A method, apparatus, and terminal device for displaying information in a game
By displaying the attribute information of multiple virtual objects in the graphical user interface and managing the display in response to player actions, the problems of cumbersome operation and memory consumption caused by displaying virtual object attribute information are solved, thus achieving simplified operation and resource saving.
Patent Information
- Application Number
- CN202510260026.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-05
- Publication Date
- 2025-12-12
- Estimated Expiration
- 2045-03-05
AI Technical Summary
In existing technologies, the display of virtual object attribute information leads to cumbersome player operations, makes intuitive comparison impossible, and increases computer memory consumption and resource waste.
The system displays multiple virtual objects to be viewed and their various attribute information in a graphical user interface, responds to player control operations to cancel or partially display attribute information, and allows viewing of the objects through a virtual camera.
It simplifies the steps for players to view the properties of virtual objects, reduces memory burden, and lowers computer memory consumption and resource waste.
Smart Images

Figure CN120037655B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of computer, in particular to a method and device for displaying information in a game, a terminal device and a computer readable storage medium. BACKGROUND
[0002] There are usually multiple virtual objects in a game, such as multiple virtual characters, multiple virtual props, multiple virtual weapons, etc. The understanding of the attribute information of the virtual objects by the players is crucial for understanding the game mechanism and deploying the game strategy.
[0003] Currently, in order to avoid the interference of the display of the attribute information of the virtual objects on the interactive operation of the players on the virtual objects, the attribute information corresponding to the virtual objects is usually displayed in the graphical user interface only when the players trigger the virtual objects. Although this method effectively solves the problem of the interference of the display of the attribute information on the interactive operation, it also causes the following problems: first, when the players want to understand the attribute information of multiple virtual objects, the players need to trigger each virtual object in turn, which is tedious for the players to operate. Second, because the attribute information of each virtual object is displayed one by one based on the triggering operation of the players, the players cannot intuitively compare the attributes between multiple virtual objects, which increases the memory pressure of the players. Third, when the players do not remember the attribute information of the virtual objects that have been viewed, the players need to view the attribute information repeatedly, which causes the computer to repeatedly render the same attribute information display screen, resulting in the consumption of the computer memory and the waste of resources.
[0004] At present, there is no effective solution to the above problems. SUMMARY
[0005] The present application provides a method and device for displaying information in a game, a terminal device and a computer readable storage medium, to solve the technical problem that the display defects of the attribute information of the virtual objects in the prior art cause the players to operate tediously, cannot intuitively compare, and further increase the consumption of the computer memory and the waste of resources.
[0006] In a first aspect, the present application provides a method for displaying information in a game, which provides a graphical user interface by a terminal device, and the method comprises the following steps: displaying multiple virtual objects to be viewed and multiple attribute information corresponding to each virtual object to be viewed in the graphical user interface; in response to a control operation acting on the virtual object to be viewed, canceling the display of the multiple attribute information corresponding to each virtual object to be viewed, or displaying part of the multiple 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, the virtual camera being used to observe the virtual object to be viewed.
[0007] In a second aspect, the embodiments of the present application provide a device for displaying information in a game, which provides a graphical user interface through a terminal device, and the device comprises: 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 a plurality of pieces of attribute information corresponding to each virtual object to be viewed in the graphical user interface; the second display unit is configured to cancel the display of the plurality of pieces of attribute information corresponding to each virtual object to be viewed or display part of the plurality of pieces of attribute information corresponding to each virtual object to be viewed in response to a control operation performed on the virtual object to be viewed; and the control unit is configured to control the virtual object to be viewed or a virtual camera to perform a target action indicated by the control operation, and the virtual camera is configured to observe the virtual object to be viewed.
[0008] In a third aspect, the embodiments of the present application provide a terminal device, which comprises: a memory, a processor, and a display; the memory is configured to store one or more computer instructions; the processor is configured to execute the one or more computer instructions to implement the method described above; and the display is configured to display a graphical user interface.
