Method and device for displaying information in game and terminal equipment

By displaying multiple virtual objects and their attribute information in the game's graphical user interface and adjusting the information display in response to player operations, the problem of cumbersome operations and resource waste caused by the display of virtual objects attribute information in the prior art is solved, and more efficient information viewing and comparison are achieved.

CN120037655AActive Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510260026.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-05
Publication Date
2025-05-27
Estimated Expiration
2045-03-05

AI Technical Summary

Technical Problem

The display of virtual object attribute information in the game by the prior art makes players cumbersome to operate, unable to perform intuitive attribute comparisons, increasing computer memory consumption and resource waste.

Method used

By displaying multiple virtual objects to be viewed and their multiple attribute information in the graphical user interface, cancel or partially display the attribute information in response to player control operations, and control the virtual objects or virtual cameras to perform target behavior.

Benefits of technology

It simplifies the operation steps of players to view the attribute information of virtual objects, realizes intuitive attribute comparison between multiple virtual objects, and reduces memory pressure and waste of computer resources.

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Abstract

The invention provides an information display method and device in a game, terminal equipment and a computer readable storage medium. The method comprises the following steps: displaying a plurality of to-be-viewed virtual objects and multiple pieces of attribute information corresponding to each to-be-viewed virtual object in a graphical user interface; in response to a control operation acting on the to-be-viewed virtual objects, canceling display of the multiple pieces of attribute information corresponding to the to-be-viewed virtual objects, or displaying part of attribute information in the multiple pieces of attribute information corresponding to the to-be-viewed virtual objects; and controlling the to-be-viewed virtual object or a virtual camera to execute a target behavior indicated by the control operation, the virtual camera being used for observing the to-be-viewed virtual object. According to the method, the technical problems that in the prior art, due to the display defect of the attribute information of the virtual object, operation of a player is tedious, visual comparison cannot be conducted, and computer memory consumption and resource waste are increased are solved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and particularly to a method, device, terminal device, and computer-readable storage medium for information display in a game. Background Art

[0002] There are often multiple virtual objects in a game, such as multiple virtual characters, multiple virtual items, multiple virtual weapons, etc. Understanding the attribute information of virtual objects is crucial for players to understand the game mechanism and deploy game strategies.

[0003] Currently, in order to avoid interference from the display of virtual object attribute information on players' interactive operations on virtual objects, the attribute information corresponding to a virtual object is usually displayed in the graphical user interface only when the player triggers a certain virtual object. Although this method effectively solves the problem of interference from the display of attribute information on interactive operations, it also brings the following problems: First, when players want to understand the attribute information of multiple virtual objects, they need to trigger each virtual object in turn, which is cumbersome for players to operate. Second, since the attribute information of each virtual object is displayed one by one based on the player's trigger operation, players cannot intuitively compare the attributes between multiple virtual objects, increasing the memory pressure on players. Third, when players do not remember the attribute information of the virtual objects they have viewed, they need to view it repeatedly, resulting in the computer repeatedly rendering the same attribute information display screen, causing computer memory consumption and resource waste.

[0004] In response to the above problems, no effective solution has been proposed yet. Summary of the Invention

[0005] This application provides a method, device, terminal device, and computer-readable storage medium for information display in a game to solve the technical problems in the prior art that due to the display defects of virtual object attribute information, players' operations are cumbersome, they cannot make intuitive comparisons, and further increase computer memory consumption and resource waste.

[0006] In a first aspect, an embodiment of this application provides a method for information display in a game. A graphical user interface is provided through a terminal device. The method includes: displaying multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface; in response to a control operation acting on a virtual object to be viewed, canceling the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or displaying some of the multiple pieces of attribute information corresponding to each virtual object to be viewed; and controlling the virtual object to be viewed or a virtual camera to perform a target behavior indicated by the control operation, where the virtual camera is used to observe the virtual object to be viewed.

[0007] In a second aspect, an information display device in a game is provided in an embodiment of the present application. A graphical user interface is provided through a terminal device. The device includes: a first display unit, a second display unit, and a control unit; the first display unit is configured to display a plurality of virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface; the second display unit is configured to, in response to a control operation on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed; the control unit is configured to control the virtual object to be viewed or a virtual camera to perform a target behavior indicated by the control operation, and the virtual camera is used to observe the virtual object to be viewed.

[0008] In a third aspect, a terminal device is provided in an embodiment of the present application, including: a memory, a processor, and a display; the memory is configured to store one or more computer instructions; the processor is configured to execute one or more computer instructions to implement the above method; the display is configured to display a graphical user interface.

[0009] In a fourth aspect, a computer-readable storage medium is provided in an embodiment of the present application, on which one or more computer instructions are stored. When the instructions are executed by a processor, the above method is implemented.

[0010] Compared with the prior art, the information display method in the game provided by this application includes: displaying a plurality of virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in a graphical user interface; in response to a control operation on a virtual object to be viewed, canceling the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or displaying some of the multiple pieces of attribute information corresponding to each virtual object to be viewed; and controlling the virtual object to be viewed or a virtual camera to perform a target behavior indicated by the control operation, where the virtual camera is used to observe the virtual object to be viewed. First, this method displays multiple pieces of attribute information corresponding to a plurality of virtual objects to be viewed in a graphical user interface, enabling players to view the attribute information of each virtual object to be viewed without any operation. On the one hand, it simplifies the operation steps for players to view the attribute information of virtual objects, especially when viewing the attribute information of multiple virtual objects; on the other hand, it enables players to intuitively compare the attributes between multiple virtual objects, reducing the memory pressure on players and decreasing the computer memory consumption and resource waste caused by repeated viewing. Second, when a player performs a control operation on a virtual object to be viewed, this method cancels the display of multiple pieces of attribute information or only displays some of the attribute information, reducing the occupancy rate of the interface space by the attribute information and facilitating the player to perform precise operations on the virtual object. Therefore, the information display method in the game provided by this application can neither interfere with the player's interaction operations on the virtual object nor reduce the operation burden and memory pressure for the player to view and compare the attribute information of multiple virtual objects. It solves the technical problems in the prior art that due to the display defects of virtual object attribute information, players have cumbersome operations and cannot make intuitive comparisons, thereby increasing computer memory consumption and resource waste. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] FIG. 1(a) is a first schematic diagram showing the attribute information of a virtual object provided by an embodiment of this application;

[0012] FIG. 1(b) is a second schematic diagram showing the attribute information of a virtual object provided by an embodiment of this application;

[0013] FIG. 1(c) is a third schematic diagram showing the attribute information of a virtual object provided by an embodiment of this application;

[0014] FIG. 1(d) is a fourth schematic diagram showing the attribute information of a virtual object provided by an embodiment of this application;

[0015] Figure 2 is an application system diagram of an information display method in a game provided by an embodiment of this application;

[0016] Figure 3 is a flowchart of an information display method in a game provided by the first embodiment of this application;

[0017] Figure 4It is a schematic diagram of the first information panel provided by the first embodiment of the present application;

[0018] Figure 5 It is a schematic diagram showing the first information panel provided by the first embodiment of the present application;

[0019] Figure 6 It is a schematic diagram of the second information panel provided by the first embodiment of the present application;

[0020] Figure 7(a) is the first schematic diagram showing the second information panel provided by the first embodiment of the present application;

[0021] Figure 7(b) is the second schematic diagram showing the second information panel provided by the first embodiment of the present application;

[0022] Figure 7(c) is the third schematic diagram showing the second information panel provided by the first embodiment of the present application;

[0023] Figure 8(a) is the first schematic diagram of an information display method in a game provided by the first embodiment of the present application;

[0024] Figure 8(b) is the second schematic diagram of an information display method in a game provided by the first embodiment of the present application;

[0025] Figure 8(c) is the third schematic diagram of an information display method in a game provided by the first embodiment of the present application;

[0026] Figure 8(d) is the fourth schematic diagram of an information display method in a game provided by the first embodiment of the present application;

[0027] Figure 8(e) is the fifth schematic diagram of an information display method in a game provided by the first embodiment of the present application;

[0028] Figure 9 It is a schematic diagram of the structure of an information display device in a game provided by the second embodiment of the present application;

[0029] Figure 10 It is a schematic diagram of the structure of a terminal device provided by the third embodiment of the present application. Detailed implementation manners

[0030] In the following description, many specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar generalizations without departing from the connotation of the present application. Therefore, the present application is not limited by the specific implementations disclosed below.

