods may be used to determine the display position of the mark.
[0113] In one example, a geometric center point of a display area of the target object in the graphical user interface is determined as the identified display position.
[0114] At this time, a binding relationship is established between the display position of the first prompt logo and the above-mentioned geometric center point, so that as the virtual scene content in the graphical user interface changes, the first prompt logo is always located at the geometric center point of the display area of the target object.
[0115] Here, the virtual scene content is displayed in the graphical user interface at a preset frame rate, and the frame rate refers to the frequency (also referred to as rate) at which the bitmap image appears continuously on the graphical user interface in units of frames (fps). Exemplarily, for each frame of the graphical user interface, the geometric center point of the display area of the target object in the frame of the graphical user interface can be determined, and the determined geometric center point can be determined as the logo display position, so that as the display area of the target object in each frame of the graphical user interface changes, the logo display position also changes accordingly.
[0116] Preferably, since the movement of the controlled virtual object in the virtual scene, the movement of the target object, and / or the change in the viewing angle of the controlled virtual object usually do not undergo large mutations, the display area of the target object can be calculated once for multiple frames of the graphical user interface to reduce the amount of calculation.
[0117] For example, since the virtual scene content presented in the graphical user interface has a certain continuity during the movement, at this time, a display area can be calculated at a preset interval in response to the continuous movement of the controlled virtual object and / or the target object in the virtual scene. Here, the preset interval may include a graphical user interface with a predetermined number of frames, and those skilled in the art may set the size of the preset interval according to actual needs, and this application does not limit this.
[0118] In addition, since there may be obvious differences in the virtual scene content presented in the graphical user interface before and after the switch when the perspective is switched, the display area of the target object can be calculated for each frame of the graphical user interface in response to the change in the perspective of the controlled virtual object.
[0119] In another example, the periphery of the geometric center point of the display area of the target object in the graphical user interface is determined as the identified display position.
[0120] In a preferred embodiment of the present application, a crosshair may be further displayed on the graphical user interface, and the crosshair is used to indicate the aiming direction of the controlled virtual object in the virtual scene. Exemplarily, the crosshair may be displayed on the graphical user interface in at least one of the following ways: displayed when the controlled virtual object is equipped with a virtual weapon with a sight, displayed when the controlled virtual object uses (releases) a virtual skill with a skill action direction, or displayed permanently on the graphical user interface for the controlled virtual object.
[0121] In this case, for the two logos (the crosshair and the first prompt logo) on the graphical user interface, the display positions of the two logos may be determined in the following manner.
[0122] Exemplarily, in response to at least partial overlap between the geometric center point and the crosshairs, the associated position of the crosshairs can be controlled to be determined as the identification display position. Here, the associated position may include, but is not limited to: a first position on the periphery of the crosshairs close to the geometric center point. For example, the first position may refer to a preset point on a virtual line between the crosshairs and the geometric center point. The preset point may be the midpoint of the virtual line, a point close to the crosshairs, or a point close to the geometric center point. However, the present application is not limited thereto, and the above-mentioned associated position may also be a second position on the periphery of the crosshairs away from the geometric center point. It should be understood that the above-mentioned virtual continuity is only used to determine the first position and is not displayed on the graphical user interface.
[0123] In addition, in response to at least partial overlap between the geometric center point and the crosshair, the position of the crosshair can be controlled to be determined as the identification display position, and the display of the crosshair can be cancelled on the graphical user interface. Exemplarily, the crosshair is usually displayed at the center of the graphical user interface (or the field of view of the controlled virtual object). At this time, when at least partial overlap between the geometric center point and the crosshair is detected, only the first prompt mark is displayed at the center of the graphical user interface. Here, the first prompt mark is not only used to indicate the first attribute parameter of the target object, but also used to indicate the aiming direction of the controlled virtual object in the virtual scene.
[0124] In the exemplary embodiment of the present application, the target object is presented in the virtual scene in the form of a three-dimensional virtual model, or it can also be presented in the virtual scene in the form of a two-dimensional virtual model or a 2.5-dimensional virtual model, and the present application does not limit this. Figure 4 A method for determining a display area of a target object presented in the form of a three-dimensional virtual model will be described below.