[0009] In a fourth aspect, the embodiments of the present application provide a computer readable storage medium, which stores one or more computer instructions, and the instructions are executed by a processor to perform the method described above.
[0010] Compared with the prior art, the information display method in the game provided by the application comprises: displaying a plurality of to-be-viewed virtual objects and a plurality of 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 object, canceling the display of the plurality of pieces of attribute information corresponding to each to-be-viewed virtual object, or displaying part of the plurality of pieces of attribute information corresponding to each to-be-viewed virtual object; and controlling the to-be-viewed virtual object or a virtual camera to perform a target action indicated by the control operation, the virtual camera being used to observe the to-be-viewed virtual object. First, the method displays the plurality of pieces of attribute information corresponding to the plurality of to-be-viewed virtual objects in the graphical user interface, so that the player can view the attribute information of each to-be-viewed virtual object without any operation. On the one hand, the operation steps of the player in viewing the attribute information of the virtual object, especially in viewing the attribute information of a plurality of virtual objects, are simplified; on the other hand, the player can intuitively compare the attributes between the plurality of virtual objects, thereby reducing the memory pressure of the player and the computer memory consumption and resource waste caused by repeated viewing. Second, when the player performs the control operation on the to-be-viewed virtual object, the method cancels the display of the plurality of pieces of attribute information or displays only part of the plurality of pieces of attribute information, thereby reducing the occupancy rate of the attribute information on the interface space and facilitating the player to perform accurate operation on the virtual object. Therefore, the information display method in the game provided by the application can not only interfere with the interactive operation of the player on the virtual object, but also reduce the operation burden and memory pressure of the player in viewing and comparing the attribute information of a plurality of virtual objects. The technical problem of the prior art that the display defect of the attribute information of the virtual object causes the player to operate complicatedly and cannot be compared intuitively, thereby increasing the computer memory consumption and resource waste is solved. BRIEF DESCRIPTION OF DRAWINGS
[0011] FIG. 1(a) is a first schematic diagram of displaying attribute information of a virtual object provided by an embodiment of the application;
[0012] FIG. 1(b) is a second schematic diagram of displaying attribute information of a virtual object provided by an embodiment of the application;
[0013] FIG. 1(c) is a third schematic diagram of displaying attribute information of a virtual object provided by an embodiment of the application;
[0014] FIG. 1(d) is a fourth schematic diagram of displaying attribute information of a virtual object provided by an embodiment of the application;
[0015] Figure 2 is an application system diagram of a kind of information display method in game provided by an embodiment of the application;
[0016] Figure 3 is a flow chart of the information display method in game provided by the first embodiment of the application;
[0017] Figure 4Fig. 1 is a schematic diagram of a first information panel provided by a first embodiment of the present application;
[0018] Figure 5 Fig. 2 is a schematic diagram of displaying the first information panel provided by the first embodiment of the present application;
[0019] Figure 6 Fig. 3 is a schematic diagram of a second information panel provided by the first embodiment of the present application;
[0020] Fig. 7(a) is a first schematic diagram of displaying the second information panel provided by the first embodiment of the present application;
[0021] Fig. 7(b) is a second schematic diagram of displaying the second information panel provided by the first embodiment of the present application;
[0022] Fig. 7(c) is a third schematic diagram of displaying the second information panel provided by the first embodiment of the present application;
[0023] Fig. 8(a) is a first schematic diagram of a method of displaying information in a game provided by the first embodiment of the present application;
[0024] Fig. 8(b) is a second schematic diagram of the method of displaying information in a game provided by the first embodiment of the present application;
[0025] Fig. 8(c) is a third schematic diagram of the method of displaying information in a game provided by the first embodiment of the present application;
[0026] Fig. 8(d) is a fourth schematic diagram of the method of displaying information in a game provided by the first embodiment of the present application;
[0027] Fig. 8(e) is a fifth schematic diagram of the method of displaying information in a game provided by the first embodiment of the present application;
[0028] Figure 9 Fig. 9 is a schematic diagram of a structure of a device for displaying information in a game provided by a second embodiment of the present application;
[0029] Figure 10 Fig. 10 is a schematic diagram of a structure of a terminal device provided by a third embodiment of the present application. DETAILED DESCRIPTION
[0030] In the following description, a lot of specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be practiced in a variety of ways beyond the specific embodiments described herein without departing from the scope of the present application, which is set forth in the appended claims. Therefore, the specific details disclosed below do not define the scope of the present application.