[0031] With the rapid development of computer technology and game development technology, the types and quantities of virtual objects in games are increasing. For example, in the same game, there are often multiple virtual characters, multiple virtual props, multiple virtual weapons, multiple virtual components, etc. Therefore, for players to understand game mechanisms, deploy game strategies, etc., it is crucial to know the attribute information of virtual objects.

[0032] Currently, in order to avoid the interference of the display of virtual object attribute information on players' interaction operations with virtual objects, usually when a player triggers a certain virtual object, the attribute information corresponding to that virtual object is displayed in the graphical user interface. Although this method effectively solves the problem of interference of attribute information display on interaction operations, it also brings the following problems: First, when a player wants to know the attribute information of multiple virtual objects, they need to trigger each virtual object in turn, which is cumbersome for the player to operate. Second, because the attribute information of each virtual object is displayed one by one based on the player's trigger operation, players cannot intuitively compare the attributes between multiple virtual objects, increasing the player's memory pressure. Third, when a player does not remember the attribute information of the virtual objects they have viewed, they need to view it repeatedly, which causes the computer to repeatedly render the same attribute information display screen, resulting in computer memory consumption and resource waste.

[0033] Taking a ship game as an example, Figure 1 is a schematic diagram showing the attribute information of virtual objects provided by an embodiment of the present application.

[0034] As shown in Figure 1(a), a virtual ship 11 is displayed in the graphical user interface, and virtual weapons 111, 112, and 113 are loaded on the virtual ship 11.

[0035] As shown in Figure 1(b), the player wants to compare the attribute information such as attack distance, damage value, and attack target between each virtual weapon in order to be able to use a suitable virtual weapon to attack the enemy ship in the game. The player first clicks on virtual weapon 111, and in response to the player's click operation on virtual weapon 111, an attribute information panel 121 corresponding to virtual weapon 111 is displayed on the graphical user interface.

[0036] As shown in Figure 1(c), after the player views the attribute information panel 121, then clicks on virtual weapon 112, and in response to the player's click operation on virtual weapon 112, an attribute information panel 122 corresponding to virtual weapon 112 is displayed on the graphical user interface.

[0037] As shown in Figure 1(d), after the player views the attribute information panel 122, then clicks on virtual weapon 113, and in response to the player's click operation on virtual weapon 113, an attribute information panel 123 corresponding to virtual weapon 113 is displayed on the graphical user interface.

[0038] In summary, the player needs to perform at least 3 operation steps to view the attribute information corresponding to the three virtual weapons. In some game settings, there may also be operation steps to trigger the exit of the attribute information panel corresponding to each virtual weapon. Then, the operations that the player needs to perform will be more cumbersome. The purpose of the player to view the attribute information of each virtual weapon is to compare the attribute information such as the attack distance, damage value, and attack target between the virtual weapons. Therefore, when the player views the attribute information panel 121 corresponding to the virtual weapon 111, the player needs to remember the various attribute information of the virtual weapon 111. When the player views the attribute information panel 122 corresponding to the virtual weapon 112, the player needs to remember the various attribute information of the virtual weapon 112. Only in this way can the player make an attribute comparison of each virtual weapon based on memory when viewing the attribute information panel 123 corresponding to the virtual weapon 113. This undoubtedly brings a very large memory burden to the player. Furthermore, when the player forgets some attribute information and cannot make an attribute comparison, the player needs to perform the above operations again, or even repeat the above operations multiple times. This undoubtedly makes the player's operations more cumbersome. In addition, it will also cause problems such as large computer memory consumption and resource waste because the computer needs to repeatedly render the same attribute information display screen.

[0039] In summary, there is an urgent need for an attribute information display method that can neither interfere with the player's interaction operations on virtual objects nor reduce the operation burden and memory pressure of the player to view and compare the attribute information of multiple virtual objects, so as to solve the technical problems existing in the prior art that due to the display defects of attribute information, the player's operations are cumbersome, the player cannot make an intuitive attribute comparison of virtual objects, and further increase the computer memory consumption and resource waste.

[0040] In view of this, the present application provides an information display method in a game. First, this method displays multiple pieces of attribute information corresponding to multiple virtual objects to be viewed in a graphical user interface, so that the player can view the attribute information of each virtual object to be viewed without any operation. On the one hand, it simplifies the operation steps for the player to view the attribute information of virtual objects, especially when viewing the attribute information of multiple virtual objects; on the other hand, it enables the player to intuitively compare the attributes between multiple virtual objects, reduces the player's memory pressure, and reduces the computer memory consumption and resource waste caused by repeated viewing. Second, when the player performs a control operation on the virtual object to be viewed, this method will cancel the display of multiple pieces of attribute information, or only display some of the attribute information, reducing the occupancy rate of the attribute information on the interface space and facilitating the player to perform precise operations on the virtual object. Therefore, the information display method in the game provided by the present application can neither interfere with the player's interaction operations on virtual objects nor reduce the operation burden and memory pressure of the player to view and compare the attribute information of multiple virtual objects.

[0041] The following further elaborates on the information display method, device, terminal device, and computer-readable storage medium in the game provided by the present application in conjunction with specific embodiments and the accompanying drawings.

[0042] Figure 2 It is an application system diagram of an information display method in a game provided by an embodiment of the present application. As Figure 2 shown, the system includes a user terminal 201 and a server 202. The user terminal 201 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The server 202 can be a processing module inside the user terminal 201, or a processing device electrically connected to the user terminal 201, or a server communicatively connected to multiple user terminals 201. The information display method provided by the present application is deployed on the server 202, so that when a player plays the game based on the user terminal 201, the player can not only conveniently view and compare the attribute information of each virtual object, but also perform precise interaction operations on the virtual object.

[0043] The first embodiment of the present application provides an information display method in a game.

[0044] The game targeted by this method can be of any game type, such as a strategy game, a role-playing game, an action game, a shooting game, a multiplayer online battle arena game, an open-world game, etc., and is not specifically limited here. Applying this method to the above-mentioned game to display the attribute information of virtual objects. In a specific implementation, the game can be a virtual ship game.

[0045] This method provides a graphical user interface through a terminal device. The graphical user interface (GUI) is displayed on the screen of the terminal device. It is a user operation interface displayed in a graphical manner and is a form of interface display for communication between humans and electronic devices, enabling users to interact with electronic devices through icons and visual indicators. The content provided in the graphical user interface is related to the stage of the game. Exemplarily, when the game is in the pre-stage, the content provided in the graphical user interface can be a game settings interface, a virtual object selection interface, etc.; when the game is in the information viewing stage, the content provided in the graphical user interface can be a details interface of virtual objects in the game; when the game is in the battle stage, the content provided in the graphical user interface can be a game battle scene.

[0046] Figure 3 It is a flowchart of the information display method in the game provided by this embodiment. The following combines Figure 3A detailed description is given of the information display method in the game provided in this embodiment. The embodiments involved in the following description are used to explain the technical solutions of this application and are not used as limitations for actual use.

[0047] As Figure 3 shown, the information display method in the game provided in this embodiment includes the following steps S310 to S320.

[0048] Step S310: Display multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface.

[0049] The game may include multiple virtual objects. In this embodiment, the multiple virtual objects may be independent virtual objects or virtual objects having an affiliated relationship with a certain virtual object. For example, virtual components loaded on a certain virtual equipment are not specifically limited here.

[0050] The multiple virtual objects may belong to the same object type or different object types, such as character type, equipment type, equipment component type, etc. Exemplarily, the character type may include multiple different virtual characters, the equipment type may include multiple different virtual equipments, and the equipment component type may include different components that make up or are loaded on the virtual equipment, such as weapon components, operating system components, etc.

[0051] In an alternative implementation, the multiple virtual objects to be viewed may be all the virtual objects included in the game. In another alternative implementation, the multiple virtual objects to be viewed may be all or part of the virtual objects belonging to a certain object type, or may also be all or part of the virtual objects belonging to several object types. It is not specifically limited here.

[0052] In an alternative implementation, the virtual object to be viewed is determined in response to the player's selection operation on the virtual object for which the desired view property information is expected. Exemplarily, in a virtual ship game, there are multiple types of virtual ships, such as virtual ship 1, virtual ship 2, and virtual ship 3. Each type of virtual ship includes multiple component types, such as an energy system component type, a power system component type, a weapon system component type, etc. Each component type in turn includes multiple components. For example, the weapon system component type includes missile components, torpedo components, etc. The player first opens the asset viewing interface and selects virtual ship 1 in the asset viewing interface, thereby opening the ship blueprint interface corresponding to virtual ship 1. The player then selects the weapon system component type in the ship blueprint interface, thereby determining the missile components, torpedo components, etc. included in the weapon system component type as the virtual objects to be viewed. Based on this, before the step of displaying multiple virtual objects to be viewed and multiple pieces of property information corresponding to each virtual object to be viewed in the graphical user interface, the method provided in this embodiment may further include: determining multiple virtual objects as the virtual objects to be viewed in response to the player's selection operation on the multiple virtual objects.