[0125] Figure 4 A flow chart showing steps of determining a display area of a target object provided by an exemplary embodiment of the present application.
[0126] like Figure 4As shown, in step S201, the area range where the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface is determined.
[0127] Here, the above-mentioned area range may refer to the area where the three-dimensional virtual model is projected onto the graphical user interface. For example, only the size of the area range may be concerned, without paying attention to the specific appearance of the target object within the area range.
[0128] In step S202, the display area is determined according to the equivalent calculation area corresponding to the area range.
[0129] Here, since the three-dimensional virtual model of the target object may be an irregular shape, the area formed by projecting it onto the graphical user interface may be an irregular two-dimensional graphic. In order to reduce the amount of calculation and increase the calculation rate, an equivalent calculation area containing the area can be determined, and the area of the equivalent calculation area is equivalent to the display area of the area. Exemplarily, the equivalent calculation area can meet the following conditions: regular (such as rectangular, circular, fan-shaped, trapezoidal, etc.), containing the above-mentioned area, and having the smallest deviation from the actual display area of the area. As an example, the minimum circumscribed rectangle of the above-mentioned area can be determined as the equivalent calculation area.
[0130] Through the above method, the display position of the first prompt logo can be dynamically adjusted according to the display area of the target object on the screen. In this way, no matter how the observation angle of the controlled virtual object changes, how the controlled virtual object and / or the target object moves in the virtual scene, or how the size of the target object is set, the first prompt logo indicating the first attribute parameter of the target object can be accurately displayed on the screen to facilitate player observation and interaction.
[0131] It should be understood that the above-mentioned method of using the geometric center point of the display area of the target object in the graphical user interface as the identification display position is only a preferred example. The identification display position can also be changed according to the logical requirements of the game and / or the layout of the game interface, at least to ensure that the first prompt logo is displayed on the screen during the process of changes in the virtual scene content in the graphical user interface. The present application does not impose any restrictions on the specific display position of the first prompt logo.
[0132] return Figure 1 , step S130: displaying a first prompt mark indicating a first attribute parameter of a target object at a mark display position.
[0133] As mentioned above, the target object can be a dynamic object or a static object. For a static object (such as a virtual building), even if the virtual building is fixed in the virtual scene, the display area of the virtual building in the graphical user interface will change, so the display position of the first prompt logo for the virtual building will also change in the graphical user interface.
[0134] In the case of displaying the character name or health value on the top of the virtual model of the virtual object in the related art, although the character name or health value will move with it when the virtual object moves in the virtual scene, its display position is always the top of the virtual model, and the display position is fixed relative to the virtual model. However, the display position of the first prompt logo in the present application changes according to the change of the presentation method of the target object in the graphical user interface, so that the display position of the logo changes relative to the virtual model.
[0135] In the embodiment of the present application, the first prompt mark displayed on the graphical user interface has one function of facilitating viewing of the first attribute parameter of the target object, and the second function of facilitating controlling the controlled virtual object to interact with the target object. In other words, the first prompt mark enables the player to clearly know the feedback of the target object for the specified interactive behavior, and timely know the specific progress of the specified interactive behavior on the target object, so that the player can formulate a battle plan for the target object and / or in this virtual game.
[0136] In the embodiment of the present application, the display of the first prompt mark can be performed in the following manner: the first prompt mark is visible only to the controlled virtual object.
[0137] As mentioned above, the display of the first prompt mark for the target object needs to be triggered by the player who controls the controlled virtual object. When other players in this virtual game perform designated interactive behaviors on the target object, the first prompt mark of the target object will not be displayed on the screen of the player who controls the controlled virtual object. This avoids the situation where different players perform designated interactive behaviors on the target object at different locations, making it difficult for the game server to make logical judgments on the position display, thereby increasing the consumption of computing resources.
[0138] In an optional embodiment, on the basis of displaying the first prompt mark for the target object, a visual effect indicating the effect (and / or progress of the action, and / or degree of damage) of the specified interactive behavior on the target object can be displayed at the same time. The visual effect can be presented in a point form or a surface form. For example, the point of action in the point form or the center point in the surface form can coincide with the display position of the first prompt mark. As the first attribute parameter changes continuously, the corresponding visual effect also changes continuously.