[0031] With the rapid development of computer technology and game development technology, the types and quantities of virtual objects existing in games are increasing, such as multiple virtual characters, multiple virtual props, multiple virtual weapons, multiple virtual components, and the like in the same game. Therefore, the understanding of virtual object attribute information by players is crucial for understanding game mechanisms and deploying game strategies.
[0032] Currently, in order to avoid the interference of the display of virtual object attribute information on the interactive operation of players on virtual objects, the attribute information corresponding to a virtual object is usually displayed in a graphical user interface only when the player triggers the virtual object. Although this method effectively solves the problem of interference of the display of attribute information on the interactive operation, it also raises the following problems: first, when a player wants to understand the attribute information of multiple virtual objects, the player needs to trigger each virtual object in turn, which is tedious for the player to operate. Second, because the attribute information of each virtual object is displayed one by one based on the triggering operation of the player, the player cannot intuitively compare the attributes between multiple virtual objects, increasing the memory pressure of the player. Third, when the player does not remember the attribute information of the virtual objects that have been viewed, the player needs to view 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 warship game as an example, FIG. 1 is a schematic diagram of displaying virtual object attribute information provided by an embodiment of the present application.
[0034] As shown in FIG. 1(a), a virtual warship 11 is displayed in a graphical user interface, and the virtual warship 11 is loaded with virtual weapons 111, virtual weapons 112, and virtual weapons 113.
[0035] As shown in FIG. 1(b), a player wants to compare the attribute information such as attack distance, damage value, and attack target between each virtual weapon, so as to use a suitable virtual weapon to attack an enemy warship in a game. The player first clicks the virtual weapon 111, and in response to the clicking operation of the player on the virtual weapon 111, an attribute information panel 121 corresponding to the virtual weapon 111 is displayed on the graphical user interface.
[0036] As shown in FIG. 1(c), the player views the attribute information panel 121, and then clicks the virtual weapon 112, and in response to the clicking operation of the player on the virtual weapon 112, an attribute information panel 122 corresponding to the virtual weapon 112 is displayed on the graphical user interface.
[0037] As shown in FIG. 1(d), the player views the attribute information panel 122, and then clicks the virtual weapon 113, and in response to the clicking operation of the player on the virtual weapon 113, an attribute information panel 123 corresponding to the virtual weapon 113 is displayed on the graphical user interface.
[0038] In summary, the player needs to perform at least three operation steps to view the attribute information of the three virtual weapons. In some game settings, there may also be an operation step of triggering the exit of the attribute information panel corresponding to each virtual weapon. Therefore, the player needs to perform more complicated operations. The purpose of the player viewing the attribute information of each virtual weapon is to compare the attack distance, damage value, attack target and other attribute information of each virtual weapon. Therefore, when the player views the attribute information panel 121 corresponding to the virtual weapon 111, the player needs to remember the 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 attribute information of the virtual weapon 112. In this way, when the player views the attribute information panel 123 corresponding to the virtual weapon 113, the player can compare the attribute information of each virtual weapon based on the memory. This undoubtedly brings a great memory burden to the player. Moreover, when the player forgets some attribute information and cannot compare the attribute information, the player needs to perform the above operation again or even repeatedly. This undoubtedly makes the operation of the player more complicated. In addition, the computer needs to repeatedly render the same attribute information display screen, which causes large consumption of computer memory and waste of resources.