[0053] Property information refers to descriptive data or characteristics associated with a virtual object. A virtual object typically corresponds to multiple types of property information, and each type of property information in turn includes multiple specific properties. For example, property information characterizing the physical characteristics of a virtual object (such as the size, shape, color, material, etc. of the virtual object), property information characterizing the functional characteristics of a virtual object (such as the use, operation method, interaction characteristics, etc. of the virtual object), property information characterizing the identification characteristics of a virtual object (such as the name, number, category, etc. of the virtual object), property information characterizing the performance characteristics of a virtual object (such as the movement speed, damage type, damage intensity, preferred attack target, etc. of the virtual object). These property information can help the player better understand each virtual object. In this embodiment, multiple pieces of property information refer to multiple specific properties, and these specific properties can belong to different property types, which can be determined according to the game settings and are not limited here.

[0054] In this embodiment, the multiple pieces of property information displayed for each virtual object in the graphical user interface may include all the property information corresponding to the virtual object, or may include partial property information corresponding to the virtual object.

[0055] In an alternative implementation, all the attribute information corresponding to a virtual object is divided into different information levels for better management and optimization of the attribute information. Generally, the attribute information at the shallow level mainly includes some basic attributes of the virtual object, such as name, quantity, etc. The attribute information at the deep level mainly includes some performance attributes of the virtual object, such as attack power, defense power, priority attack target, etc. The attribute information at an even deeper level mainly includes some logical attributes of the virtual object, such as interaction rules, evolution mechanism, resource consumption mechanism, etc. The specific division of the attribute information levels can be adjusted according to the game settings and is not limited here. Optionally, the multiple attribute information displayed for each virtual object in the graphical user interface can include the attribute information at all information levels, or can include the attribute information at the shallow level and the deep level. Since players generally do not need to know the attribute information at an even deeper level, it is not synchronously displayed with the attribute information at the shallow level and the deep level at this stage.

[0056] Exemplarily, taking a virtual ship game as an example, after determining that the missile component and the torpedo component in the weapon system component type of virtual ship 1 are the virtual objects to be viewed, the missile component and the torpedo component are displayed in the graphical user interface, and the multiple attribute information corresponding to the missile component and the multiple attribute information corresponding to the torpedo component are displayed. Specifically, the multiple attribute information corresponding to the missile component can include component name, component quantity, firepower value, damage type, priority attack target, single-shot damage value, lock efficiency, etc., and the multiple attribute information corresponding to the torpedo component can include component name, component quantity, firepower value, damage type, priority attack target, single-shot damage value, etc.

[0057] In an alternative implementation, the virtual object to be viewed is a virtual component loaded on a target virtual object. Exemplarily, a weapon component loaded on a virtual ship. Based on this, multiple virtual objects to be viewed and the multiple attribute information corresponding to each virtual object to be viewed are displayed in the graphical user interface. Specifically, it can include: displaying the target virtual object loaded with multiple virtual components and the multiple attribute information corresponding to each virtual component in the graphical user interface. Of course, the multiple virtual components loaded on the target virtual object can also be independently displayed. However, simultaneously displaying the target virtual object and the virtual components can enable players to understand the loading positions of the virtual components on the target virtual object to establish a three-dimensional spatial position relationship between each virtual component and the target virtual object.

[0058] Exemplarily, after determining the missile component and the torpedo component loaded on the virtual ship 1 as the virtual objects to be viewed, the virtual ship 1 loaded with the missile component and the torpedo component is displayed in the graphical user interface, as well as a number of attribute information corresponding to the missile component, such as the component name, the number of components, the firepower value, the damage type, the priority attack target, the single-shot damage value, the locking efficiency, etc., and a number of attribute information corresponding to the torpedo component, such as the component name, the number of components, the firepower value, the damage type, the priority attack target, the single-shot damage value, etc. Based on the content displayed in the graphical user interface, the player can not only directly understand the attribute information of the missile component and the torpedo component, but also intuitively compare the attribute differences between the missile component and the torpedo component, and can also understand the three-dimensional spatial position relationship between the missile component and the torpedo component and the virtual ship 1. For example, the missile component is installed at a position slightly forward of the middle of the virtual ship 1, and the torpedo component is installed at a position slightly backward of the middle of the virtual ship 1.

[0059] Step S320, in response to a control operation on the virtual object to be viewed, cancel the display of a number of attribute information corresponding to each virtual object to be viewed, or display some of the attribute information corresponding to each virtual object to be viewed; and, control the virtual object to be viewed or the virtual camera to perform the target behavior indicated by the control operation, where the virtual camera is used to observe the virtual object to be viewed.

[0060] The control operation on the virtual object to be viewed can be an operation on one or several virtual objects to be viewed. The control operation can be implemented through a mouse, a keyboard, a touch screen, etc. For example, a control operation on a certain virtual object to be viewed is triggered by clicking the mouse. For another example, a control operation on all virtual objects to be viewed is triggered by pressing a preset key on the keyboard. For another example, based on the finger sliding on the touch screen, a control operation on several circled virtual objects to be viewed is triggered. Optionally, the control operation can be any operation that can be performed on the virtual object to be viewed, such as a zoom operation, a rotation operation, a movement operation, a component replacement operation, etc., without specific limitation.

[0061] In this embodiment, in response to the player's execution of a control operation on the virtual object to be viewed, the display of a number of attribute information corresponding to each virtual object to be viewed will be cancelled, or some of the attribute information corresponding to each virtual object to be viewed will be displayed, and the virtual object to be viewed or the virtual camera observing the virtual object to be viewed will be controlled to perform the target behavior.

[0062] In an alternative implementation, the control operation can be understood as a user interaction operation including a triggering stage and a control stage. The triggering stage can be understood as the stage when the player first contacts the virtual object to be viewed when performing the control operation, and the control stage can be understood as the stage when the player performs specific operations after contacting the virtual object to be viewed. Exemplarily, when the player intends to perform a rotation operation on the missile component loaded on the virtual ship 1, the triggering stage is the stage when the player contacts the missile component with a finger or a mouse pointer, and the control stage is the stage when the player performs a rotation on the missile component after contacting the missile component with a finger or a mouse pointer.

[0063] Based on this, in response to a control operation acting on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed; and, control the virtual object to be viewed or the virtual camera to perform the target behavior indicated by the control operation, which may specifically include the following steps S321 to step S322:

[0064] Step S321, in response to the triggering stage of the control operation, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed.

[0065] The triggering stage of the control operation is earlier in time sequence than the control stage. Therefore, when the player starts to perform a control operation on the virtual object to be viewed, the multiple pieces of attribute information corresponding to each virtual object to be viewed will be cancelled from display or partially displayed, thereby clearing the interface space of the graphical user interface, enabling the player to clearly see the scene where the virtual object to be viewed is located, as well as other virtual objects in the scene, etc., so as to perform precise operations on the virtual object to be viewed.

[0066] Optionally, after the player triggers the virtual object to be viewed, the display of the multiple pieces of attribute information corresponding to each virtual object to be viewed will be cancelled to clear the interface space of the graphical user interface, enabling the player to clearly see the scene where the virtual object to be viewed is located, as well as other virtual objects in the scene, thereby facilitating the performance of subsequent operations. Exemplarily, when the player triggers the missile component loaded on the virtual ship 1, the display of the multiple pieces of attribute information corresponding to the missile component and the multiple pieces of attribute information corresponding to the torpedo component is cancelled, so that only the missile component, the torpedo component, and other virtual objects are displayed in the graphical user interface. The player can clearly (without being blocked) see each virtual object, and thus perform subsequent operations on the missile component, the torpedo component, or other virtual objects.