[0139] In this way, through the changes in the first prompt mark of the target object and / or the presentation of visual effects, the player can observe the first attribute parameter of the target object in real time, so as to better understand the situation of the specified interactive behavior. The first prompt mark is always displayed on the screen, so that the player can conveniently, quickly and timely perceive the specific progress of the specified interactive behavior on the target object.
[0140] The above-mentioned display method for the first attribute parameter of the present application does not change the existing presentation method of the first attribute parameter of the target object, but only adjusts the display position of the logo, which can avoid increasing additional learning costs.
[0141] Combine the following Figure 5-Figure 9 Hereinafter, the display method of the first prompt mark in the embodiment of the present application will be introduced.
[0142] Figure 5 One of the schematic diagrams of display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present application is shown.
[0143] In this example, the first attribute parameter of the target object may include the life value of the target object, and the first prompt identifier may include a life prompt bar corresponding to the target object.
[0144] like Figure 5 As shown, a graphical user interface 20 is provided by the terminal device 10, in which a controlled virtual object 30 and a target object 40 are displayed. Figure 5 In the current frame graphical user interface shown, part of the target object 40 is presented in the graphical user interface 20, that is, a partial presentation mode is adopted, and another part of the target object (the dotted line part indicated by 41 in the figure) is located outside the graphical user interface 20. At this time, the equivalent calculation area 50 of the target object 40 can be determined, such as the minimum circumscribed rectangle of the display area of the target object 40 in the graphical user interface 20, and the geometric center point of the display area of the equivalent calculation area 50 is determined as the identification display position 60, so that the life prompt bar 70 of the target object 40 is displayed at the identification display position 60. It should be understood that the identification display position 60 can be displayed on the graphical user interface 20 according to the game settings, or it can be not displayed on the graphical user interface 20.
[0145] See also Figure 6-Figure 9 As shown, the target object 40 is a virtual building, which restores the process of the player controlling the controlled virtual object 30 from viewing the virtual building from a distance to entering the inside of the virtual building. No matter at which viewing angle or at which distance the specified interactive behavior is performed on the virtual building, the feedback of the health value change of the virtual building can be clearly obtained, and the display method is simple and intuitive.
[0146] As in the above example, a specified interactive behavior (such as an attack behavior) can be performed on the virtual building outside the virtual building, and after entering the virtual building, a specified interactive behavior can also be performed on the virtual building inside the virtual building. Fig. 9 As shown, after entering the interior of the virtual building, the equivalent calculation area corresponding to the virtual building is equivalent to the size of the graphical user interface. At this time, the life prompt bar can be directly displayed at the center of the graphical user interface without determining the display area.
[0147] In an embodiment of the present application, in response to the continuation of the specified interactive behavior, the control logo display position changes with the change of the presentation method. That is, during the continuous process of the interactive behavior, the logo display position is always changing, so that the first attribute parameter of the target object can be viewed in a timely and convenient manner during the interaction process.
[0148] In response to the cessation of the specified interactive behavior, the first prompt logo is controlled to remain unchanged at the logo display position determined at the moment of cessation of the interactive behavior. Here, the logo display position of the first attribute parameter of the target object is determined according to the presentation method of the target object in the graphical user interface when the specified interactive behavior is triggered. If after the display of the first prompt logo is triggered, in the process of adjusting the observation angle of the controlled virtual object and / or controlling the movement of the controlled virtual object, the specified interactive behavior is not controlled to be performed between the controlled virtual object and the target object, the logo display position of the first prompt logo will remain unchanged to avoid excessive calculation.
[0149] In a preferred embodiment of the present application, the three-dimensional virtual model of the target object is composed of at least one sub-model. When a specified interactive behavior is performed on the target object to disassemble the target object, in response to the interactive behavior making the first attribute parameter of the target object reach a disassembly condition, the target object is disassembled into at least one sub-object, and each sub-object is presented in the virtual scene in the form of a corresponding sub-model.