[0039] In summary, there is an urgent need for an attribute information display method which can not interfere with the interactive operation of the player on the virtual object and can reduce the operation burden and memory pressure of the player in viewing and comparing the attribute information of multiple virtual objects, so as to solve the technical problems of the prior art that the display defects of the attribute information cause the player to operate complicatedly and cannot intuitively compare the attribute information of the virtual object, and further increase the consumption of computer memory and waste of resources.
[0040] Therefore, the present application provides an information display method in a game. First, the method displays multiple 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, the method simplifies the operation steps of the player in viewing the attribute information of the virtual object, especially the attribute information of multiple virtual objects. On the other hand, the method enables the player to intuitively compare the attribute information of multiple virtual objects, reduces the memory pressure of the player, and reduces the consumption of computer memory and waste of resources caused by repeated viewing. Second, the method cancels the display of the multiple attribute information or displays only part of the attribute information when the player performs a control operation on the virtual object to be viewed, reduces the occupancy rate of the attribute information on the interface space, and facilitates the player to perform accurate operations on the virtual object. Therefore, the information display method in the game provided by the present application can not interfere with the interactive operation of the player on the virtual object and can reduce the operation burden and memory pressure of the player in viewing and comparing the attribute information of multiple virtual objects.
[0041] The information display method in a game, the device, the terminal equipment and the computer readable storage medium provided by the application will be further described in detail below with specific embodiments and drawings.
[0042] Figure 2 is an application system diagram of the information display method in a game provided by the embodiments of the application. As shown in the figure, Figure 2 the system includes a user terminal 201 and a service terminal 202. The user terminal 201 can be any device such as a smart phone, a tablet computer, a notebook computer, a desktop computer, a personal digital assistant (PDA), etc. The service terminal 202 can be a processing module inside the user terminal 201, or a processing device electrically connected with the user terminal 201, or a server in communication connection with multiple user terminals 201. The information display method in a game provided by the application is deployed on the service terminal 202, so that when a player plays a game based on the user terminal 201, he or she can not only conveniently view and compare the attribute information of each virtual object, but also perform accurate interactive operations on the virtual object.
[0043] The first embodiment of the application provides an information display method in a game.
[0044] The game to which the method is applied can be any game type, such as a strategy game, a role-playing game, an action game, a shooting game, a multiplayer online battle arena (MOBA) game, an open-world game, etc., which is not specifically limited here. The method is applied in the above games to show the attribute information of virtual objects to players. In a specific implementation manner, the game can be a virtual ship game.
[0045] The method provides a graphical user interface (GUI) through a terminal device, which is displayed on the screen of the terminal device and is a user operation interface displayed in a graphical manner. It is an interface display form for communication between a user and an electronic device, which enables the user to interact with the electronic device through icons and visual indicators. The content provided in the graphical user interface is related to the stage of the game. For example, when the game is in a pre-stage, the content provided in the graphical user interface can be a game setting interface, a virtual object selection interface, etc.; when the game is in an information viewing stage, the content provided in the graphical user interface can be a detail interface of a virtual object in the game; and when the game is in a battle stage, the content provided in the graphical user interface can be a game battle scene.
[0046] Figure 3 is a flowchart of the information display method in a game provided by the embodiments of the application. The following will be described in combination with Figure 3The information display method in a game provided by the embodiment is described in detail. The embodiments described below are used to explain the technical solutions of the present application and are not used as limitations in actual use.
[0047] As shown in Figure 3 The information display method in a game provided by the embodiment includes the following steps S310 to S320.
[0048] In step S310, a plurality of virtual objects to be viewed and a plurality of pieces of attribute information corresponding to each virtual object to be viewed are displayed in a graphical user interface.
[0049] The game can include a plurality of virtual objects. In the embodiment, the plurality of virtual objects can be independent virtual objects or virtual objects having an accessory relationship with a certain virtual object, such as a virtual component loaded on a certain virtual equipment. The specific implementation is not limited here.