[0067] Optionally, after the player triggers the virtual object to be viewed, some of the multiple attribute information corresponding to each virtual object to be viewed will be displayed to reduce the occupancy rate of the attribute information in the interface space, enabling the player to see the scene where the virtual object to be viewed is located and other virtual objects in the scene, thus facilitating the execution of subsequent operations. Usually, the partial attribute information retained is the attribute information at a shallow level, and retaining this partial attribute information helps the player better distinguish each virtual object to be viewed. Especially in some games with relatively complex virtual object structures, if all attribute information is completely hidden, for some novice players, they will lose the initial understanding of each virtual object to be viewed. Exemplarily, in a virtual ship game, when the player triggers the missile component loaded on virtual ship 1, the multiple attribute information corresponding to the missile component and the multiple attribute information corresponding to the torpedo component are hidden, so that only the missile component, the torpedo component, and other virtual objects are displayed in the graphical user interface. Due to the complex structure of the virtual ship, the presentation ratio of the virtual components is small and the presentation structures of some virtual components are similar, and novice players may not be able to distinguish which is the missile component and which is the torpedo component from them. Based on this, for this type of game, when the player triggers the missile component loaded on virtual ship 1, some of the multiple attribute information corresponding to the missile component and some of the multiple attribute information corresponding to the torpedo component, such as name and quantity, will be displayed in the graphical user interface to enable the player to have a correct initial understanding of each virtual component during subsequent operations.

[0068] Step S322, during the control phase in response to the control operation, control the virtual object to be viewed or the virtual camera to perform the target behavior indicated by the control operation.

[0069] A virtual camera refers to a virtual device in the game engine used to define the viewing perspective, which determines what the player sees in the graphical user interface. The virtual camera can perform operations such as moving and rotating to change the viewing perspective, so that different display contents are presented in the graphical user interface.

[0070] In this embodiment, in response to a control operation by a player on a virtual object to be viewed, it is possible to control the virtual object to be viewed to perform the target behavior indicated by the control operation, or to control the virtual camera to perform the target behavior indicated by the control operation. Exemplarily, in some games, in response to a zoom operation on the virtual object to be viewed (e.g., the player slides two fingers towards or away from each other on the graphical user interface), the virtual camera will be controlled to rise or fall, thereby changing the perspective of observing the virtual object to be viewed, and presenting a reduced or enlarged virtual object to be viewed in the graphical user interface; in other games, in response to a movement operation on the virtual object to be viewed (e.g., the player presses a certain direction key on the keyboard), the virtual object to be viewed will be controlled to move in the virtual scene; in still other games, in response to a component replacement operation on the virtual object to be viewed (e.g., the player clicks on a replacement control with the mouse), the virtual object to be viewed will be controlled to detach from the target virtual object to which it belongs. Whether to specifically control the virtual object to be viewed to perform the target behavior or to control the virtual camera to perform the target behavior can be adjusted according to the game settings and is not limited here.

[0071] In an alternative implementation, the virtual object to be viewed is a virtual component loaded on a target virtual object. Based on this, in response to a control operation on the virtual object to be viewed, the display of multiple attribute information corresponding to each virtual object to be viewed is cancelled, or a part of the multiple attribute information corresponding to each virtual object to be viewed is displayed. Specifically, it may further include: in response to a control operation on the target virtual object, the display of multiple attribute information corresponding to each virtual component is cancelled, or a part of the multiple attribute information corresponding to each virtual component is displayed. Since the virtual object to be viewed is a virtual component loaded on the target virtual object, controlling the target virtual object thus realizes the control of the virtual object to be viewed (virtual component).

[0072] The control operation on the target virtual object can be implemented through a mouse, keyboard, touch screen, etc. For example, clicking on any position of the target virtual object (including the position where the virtual component is loaded) with the mouse or finger triggers the control operation on the target virtual object. For another example, pressing a preset key on the keyboard triggers the control operation on the target virtual object.

[0073] In this embodiment, when the player performs a control operation on the target virtual object, that is, performs a control operation on the virtual component loaded on the target virtual object, the display of multiple attribute information corresponding to each virtual component will then be cancelled, or a part of the multiple attribute information corresponding to each virtual component will be displayed, facilitating the player to perform subsequent operations on the target virtual object and virtual component.

[0074] In an alternative implementation, multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the form of a first information panel. The first information panel refers to a virtual information display panel that displays multiple pieces of attribute information corresponding to the virtual object to be viewed, and it can have various implementation manners, such as a square panel, a rectangular panel, a circular panel, a sector panel, etc. The specific implementation manner can be adjusted according to the game settings and is not limited herein. Based on this, in the graphical user interface, multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed are displayed. Specifically, it may include: displaying multiple virtual objects to be viewed and the first information panel corresponding to each virtual object to be viewed in the graphical user interface, and multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the first information panel.

[0075] Optionally, multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed on the first information panel, and a background image is also displayed. The background image can be an image of the virtual object to be viewed, and the multiple pieces of attribute information are displayed on the upper layer of the background image.

[0076] Exemplarily, if the virtual object to be viewed includes a missile component loaded on the virtual ship 1, then, in the graphical user interface, the missile component and the first information panel corresponding to the missile component will be displayed. In the first information panel corresponding to the missile component, a background image with the image of the missile component as the background is displayed, as well as multiple pieces of attribute information corresponding to the missile component, such as the component name, the number of components, the firepower value, the damage type, the priority attack target, the single-shot damage value, the locking efficiency, etc.

[0077] Figure 4 It is a schematic diagram of the first information panel provided in this embodiment.

[0078] As Figure 4 shown, the first information panel 40 is a virtual information display panel corresponding to the missile component loaded on the virtual ship. The first information panel 40 includes a background image 41 and multiple pieces of attribute information 42 displayed on the upper layer of the background image. Among them, the background image 41 is an image corresponding to the missile component, and the multiple pieces of attribute information 42 include the component name, the number of components, the firepower value, the damage type, the priority attack target, the single-shot damage value, the locking efficiency.

[0079] In an alternative implementation, in the graphical user interface, displaying multiple virtual objects to be viewed and the first information panel corresponding to each virtual object to be viewed may specifically further include: displaying multiple objects to be viewed, the first information panel corresponding to each virtual object to be viewed, and a first connection line between the first information panel corresponding to each virtual object to be viewed and each virtual object to be viewed. The first connection line is used to indicate the corresponding relationship between the first information panel and the virtual object to be viewed.

[0080] Since there are multiple virtual objects to be viewed, there will be multiple first information panels displayed in the graphical user interface. To prevent the player from misunderstanding the correspondence between the first information panel and the virtual object to be viewed, resulting in misalignment of property information understanding. In this embodiment, when multiple virtual objects to be viewed and the corresponding first information panels are displayed in the graphical user interface, a connection line between the virtual object to be viewed and the corresponding first information panel will also be displayed to clearly show the correspondence between each first information panel and each virtual object to be viewed to the player. In this embodiment, the connection line connecting the first information panel and the virtual object to be viewed is defined as the first connection line.

[0081] Optionally, the first connection line can be any implementation method such as a straight line, a curve, a broken line, a dotted line, a high-brightness line, a low-brightness line, a thickened line, etc., and is not limited here.

[0082] In an optional implementation method, there are multiple display areas preset on the graphical user interface, and the display areas are used to display the first information panel.

[0083] Since there are multiple virtual objects to be viewed, there will be multiple first information panels displayed in the graphical user interface. To prevent the display of multiple first information panels from causing a cluttered feeling in the interface space and affecting the player's visual experience. In this embodiment, multiple display areas will be preset in the graphical user interface first. When the first information panel needs to be displayed, the first information panel will be displayed in the display area to keep the layout of the interface space neat.

[0084] Optionally, the multiple first information panels corresponding to the multiple virtual objects to be viewed will be displayed in the corresponding display areas according to the relative position relationship of the multiple virtual objects to be viewed. Based on this, displaying multiple virtual objects to be viewed and the corresponding first information panels of each virtual object in the graphical user interface may specifically further include: determining the display area where the first information panel corresponding to each virtual object to be viewed is pre-displayed according to the relative position between the multiple virtual objects to be viewed; and displaying the first information panel corresponding to each virtual object to be viewed in the pre-displayed display area.

[0085] Optionally, the pre-display areas of the first information panels corresponding to each virtual object to be viewed can be determined according to the relative positions of multiple virtual objects to be viewed and the relative positions of multiple display areas. Exemplarily, there are 3 display areas preset in the graphical user interface. Display area 1 is located on the left side of the graphical user interface, display area 2 is located on the right side of the graphical user interface, and display area 3 is located below the graphical user interface. If there are 3 virtual objects to be viewed, then the first information panels to be displayed include three. According to the relative position relationship of the 3 virtual objects to be viewed, display area 1 can be determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed that is more to the left, display area 2 can be determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed that is more to the right, and display area 3 can be determined as the pre-display area of the first information panel corresponding to another virtual object to be viewed. Then, the three first information panels are displayed in the corresponding display areas. If there are 2 virtual objects to be viewed, then the first information panels to be displayed include two. According to the relative position relationship of the 2 virtual objects to be viewed, display area 1 can be determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed that is more to the left, display area 2 can be determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed that is more to the right, and display area 3 is left vacant. Then, the two first information panels are displayed in the corresponding display areas.