[0150] In one case, after the target object is disassembled, each sub-object scattered in the virtual scene is configured to not allow the specified interactive behavior to be performed on it, or to have no feedback on the specified interactive behavior. In this case, no prompt of the first attribute parameter is performed for each sub-object.
[0151] In another case, after the target object is disassembled, each sub-object scattered in the virtual scene is configured to allow the execution of a specified interactive behavior or to provide feedback on the specified interactive behavior. Fig.10 The process shown is used to display the second prompt mark corresponding to each sub-object.
[0152] Fig.10A flowchart showing the steps of displaying the second prompt identifier of each sub-object provided by an exemplary embodiment of the present application is shown.
[0153] like Fig.10 As shown, in step S301, in response to a triggering event of a target object being disassembled, the target object is disassembled into at least one sub-object.
[0154] As described above, the first attribute parameter of the target object can be adjusted through the specified interactive behavior, for example, the value of the first attribute parameter is increased or decreased. Here, in response to the interactive behavior, the first attribute parameter of the target object reaches the disassembly condition, indicating that a triggering event for the target object to be disassembled has occurred. The disassembly condition includes the first attribute parameter increasing to the first parameter threshold, or the first attribute parameter decreasing to the second parameter threshold. It should be understood that the first parameter threshold is greater than the second parameter threshold, and the size of each parameter threshold can be set by those skilled in the art according to the game requirements, and this application does not limit this.
[0155] In step S302, for each sub-object, a sub-display position is determined in the graphical user interface based on the display area of the sub-object in the graphical user interface, and a second prompt mark indicating a first attribute parameter of the sub-object is displayed at the sub-display position.
[0156] Here, the display method of the second prompt identifier for each sub-object is similar to the display method of the first prompt identifier for the target object mentioned above. For example, each sub-display position can change with the change of the display area of the sub-object in the graphical user interface. This application will not go into details about this part.
[0157] Exemplarily, a display mechanism for the second prompt identifier of each sub-object of the target object can be pre-set. At this time, in response to the target object being decomposed into at least two sub-objects due to the specified interactive behavior, the second prompt identifier of each sub-object is displayed in the graphical user interface according to the display mechanism corresponding to each sub-object. Here, the display mechanism of each sub-object can be the same, for example, all use the first display mechanism or the second display mechanism, or different display mechanisms can be set for each sub-object, for example, the corresponding display mechanism is set based on the volume size of the sub-model corresponding to each sub-object, the first display mechanism is set for the sub-object whose volume is greater than the set value, and the second display mechanism is set for the sub-object whose volume is less than or equal to the set value.
[0158] Through the embodiments of the present application, it is possible to adapt to target objects of various sizes and appearances, so that no matter whether it is a small modular target object or a large or extra-large target object, the first prompt mark can be effectively and conveniently displayed.
[0159] In addition, by dynamically adjusting the display position of the first prompt logo, the player can accurately understand the changes in the first attribute parameter when performing a specified interactive behavior with the target object, thereby improving the interaction efficiency and enhancing the gaming experience.
[0160] The above display method for the first prompt mark does not increase the learning cost of the player and does not require additional triggering steps, making the display of the first prompt mark intuitive and easy to use.
[0161] By determining the display position of the first prompt logo according to the display area of the target object on the screen, it is possible to ensure that the first prompt logo is correctly displayed in the player's field of view. In addition, the first prompt logo can be displayed at any position within the display area of the target object, and the logo display position can be freely adjusted according to game requirements to meet the needs of different game scenes.
[0162] Based on the same application concept, an embodiment of the present application also provides a control device for a virtual object corresponding to the method provided in the above embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the control method for a virtual object in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0163] Fig.11 This is a schematic diagram of the structure of the interface display control device provided by the exemplary embodiment of the present application. Fig.11 As shown, a graphical user interface is provided by a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The interface display control device 200 includes:
[0164] An updating module 210 controls the movement of the controlled virtual object in the virtual scene and / or controls and adjusts the viewing angle of the controlled virtual object in response to a movement control instruction and / or a viewing angle adjustment instruction for the controlled virtual object, and updates the virtual scene content presented in the graphical user interface;
[0165] A position determination module 220, when the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, determines a display position of an identifier in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the display position of the identifier changes with a change in the presentation mode;
[0166] The display control module 230 displays a first prompt mark indicating the first attribute parameter of the target object at the mark display position.