[0050] The plurality of virtual objects can belong to the same object type or different object types, such as a role type, an equipment type, and an equipment component type. For example, the role type can include a plurality of different virtual roles, the equipment type can include a plurality of different virtual equipment, and the equipment component type can include different components that constitute virtual equipment or are loaded on virtual equipment, such as a weapon component and a running system component.
[0051] In an optional implementation, the plurality of virtual objects to be viewed can be all virtual objects included in the game. In another optional implementation, the plurality of virtual objects to be viewed can be all or part of virtual objects belonging to a certain object type or all or part of virtual objects belonging to several object types. The specific implementation is not limited here.
[0052] In an optional implementation, the virtual objects to be viewed are determined in response to a selection operation of the player on a virtual object for which attribute information is desired to be viewed. For example, in a virtual warship game, a plurality of virtual warships, such as virtual warship 1, virtual warship 2, virtual warship 3, are included, each of which includes a plurality of component types, such as an energy system component type, a power system component type, a weapon system component type, and the like, and each of the component types includes a plurality of components, such as a missile component, a torpedo component, and the like, included in the weapon system component type. The player first opens the asset viewing interface, and selects virtual warship 1 in the asset viewing interface, thereby opening a warship blueprint interface corresponding to virtual warship 1; the player selects the weapon system component type in the warship blueprint interface, thereby determining the missile component, the torpedo component, and the like included in the weapon system component type as the virtual objects to be viewed. Based on this, before the step of displaying the plurality of virtual objects to be viewed and the plurality of pieces of attribute information corresponding to each of the virtual objects to be viewed in the graphical user interface, the method provided in this embodiment can further include: determining, in response to a selection operation of the player on a plurality of virtual objects, the plurality of virtual objects as the virtual objects to be viewed.
[0053] The attribute information refers to descriptive data or characteristics associated with the virtual object. The virtual object usually corresponds to a plurality of types of attribute information, and each type of attribute information includes a plurality of specific attributes. For example, attribute information representing physical characteristics of the virtual object (such as size, shape, color, material, and the like of the virtual object), attribute information representing functional characteristics of the virtual object (such as use, operation mode, interaction characteristics, and the like of the virtual object), attribute information representing identification characteristics of the virtual object (such as name, number, category, and the like of the virtual object), and attribute information representing performance characteristics of the virtual object (such as movement speed, damage type, damage intensity, priority attack target, and the like of the virtual object). These attribute information can help the player better understand each virtual object. In this embodiment, the plurality of pieces of attribute information refer to the plurality of specific attributes, which can belong to different attribute types and can be determined according to game settings, which are not limited herein.
[0054] In this embodiment, the plurality of pieces of attribute information displayed in the graphical user interface for each virtual object can include all attribute information corresponding to the virtual object, or can include part of the attribute information corresponding to the virtual object.
[0055] In an optional implementation, all attribute information corresponding to the virtual object can be divided into different information levels, so as to better manage and optimize 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., and the attribute information at the deeper level mainly includes some logic attributes of the virtual object, such as interaction rule, evolution mechanism, resource consumption mechanism, etc. The specific division of the attribute information levels can be adjusted according to the game setting, which is not limited herein. Optionally, the multiple attribute information of each virtual object displayed in the graphical user interface can include the attribute information at all levels, or can include the attribute information at the shallow level and the attribute information at the deep level, and the attribute information at the deeper level is not displayed synchronously with the attribute information at the shallow level and the attribute information at the deep level at this stage, because the player generally does not need to know it.