[0086] Optionally, when there is only 1 virtual object to be viewed, a certain display area can be determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed by using preset fixed, random, etc. methods, or the display area closest to the virtual object to be viewed can be determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed according to the distance between the virtual object to be viewed and each display area. The specific implementation method can be adjusted according to the game settings and is not limited here.

[0087] Optionally, there are no display marks on the display areas on the graphical user interface. That is, when the first information panel is not displayed in the display area, the player will not perceive the existence of the display area.

[0088] Taking a virtual ship game as an example, the above method of displaying the first information panel corresponding to the object to be viewed is illustrated. Figure 5 It is a schematic diagram of displaying the first information panel provided in this embodiment.

[0089] As Figure 5As shown, in the graphical user interface, there is a virtual ship 51 loaded with a missile component 511 and a torpedo component 512, as well as a first information panel 521 corresponding to the missile component 511 and a first information panel 522 corresponding to the torpedo component 512. There are three preset display areas in the graphical user interface, namely a display area 531 on the left side of the graphical user interface, a display area 532 on the right side of the graphical user interface, and a display area 533 below the graphical user interface. In this illustration, to clearly explain the display relationship between the display area and the first information panel, the display areas are outlined with dashed lines. Since the missile component 511 is closer to the left side and the torpedo component 512 is closer to the left side, the first information panel 521 corresponding to the missile component 511 is displayed in the display area 531, the first information panel 522 corresponding to the torpedo component 512 is displayed in the display area 532, and the display area 533 is left empty. The first information panel 521 corresponding to the missile component 511 shows the component name, component quantity, firepower value, damage type, priority attack target, single-shot damage value, and lock efficiency corresponding to the missile component 511. The first information panel 522 corresponding to the torpedo component 512 shows the component name, component quantity, firepower value, damage type, priority attack target, and single-shot damage value corresponding to the torpedo component 512. In addition, a first connection line 541 connecting the missile component 511 and the first information panel 521 and a first connection line 542 connecting the torpedo component 512 and the first information panel 522 are also shown in the graphical user interface. The first connection line 541 reflects the corresponding relationship between the missile component 511 and the first information panel 521, and the first connection line 542 reflects the corresponding relationship between the torpedo component 512 and the first information panel 522.

[0090] In an alternative implementation, when multiple pieces of attribute information are displayed in the form of a first information panel, in response to a control operation on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed. Specifically, it may include: in response to a control operation on a virtual object to be viewed, cancel the display of the first information panel corresponding to each virtual object to be viewed, or cancel the display of the first information panel corresponding to each virtual object to be viewed and display a second information panel corresponding to each virtual object to be viewed in the graphical user interface. The second panel includes a partial area of the first information panel, and some of the multiple pieces of attribute information are displayed in the partial area.

[0091] Specifically, when the player performs a control operation on a virtual object to be viewed, the first information panel corresponding to each virtual object to be viewed will be cancelled from display, or while cancelling the display of the first information panel corresponding to each virtual object to be viewed, a second information panel corresponding to each virtual object to be viewed will be displayed.

[0092] The second information panel refers to a virtual information display panel that shows some of the multiple attribute information corresponding to the virtual object to be viewed. It can be implemented in various ways, such as a square panel, a rectangular panel, a circular panel, a sector panel, etc. The specific implementation method can be adjusted according to the game settings and is not limited here. Compared with the first information panel, the second information panel shows less attribute information and occupies less space.

[0093] In this embodiment, the second information panel includes a partial area of the first information panel. Then, the content shown on the second information panel will include the content shown in the partial area of the first information panel. Exemplarily, the content shown on the first information panel includes a background image and multiple attribute information on top of the background image. Then, the content shown on the second information panel will include the partial background image and some attribute information shown in this partial area.

[0094] In an alternative implementation, the partial area is the top area of the first information panel, and the top area shows the name and quantity corresponding to the virtual object to be viewed.

[0095] Normally, the name and quantity corresponding to the virtual object to be viewed are shown at the top of the first information panel, and other attribute information is arranged downward in sequence. When an interaction operation needs to be performed on the virtual object to be viewed, only the name and quantity of the virtual object to be viewed need to be displayed. Therefore, the top area of the first information panel (i.e., the area showing the name and quantity of the virtual object to be viewed) is used as the second information panel. When the first information panel is cancelled from display, the second information panel is displayed to provide the player with the basic information of the virtual object to be viewed. Of course, depending on the different basic information to be pre-displayed and / or the different arrangement order of each attribute information in the first information panel, different partial areas of the first information panel can be used as the second information panel, which is not limited here specifically.

[0096] Figure 6 is a schematic diagram of the second information panel provided in this embodiment, and this figure is an extension based on the Figure 4 shown first information panel.

[0097] Such as Figure 6 shown, the top area of the first information panel 40 is used as the second information panel 60. The second information panel 60 includes the top area of the background image 41, as well as the component name and component quantity located in the top area among the multiple attribute information 42. Other attribute information, such as firepower value, damage type, priority attack target, single-shot damage value, and locking efficiency, is not shown in the second information panel 60.

[0098] In an alternative implementation, a second information panel corresponding to each virtual object to be viewed is displayed in the graphical user interface. Specifically, it may further include: displaying a second information panel corresponding to each virtual object to be viewed in the graphical user interface, and a second connection line between the second information panel corresponding to each virtual object to be viewed and each object to be viewed. The second connection line is used to indicate the corresponding relationship between the second information panel and the virtual object to be viewed.

[0099] Since there are multiple virtual objects to be viewed, there will be multiple second information panels displayed in the graphical user interface. To prevent players from misunderstanding the corresponding relationship between the second information panel and the virtual object to be viewed, resulting in incorrect understanding of the basic information. In this embodiment, when displaying the second information panel corresponding to each virtual object to be viewed in the graphical user interface, a connection line between the virtual object to be viewed and the corresponding second information panel is also displayed to clearly show the corresponding relationship between each second information panel and each virtual object to be viewed to the player. In this embodiment, the connection line connecting the second information panel and the virtual object to be viewed is defined as the second connection line.

[0100] Optionally, the second connection line can be implemented in any way such as a straight line, a curve, a broken line, a dotted line, a high-brightness line, a low-brightness line, a thickened line, etc., and is not limited here. The implementation method of the second connection line can be the same as or different from that of the first connection line.

[0101] Optionally, the length of the second connection line is a fixed preset length and is less than the length of the first connection line, so that the second information panel is closer to its corresponding virtual object to be viewed.

[0102] Taking a virtual ship game as an example, the above method of displaying the second information panel corresponding to the virtual object to be viewed is illustrated. FIG. 7 is a schematic diagram of displaying the second information panel provided in this embodiment.

[0103] As shown in FIG. 7(a), in the graphical user interface, a virtual ship 71 loaded with a missile component 711 and a torpedo component 712 is displayed, as well as a first information panel 721 corresponding to the missile component 711 and a first information panel 722 corresponding to the torpedo component 712. The first information panel 721 is displayed in the display area on the left side of the graphical user interface, and the first information panel 722 is displayed in the display area on the right side of the graphical user interface. The first information panel 721 displays, from top to bottom, the component name, the number of components, the firepower value, the damage type, the priority attack target, the single-shot damage value, and the locking efficiency corresponding to the missile component 711. The first information panel 722 displays, from top to bottom, the component name, the number of components, the firepower value, the damage type, the priority attack target, and the single-shot damage value corresponding to the torpedo component 712. In the graphical user interface, a first connection line 731 connecting the missile component 711 and the first information panel 721 and a first connection line 732 connecting the torpedo component 712 and the first information panel 722 are also displayed.

[0104] As shown in FIG. 7(b), what is presented in the graphical user interface is the virtual ship 71 from a top-down perspective. When the player wants to view the structure of the virtual ship 71 from other perspectives, a rotation operation on the virtual ship 71 is then performed.