[0167] In a possible implementation manner of the present application, the presentation manner of the target object in the graphical user interface at least includes: presenting a portion of the target object in the graphical user interface.
[0168] In a possible implementation manner of the present application, the display position of the logo changes with the change of the presentation mode, including: the display position of the logo changes with the change of the display area of the target object in the graphical user interface.
[0169] In a possible implementation manner of the present application, the identification display position is a geometric center point corresponding to a display area of the target object in the graphical user interface.
[0170] In a possible implementation of the present application, the graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual object in the virtual scene, and the position determination module 220 is also used to: in response to at least partial overlap between the geometric center point and the crosshair, control the associated position of the crosshair to be determined as the identification display position; wherein the associated position includes: a first position where the peripheral side of the crosshair is close to the geometric center point, and a second position where the peripheral side of the crosshair is away from the geometric center point.
[0171] In a possible implementation of the present application, the target object is presented in the virtual scene in the form of a three-dimensional virtual model, wherein the position determination module 220 determines the display area of the target object in the graphical user interface in the following manner: determining the area range in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface, and determining the display area based on an equivalent calculation area corresponding to the area range, wherein the equivalent calculation area is the minimum circumscribed rectangle of the area range.
[0172] In a possible implementation of the present application, the three-dimensional virtual model of the target object is composed of at least one sub-model, wherein the display control module 230 is further used to: in response to a triggering event of the target object being disassembled, disassemble the target object into at least one sub-object, each sub-object being presented in the virtual scene in the form of a corresponding sub-model, for each sub-object, determining a sub-display position in the graphical user interface based on the display area of the sub-object in the graphical user interface, and displaying a second prompt mark indicating the first attribute parameter of the sub-object at the sub-display position, wherein the sub-display position changes with the change of the display area of the sub-object.
[0173] In a possible implementation of the present application, the position determination module 230 is also used to: in response to the continuation of the specified interactive behavior, control the display position of the logo to change with the change of the presentation method; in response to the cessation of the specified interactive behavior, control the first prompt logo to remain unchanged at the logo display position determined at the moment when the interactive behavior stops.
[0174] In a possible implementation of the present application, the first attribute parameter includes the life value of the target object, and the first prompt identifier includes a life prompt bar corresponding to the target object; the specified interactive behavior includes: an interactive behavior for increasing the attribute of the first attribute parameter, and an interactive behavior for decreasing the attribute of the first attribute parameter.
[0175] In a possible implementation manner of the present application, the first prompt mark is visible only to the controlled virtual object.
[0176] In a possible implementation manner of the present application, the position determination module 230 is further configured to: in response to the target object being completely presented in the graphical user interface, determine the top of the target object as the identification display position.
[0177] The interface display control device provided in the present application changes the display position of the first prompt logo as the presentation method of the target object in the graphical user interface changes, so that the attribute parameters of the target object can be viewed more quickly and in real time, which helps to timely grasp the attack feedback on the target object, speed up the game process, and reduce the consumption of computing resources.
[0178] See also Fig.12 , Fig.12 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application is shown in FIG. Fig.12 As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .
[0179] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the interface display control method in any of the above embodiments can be performed, which are as follows:
[0180] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. In response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene and / or the perspective of the controlled virtual object is controlled to be adjusted, and the virtual scene content presented in the graphical user interface is updated; when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, an identification display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a first prompt identification for indicating the first attribute parameter of the target object is displayed at the identification display position.
[0181] The electronic device provided by the present application changes the display position of the first prompt logo as the presentation method of the target object in the graphical user interface changes, so that the attribute parameters of the target object can be viewed more quickly and in real time, which helps to timely grasp the attack feedback on the target object, speed up the game process, and reduce the consumption of computing resources.
[0182] The present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for controlling a virtual object in any of the above embodiments can be executed, which are as follows:
[0183] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. In response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene and / or the perspective of the controlled virtual object is controlled to be adjusted, and the virtual scene content presented in the graphical user interface is updated; when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, an identification display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a first prompt identification for indicating the first attribute parameter of the target object is displayed at the identification display position.