[0105] As shown in FIG. 7(c), in response to the player's rotation operation on the virtual ship 71, the first information panel 721 corresponding to the missile component 711 and the first information panel 722 corresponding to the torpedo component 712 are cancelled from display, and a second information panel 741 corresponding to the missile component 711 and a second information panel 742 corresponding to the torpedo component 712 are displayed. The second information panel 741 is the top area of the first information panel 721 and displays the component name and the number of components corresponding to the missile component 711. The second information panel 742 is the top area of the first information panel 722 and displays the component name and the number of components corresponding to the torpedo component 712. In the graphical user interface, a second connection line 751 connecting the missile component 711 and the second information panel 741 and a second connection line 752 connecting the torpedo component 712 and the second information panel 742 are also displayed.

[0106] In an alternative implementation, when the player performs a control operation on the virtual object to be viewed, an animation of the pose change of the virtual object to be viewed or the virtual camera when performing the target behavior will be displayed in the graphical user interface, as well as a moving animation in which some attribute information moves synchronously with the pose change of the virtual object to be viewed.

[0107] Specifically, when the virtual object or virtual camera to be viewed performs a target behavior, the position and pose of the virtual object to be viewed may change. Exemplarily, when the virtual object to be viewed performs a movement behavior in the virtual scene, the position of the virtual object to be viewed changes; when the virtual camera performs a rotation behavior, the user's perspective of viewing the virtual object to be viewed changes, and the pose of the virtual object to be viewed presented in the graphical user interface also changes. In this embodiment, some attribute information corresponding to the virtual object to be viewed will move synchronously following the change of the position and pose of the virtual object to be viewed. Exemplarily, some attribute information is displayed in the form of a second information panel, and the virtual object to be viewed is a virtual component loaded on a virtual ship. In response to the player's rotation operation on the virtual ship, the virtual camera performs a rotation behavior, causing the viewing perspective of the virtual component to change, and the pose of the virtual component presented in the graphical user interface to change. The second information panel corresponding to the virtual component will move synchronously following the change of the pose of the virtual component, that is, also perform synchronous rotation.

[0108] Optionally, some attribute information is displayed in the form of a second information panel. There is a second connection line between the second information panel and the virtual object to be viewed. The length of the second connection line is fixed, and the second information panel and the virtual object to be viewed maintain a preset fixed position relationship. When the position and pose of the virtual object to be viewed change, based on the fixed-length second connection line and the fixed position relationship, the second information panel will move synchronously following the change of the position and pose of the virtual object to be viewed. In this way, a three-dimensional space correspondence relationship between the second information panel and the virtual object to be viewed is established.

[0109] In this embodiment, the animation of the change of the position and pose of the virtual object to be viewed when the virtual object or virtual camera to be viewed performs a target behavior is defined as a position and pose change animation, and the animation of some attribute information moving synchronously following the virtual object to be viewed is defined as a movement animation. Exemplarily, if the control operation is a rotation operation, then, on the graphical user interface, there will be displayed a position and pose change animation of the virtual object to be viewed rotating due to the change of the viewing perspective, and a movement animation of some attribute information moving following.

[0110] In an optional implementation manner provided in this embodiment, the method provided in this embodiment may further include the following step S330:

[0111] Step S330, in response to the termination of the control operation, display multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface. That is, when the control operation terminates, multiple pieces of attribute information corresponding to each virtual object to be viewed will be restored and displayed in the graphical user interface again. For example, the first information panels corresponding to each virtual object to be viewed are displayed in the display area. So that the player can intuitively and fully understand and compare the attribute differences of each virtual object to be viewed.

[0112] Exemplarily, the attribute information is displayed in the form of an information panel, and the control operation is a zoom operation. When the player performs a zoom operation on the virtual object to be viewed, the first information panel corresponding to the virtual object to be viewed (the first information panel displays multiple pieces of attribute information) will be cancelled and displayed, and the second information panel corresponding to the virtual object to be viewed (the second information panel displays some of the multiple pieces of attribute information) will be displayed; then, the virtual camera is controlled to rise or fall to change the viewing angle of the virtual object to be viewed; when the player stops performing the zoom operation on the virtual object to be viewed, the first information panel corresponding to the virtual object to be viewed is restored and displayed in the graphical user interface.

[0113] In an alternative implementation, the control operation includes a viewing angle change operation. The viewing angle change operation can be understood as a user operation that changes the shooting position, and / or shooting angle, and / or shooting distance of the virtual camera. When the shooting position, shooting angle, and shooting distance of the virtual camera for the virtual object are different, the display effect of the virtual object presented in the graphical user interface will be different. Optionally, the viewing angle change operation can be a zoom operation on the virtual object to be viewed, which actually changes the shooting distance of the virtual camera, or a rotation operation on the virtual object to be viewed, which actually changes the shooting angle of the virtual camera, or a movement operation on the virtual object to be viewed, which actually changes the shooting position of the virtual camera. Exemplarily, when the player performs a zoom operation on the virtual object to be viewed, the shooting distance of the virtual camera for the virtual object to be viewed will be changed (the distance increases or decreases), thereby changing the viewing angle of the virtual object to be viewed, so that the virtual object to be viewed displayed in the graphical user interface presents a reduced or enlarged display effect. When the player performs a rotation operation on the virtual object to be viewed, the shooting angle of the virtual camera for the virtual object to be viewed will be changed, thereby changing the viewing angle of the virtual object to be viewed, so that different faces of the virtual object to be viewed are presented in the graphical user interface. When the player performs a movement operation on the virtual object to be viewed, the shooting position of the virtual camera for the virtual object to be viewed will be changed, thereby changing the viewing angle of the virtual object to be viewed, so that different regions of the virtual object to be viewed are presented in the graphical user interface.

[0114] Based on this, in response to the control operation on the virtual object to be viewed, the virtual object to be viewed or the virtual camera is controlled to perform the target behavior indicated by the control operation, which may specifically include: in response to the viewing angle change operation on the virtual object to be viewed, changing the first viewing angle of the virtual object to be viewed. Exemplarily, the first viewing angle is a top-down viewing angle, which is a preset default viewing angle. In response to the rotation operation of the player on the virtual object to be viewed, the virtual camera is controlled to rotate, and the viewing angle of observing the virtual object to be viewed is gradually changed from the top-down viewing angle to the eye-level viewing angle.

[0115] In an alternative implementation, in response to the termination control operation, the perspective for observing the virtual object to be viewed is maintained as the changed perspective (e.g., the eye-level perspective), and multiple pieces of attribute information corresponding to each virtual object to be viewed are displayed in the graphical user interface.

[0116] In another alternative implementation, in response to the termination control operation, the perspective for observing the virtual object to be viewed is restored to the first perspective (e.g., the top-down perspective), and multiple pieces of attribute information corresponding to each virtual object to be viewed are displayed in the graphical user interface.

[0117] Taking a virtual ship game as an example, the above-mentioned multiple alternative implementation manners are illustrated. FIG. 8 is a schematic diagram of a method for displaying information in a game provided in this embodiment.

[0118] As shown in FIG. 8(a), a virtual ship 81 equipped with a missile component 811 and a torpedo component 812, and a first information panel 821 corresponding to the missile component 811 and a first information panel 822 corresponding to the torpedo component 812 are displayed in the graphical user interface. The first information panel 821 is displayed in the display area on the left side of the graphical user interface, and the first information panel 822 is displayed in the display area on the right side of the graphical user interface. The first information panel 821 displays, from top to bottom, the component name, the number of components, the firepower value, the damage type, the priority attack target, the single-shot damage value, and the locking efficiency corresponding to the missile component 811. The first information panel 822 displays, from top to bottom, the component name, the number of components, the firepower value, the damage type, the priority attack target, and the single-shot damage value corresponding to the torpedo component 812. A first connection line 831 connecting the missile component 811 and the first information panel 821 and a first connection line 832 connecting the torpedo component 812 and the first information panel 822 are also displayed in the graphical user interface.

[0119] As shown in FIG. 8(b), the virtual ship 81 is displayed in the top-down perspective in the graphical user interface. The player wants to view the structure of the virtual ship 81 from other perspectives, and then performs a rotation operation on the virtual ship 81.

[0120] As shown in FIG. 8(c), in response to the player performing a rotation operation on the virtual ship 81, the display of the first information panel 821 corresponding to the missile component 811 and the first information panel 822 corresponding to the torpedo component 812 is cancelled, and the second information panel 841 corresponding to the missile component 811 and the second information panel 842 corresponding to the torpedo component 812 are displayed. The second information panel 841 is the top area of the first information panel 821, and displays the component name and the number of components corresponding to the missile component 811. The second information panel 842 is the top area of the first information panel 822, and displays the component name and the number of components corresponding to the torpedo component 812. The graphical user interface also displays a second connection line 851 connecting the missile component 811 and the second information panel 841, and a second connection line 852 connecting the torpedo component 812 and the second information panel 842.

[0121] As shown in FIG. 8(d), the virtual camera is controlled to rotate, and the viewing angle of observing the virtual ship 81 is gradually changed from a top-down view angle to a front view angle. The virtual ship 81 in the front view angle is displayed in the graphical user interface, and the player can view the side structure of the virtual ship 81. Since the current viewing angle of observing the virtual ship 81 is the front view angle, the missile component 811 and the torpedo component 812 are not within this viewing angle range, that is, they are not displayed in the graphical user interface. The second information panel 841 and the second information panel 842 move synchronously with the missile component 811 and the torpedo component 812, and are also not displayed in the graphical user interface.

[0122] As shown in FIG. 8(e), in response to the player terminating the rotation operation on the virtual ship 81, the viewing angle of observing the virtual ship 81 is restored from the front view angle to the top-down view angle. The virtual ship 81 in the top-down view angle is restored and displayed in the graphical user interface, and the first information panel 821 corresponding to the missile component 811 and the first information panel 822 corresponding to the torpedo component 812 are restored and displayed.

[0123] The above first embodiment provides a method for displaying information in a game. First, the method displays multiple pieces of attribute information corresponding to multiple virtual objects to be viewed in a graphical user interface, enabling players to view the attribute information of each virtual object to be viewed without any operation. On the one hand, it simplifies the operation steps for players to view the attribute information of virtual objects, especially when viewing the attribute information of multiple virtual objects; on the other hand, it enables players to intuitively compare the attributes between multiple virtual objects, reducing the memory pressure on players and reducing the computer memory consumption and resource waste caused by repeated viewing. Second, when the player performs a control operation on the virtual object to be viewed, the method cancels the display of multiple pieces of attribute information or only displays some of the attribute information, reducing the occupancy rate of the interface space by the attribute information and facilitating the player to perform precise operations on the virtual object. Therefore, the information display method in the game provided by this application achieves the goal of neither interfering with the player's interactive operations on the virtual object nor reducing the operation burden and memory pressure for the player to view and compare the attribute information of multiple virtual objects, solving the defect of attribute information display existing in the prior art. It should be noted that the examples in the first embodiment are only for explaining the method described in this application and are not used as a limitation for actual use. The information display method in the game provided by this application includes but is not limited to the method described in the first embodiment.

[0124] The second embodiment of this application provides an information display device in a game. The device provides a graphical user interface through a terminal device. Figure 9 It is a schematic structural diagram of the information display device in the game provided by this embodiment.

[0125] As Figure 9 shown, the information display device in the game provided by this embodiment includes: a first display unit 901, a second display unit 902, and a control unit 903.

[0126] The first display unit 901 is used to display multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in a graphical user interface.

[0127] The second display unit 902 is used to respond to a control operation on the virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed.

[0128] The control unit 903 is used to control the virtual object to be viewed or a virtual camera to perform the target behavior indicated by the control operation, and the virtual camera is used to observe the virtual object to be viewed.

[0129] Optionally, the virtual object to be viewed is a virtual component loaded on a target virtual object;

[0130] Display multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in a graphical user interface, including:

[0131] Display a target virtual object loaded with multiple virtual components and multiple pieces of attribute information corresponding to each virtual component in a graphical user interface;

[0132] Respond to a control operation on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed, including:

[0133] Respond to a control operation on the target virtual object, cancel the display of multiple pieces of attribute information corresponding to each virtual component, or display some of the multiple pieces of attribute information corresponding to each virtual component.

[0134] Optionally, the multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the form of a first information panel;

[0135] Display multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed in a graphical user interface, including:

[0136] Display multiple virtual objects to be viewed and a first information panel corresponding to each virtual object to be viewed in a graphical user interface, and multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the first information panel.

[0137] Optionally, respond to a control operation on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed, including:

[0138] Respond to a control operation on a virtual object to be viewed, cancel the display of the first information panel corresponding to each virtual object to be viewed, or cancel the display of the first information panel corresponding to each virtual object to be viewed and display a second information panel corresponding to each virtual object to be viewed in the graphical user interface. The second panel includes a partial area of the first information panel, and some of the multiple pieces of attribute information are displayed in the partial area.

[0139] Optionally, the partial area is the top area of the first information panel, and the name and quantity corresponding to the virtual object to be viewed are displayed in the top area.

[0140] Optionally, there are multiple display areas preset on the graphical user interface, and the display areas are used to display the first information panel;

[0141] Display multiple virtual objects to be viewed and a first information panel corresponding to each virtual object to be viewed in a graphical user interface, including:

[0142] Determine the display areas where the first information panels corresponding to the virtual objects to be viewed are to be pre-displayed according to the relative positions among the multiple virtual objects to be viewed;

[0143] Display the first information panels corresponding to the virtual objects to be viewed in the pre-displayed areas.

[0144] Optionally, it is also used for:

[0145] In the graphical user interface, display the pose change animation of the virtual object to be viewed when the virtual object to be viewed or the virtual camera performs a target behavior, and the movement animation in which some attribute information moves synchronously following the pose change of the virtual object to be viewed.

[0146] Optionally, it is also used for:

[0147] In response to a termination control operation, display multiple attribute information items corresponding to each virtual object to be viewed in the graphical user interface.

[0148] Optionally, the control operation includes a viewing angle change operation;

[0149] Control the virtual object to be viewed to perform the target behavior indicated by the control operation, including:

[0150] In response to a viewing angle change operation acting on the virtual object to be viewed, change the first viewing angle for observing the virtual object to be viewed;

[0151] In response to a termination control operation, display multiple attribute information items corresponding to each virtual object to be viewed in the graphical user interface, including:

[0152] In response to a termination of the viewing angle change operation, restore the first viewing angle and display multiple attribute information items corresponding to each virtual object to be viewed in the graphical user interface.

[0153] The third embodiment of this application provides a terminal device, Figure 10 which is a schematic structural diagram of the terminal device provided in this embodiment.

[0154] As Figure 10 shown, the terminal device provided in this embodiment includes: a memory 1001, a processor 1002, and a display 1003.

[0155] The memory 1001 is used to store computer instructions for executing the road editing method in the game;

[0156] The processor 1002 is used to execute the computer instructions stored in the memory 1001 to perform the following operations:

[0157] In the graphical user interface, display multiple virtual objects to be viewed and multiple attribute information items corresponding to each virtual object to be viewed;

[0158] In response to a control operation on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed; and,

[0159] Control the virtual object to be viewed or the virtual camera to perform the target behavior indicated by the control operation, where the virtual camera is used to observe the virtual object to be viewed.

[0160] Optionally, also perform:

[0161] In the graphical user interface, display the pose change animation of the virtual object to be viewed when the virtual object to be viewed or the virtual camera performs the target behavior, and the movement animation in which some of the attribute information moves synchronously with the pose change of the virtual object to be viewed.

[0162] Optionally, also perform:

[0163] In response to the termination of the control operation, display the multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface.

[0164] Optionally, the control operation includes a viewing angle change operation;

[0165] Controlling the virtual object to be viewed to perform the target behavior indicated by the control operation includes:

[0166] In response to the viewing angle change operation on the virtual object to be viewed, change the first viewing angle for observing the virtual object to be viewed;

[0167] In response to the termination of the control operation, display the multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface, including:

[0168] In response to the termination of the viewing angle change operation, restore the first viewing angle and display the multiple pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface.

[0169] Optionally, the virtual object to be viewed is a virtual component loaded on the target virtual object;

[0170] In the graphical user interface, display multiple virtual objects to be viewed and the multiple pieces of attribute information corresponding to each virtual object to be viewed, including:

[0171] In the graphical user interface, display the target virtual object loaded with multiple virtual components, and the multiple pieces of attribute information corresponding to each virtual component;

[0172] In response to a control operation on a virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed, including:

[0173] In response to a control operation on a target virtual object, cancel the display of multiple pieces of attribute information corresponding to each virtual component, or display some of the multiple pieces of attribute information corresponding to each virtual component.