[0184] The computer-readable storage medium provided by the present application changes the display position of the first prompt identifier as the target object is presented in a graphical user interface, thereby making it possible to view the attribute parameters of the target object more quickly and in real time, thereby helping to timely grasp the attack feedback against the target object, speed up the game process, and reduce the consumption of computing resources.
[0185] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0186] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0187] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0188] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.
[0189] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. An interface display control method, characterized in that: A graphical user interface is provided through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and wherein the method includes: In response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and / or controlling and adjusting the perspective of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface; When the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, a display position of an identifier is determined in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the display position of the identifier changes with a change in the presentation mode; A first prompt mark indicating the first attribute parameter of the target object is displayed at the mark display position.
2. The method according to claim 1, characterized in that: The presentation manner of the target object in the graphical user interface at least includes: presenting a portion of the target object in the graphical user interface.
3. The method according to claim 1, characterized in that The changing of the display position of the identification as the presentation mode changes includes: the display position of the identification changing as the display area of the target object in the graphical user interface changes.
4. The method according to claim 3, characterized in that The identification display position is the geometric center point corresponding to the display area of the target object in the graphical user interface.
5. The method according to claim 4, characterized in that The graphical user interface further includes a crosshair, and the crosshair is used to indicate the aiming direction of the controlled virtual object in the virtual scene. The method further includes: In response to at least a partial overlap between the geometric center point and the crosshair, controlling to determine the associated position of the crosshair as the identification display position; The associated positions include: a first position where the circumference of the crosshair is close to the geometric center point, and a second position where the circumference of the crosshair is far from the geometric center point.
6. The method according to claim 2, characterized in that The target object is presented in the virtual scene in the form of a three-dimensional virtual model. The display area of the target object in the graphical user interface is determined in the following manner: determining a region in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface, The display area is determined according to an equivalent calculation area corresponding to the area range, and the equivalent calculation area is a minimum circumscribed rectangle of the area range.
7. The method according to claim 6, characterized in that The three-dimensional virtual model of the target object is composed of at least one sub-model. Wherein, the method further comprises: In response to a triggering event that the target object is disassembled, the target object is disassembled into at least one sub-object, each sub-object being presented in the virtual scene in the form of a corresponding sub-model, For each sub-object, a sub-display position is determined in the graphical user interface based on the display area of the sub-object in the graphical user interface, and a second prompt indicator for indicating the first attribute parameter of the sub-object is displayed at the sub-display position, wherein the sub-display position changes with the display area of the sub-object.
8. The method according to claim 1, characterized in that The method further comprises: In response to the specified interactive behavior continuing, controlling the display position of the logo to change along with the change of the presentation mode; In response to the cessation of the designated interactive behavior, the first prompt logo is controlled to remain unchanged at the logo display position determined at the moment when the interactive behavior is stopped.
9. The method according to claim 1, characterized in that: The first attribute parameter includes the life value of the target object, and the first prompt identifier includes a life prompt bar corresponding to the target object; The specified interactive behavior includes: an interactive behavior for performing attribute gain on the first attribute parameter, and an interactive behavior for performing attribute loss on the first attribute parameter.
10. The method according to claim 1, characterized in that The first prompt mark is visible only to the controlled virtual object.
11. The method according to claim 1, characterized in that: The determining a display position of an identification in the graphical user interface based on the presentation mode of the target object in the graphical user interface includes: In response to the target object being completely presented in the graphical user interface, the top of the target object is determined as the identification display position.
12. An interface display control device, characterized in that: A graphical user interface is provided through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and wherein the apparatus includes: an updating module, in response to a movement control instruction and / or a viewing angle adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and / or controlling and adjusting the viewing angle of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface; a position determination module, which, when the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, determines an identification display position in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with a change in the presentation mode; A display control module displays a first prompt mark indicating the first attribute parameter of the target object at the mark display position.
13. An electronic device, characterized in that: include: 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 and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 11 are executed.
Citation Information
Cited By
Game information display control method and device and electronic equipment
CN120733350A