[0174] Optionally, the multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the form of a first information panel;

[0175] In the graphical user interface, display multiple virtual objects to be viewed and multiple pieces of attribute information corresponding to each virtual object to be viewed, including:

[0176] In the graphical user interface, display multiple virtual objects to be viewed and a first information panel corresponding to each virtual object to be viewed, and multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the first information panel.

[0177] Optionally, in response to a control operation on the virtual object to be viewed, cancel the display of multiple pieces of attribute information corresponding to each virtual object to be viewed, or display some of the multiple pieces of attribute information corresponding to each virtual object to be viewed, including:

[0178] In response to a control operation on the virtual object to be viewed, cancel the display of the first information panel corresponding to each virtual object to be viewed, or cancel the display of the first information panel corresponding to each virtual object to be viewed and display a second information panel corresponding to each virtual object to be viewed in the graphical user interface. The second panel includes a partial area of the first information panel, and some of the multiple pieces of attribute information are displayed in the partial area.

[0179] Optionally, the partial area is the top area of the first information panel, and the name and quantity corresponding to the virtual object to be viewed are displayed in the top area.

[0180] Optionally, there are multiple display areas preset on the graphical user interface, and the display areas are used to display the first information panel;

[0181] In the graphical user interface, display multiple virtual objects to be viewed and a first information panel corresponding to each virtual object to be viewed, including:

[0182] Determine the display area where the first information panel corresponding to each virtual object to be viewed is pre-displayed according to the relative positions of the multiple virtual objects to be viewed;

[0183] Display the first information panel corresponding to each virtual object to be viewed in the pre-displayed display area.

[0184] The display 1003 is used to display the graphical user interface.

[0185] The fourth embodiment of this application provides a computer-readable storage medium, which includes computer instructions. When the computer instructions are executed by a processor, they are used to implement the methods described in the embodiments of this application.

[0186] It should be noted that relational terms such as "first" and "second" in this article are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, words such as "including", "having", "containing", and "comprising" have the same meaning, and any one or more items following any of the above words are open-ended. None of the above nouns indicate that the one or more items have been listed exhaustively or are limited to these listed one or more items.

[0187] When used in this article, unless otherwise clearly stated, the term "or" includes all possible combinations, except those that are not feasible. For example, if it is expressed that a database may include A or B, then unless otherwise specifically specified or not feasible, it may include database A, or B, or A and B. As a second example, if it is expressed that a certain database may include A, B, or C, then unless otherwise specifically specified or not feasible, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A and B and C.

[0188] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above computer-readable medium. When this software is executed by a processor, it can execute the methods disclosed above. The computing units and other functional units described in this disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above modules / units can be further divided into multiple sub-modules / sub-units.

[0189] In the above detailed description, the embodiments have been described with reference to many specific details, and these details may vary depending on the implementation. Certain adaptations and modifications can be made to the embodiments. For those skilled in the art, some other implementation manners can be obviously obtained from the specific implementation manners disclosed in this application. This specification and examples are only for illustrative purposes, and the true scope and essence of this application are defined by the claims. The step order shown in the drawings is also only for explanatory purposes and does not mean to limit any specific steps or order. Therefore, those skilled in the art will realize that when implementing the same method, these steps can be executed in a different order.

[0190] Exemplary embodiments are disclosed in the drawings and the detailed description of this application. However, many variations and modifications can be made to these embodiments. Accordingly, although specific terms are used, these terms are merely general and descriptive and not for the purpose of limitation.

Claims

1. A method for displaying information in a game, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying a plurality of virtual objects to be viewed and a plurality of attribute information corresponding to each of the virtual objects to be viewed in the graphical user interface; In response to a control operation on the virtual object to be viewed, canceling display of the plurality of pieces of attribute information corresponding to each virtual object to be viewed, or displaying part of the plurality of pieces of attribute information corresponding to each virtual object to be viewed; and The virtual object to be viewed or the virtual camera is controlled to execute the target behavior indicated by the control operation, and the virtual camera is used to observe the virtual object to be viewed.

2. The method according to claim 1, characterized in that The method further comprises: Displaying in the graphical user interface an animation of a posture change of the virtual object to be viewed when the virtual object to be viewed or the virtual camera performs the target behavior, and an animation of a movement of the partial attribute information moving synchronously with the posture change of the virtual object to be viewed.

3. The method according to claim 1, characterized in that The method further comprises: In response to terminating the control operation, the plurality of pieces of attribute information corresponding to each of the virtual objects to be viewed are displayed in the graphical user interface.

4. The method according to claim 3, characterized in that: The control operation includes a viewing angle change operation; The controlling the virtual object to be viewed or the virtual camera to execute the target behavior indicated by the control operation includes: In response to a perspective change operation on the virtual object to be viewed, changing a first perspective for observing the virtual object to be viewed; The response terminates the control operation, and the plurality of property information corresponding to each of the virtual objects to be viewed is displayed in the graphical user interface, including: In response to terminating the perspective changing operation, the first perspective is restored, and the multiple pieces of attribute information corresponding to each of the virtual objects to be viewed are displayed in the graphical user interface.

5. The method according to claim 1, characterized in that The virtual object to be viewed is a virtual component loaded on the target virtual object; The displaying of a plurality of virtual objects to be viewed and a plurality of attribute information corresponding to each of the virtual objects to be viewed in the graphical user interface includes: Displaying the target virtual object loaded with the plurality of the virtual components and the plurality of property information corresponding to each of the virtual components in the graphical user interface; The method of cancelling display of the plurality of pieces of attribute information corresponding to each virtual object to be viewed, or displaying part of the plurality of pieces of attribute information corresponding to each virtual object to be viewed in response to the control operation on the virtual object to be viewed, comprises: In response to a control operation acting on the target virtual object, the display of the multiple items of attribute information corresponding to each virtual component is canceled, or part of the multiple items of attribute information corresponding to each virtual component is displayed.

6. The method according to claim 1, characterized in that The multiple pieces of attribute information corresponding to the virtual object to be viewed are displayed in the form of a first information panel; The displaying of a plurality of virtual objects to be viewed and a plurality of attribute information corresponding to each of the virtual objects to be viewed in the graphical user interface includes: The plurality of virtual objects to be viewed and the first information panel corresponding to each of the virtual objects to be viewed are displayed in the graphical user interface, wherein the first information panel displays the plurality of property information corresponding to the virtual objects to be viewed.

7. The method according to claim 6, characterized in that The method of cancelling display of the plurality of pieces of attribute information corresponding to each virtual object to be viewed, or displaying part of the plurality of pieces of attribute information corresponding to each virtual object to be viewed in response to the control operation on the virtual object to be viewed, comprises: In response to a control operation applied to the virtual objects to be viewed, the first information panel corresponding to each virtual object to be viewed is canceled, or the first information panel corresponding to each virtual object to be viewed is canceled and a second information panel corresponding to each virtual object to be viewed is displayed in the graphical user interface, wherein the second panel includes a local area of ​​the first information panel, and part of the attribute information among the multiple attribute information is displayed in the local area.

8. The method according to claim 7, characterized in that The local area is the top area of ​​the first information panel, and the top area displays the name and quantity of the virtual object to be viewed.

9. The method according to claim 6, characterized in that The graphical user interface is preset with a plurality of display areas, and the display areas are used to display the first information panel; The displaying of the plurality of virtual objects to be viewed and the first information panel corresponding to each of the virtual objects to be viewed in the graphical user interface includes: Determining, according to the relative positions between the plurality of virtual objects to be viewed, the display area pre-displayed on the first information panel corresponding to each virtual object to be viewed; The first information panel corresponding to each of the virtual objects to be viewed is displayed in the pre-displayed display area.

10. An information display device in a game, characterized in that: Providing a graphical user interface through a terminal device, the apparatus comprises: a first display unit, a second display unit, and a control unit; The first display unit is used to display a plurality of virtual objects to be viewed and a plurality of attribute information corresponding to each of the virtual objects to be viewed in the graphical user interface; The second display unit is used to cancel display of the multiple pieces of attribute information corresponding to each virtual object to be viewed, or to display part of the multiple pieces of attribute information corresponding to each virtual object to be viewed in response to a control operation acting on the virtual object to be viewed; The control unit is used to control the virtual object to be viewed or the virtual camera to execute the target behavior indicated by the control operation, and the virtual camera is used to observe the virtual object to be viewed.

11. A terminal device, characterized in that: include: Memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method according to any one of claims 1 to 9; The display is used to provide a graphical user interface.

12. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: When the instruction is executed by a processor, the method according to any one of claims 1 to 9 is performed.

Citation Information

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