[0056] For example, in a virtual warship game, after determining that the missile component and the torpedo component in the weapon system component type of the virtual warship 1 are the virtual objects to be viewed, the missile component and the torpedo component are displayed in the graphical user interface, and multiple attribute information corresponding to the missile component and 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, locking 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 optional implementation, the virtual object to be viewed is a virtual component loaded on the target virtual object, for example, a weapon component loaded on a virtual warship. Based on this, the 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, which can specifically 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 displayed independently. However, displaying the target virtual object and the virtual components at the same time can enable the player to understand the loading position of each virtual component on the target virtual object, so as to establish the three-dimensional spatial positional relationship between each virtual component and the target virtual object.
[0058] Exemplarily, after the missile component and the torpedo component loaded on the virtual ship 1 are determined as the virtual objects to be viewed, the virtual ship 1 loaded with the missile component and the torpedo component, and the component name, the component quantity, the firepower value, the damage type, the priority attack target, the single-shot damage value, the locking efficiency and other attribute information of the missile component, and the component name, the component quantity, the firepower value, the damage type, the priority attack target, the single-shot damage value and other attribute information of the torpedo component are displayed in the graphical user interface. 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 attribute information of the torpedo component, but also intuitively compare the attribute differences between the missile component and the torpedo component, and further understand the three-dimensional spatial positional relationship between the missile component and the torpedo component and the virtual ship 1, for example, the missile component is installed at a position in front of the middle of the virtual ship 1, and the torpedo component is installed at a position behind the middle of the virtual ship 1.
[0059] In step S320, in response to the control operation acting on the virtual objects to be viewed, the multiple attribute information corresponding to each virtual object to be viewed is cancelled to be displayed, or part of the multiple attribute information corresponding to each virtual object to be viewed is displayed; and the target behavior indicated by the control operation is controlled to be performed by the virtual object to be viewed or a virtual camera used for observing the virtual object to be viewed.
[0060] The control operation acting on the virtual objects to be viewed can be an operation acting on one or several virtual objects to be viewed. The control operation can be realized by a mouse, a keyboard, a touch screen or the like, for example, the control operation acting on one virtual object to be viewed is triggered by clicking the mouse, for another example, the control operation acting on all virtual objects to be viewed is triggered by pressing a preset key on the keyboard, and for another example, the control operation acting on several virtual objects to be viewed circled by a finger sliding on the touch screen is triggered. Alternatively, the control operation can be any operation that can be performed on the virtual objects to be viewed, such as a zooming operation, a rotating operation, a moving operation, a component replacing operation and the like, and the specific operation is not limited.
[0061] In this embodiment, in response to the player performing the control operation on the virtual objects to be viewed, the multiple attribute information corresponding to each virtual object to be viewed is cancelled to be displayed, or part of the multiple attribute information corresponding to each virtual object to be viewed is displayed, and the target behavior is controlled to be performed by the virtual object to be viewed or a virtual camera used for observing the virtual object to be viewed.
[0062] In an optional implementation, the control operation can be understood as a user interaction operation including a trigger stage and a control stage. The trigger stage can be understood as a stage when the player just touches the virtual object to be viewed when performing the control operation. The control stage can be understood as a stage when the player performs a specific operation after touching the virtual object to be viewed. For example, the player performs a rotation operation on the missile assembly loaded on the virtual ship 1. The trigger stage is a stage when the player touches the missile assembly by a finger or a mouse pointer. The control stage is a stage when the player performs a rotation operation on the missile assembly after touching the missile assembly by the finger or the mouse pointer.
[0063] Based on this, in response to the control operation acting on the virtual object to be viewed, the multiple pieces of attribute information corresponding to each virtual object to be viewed are cancelled to be displayed, or part of the multiple pieces of attribute information corresponding to each virtual object to be viewed is displayed. In addition, the virtual object to be viewed or the virtual camera is controlled to perform a target behavior indicated by the control operation. Specifically, the steps S321 to S322 can be included:
[0064] In step S321, in response to the trigger stage of the control operation, the multiple pieces of attribute information corresponding to each virtual object to be viewed are cancelled to be displayed, or part of the multiple pieces of attribute information corresponding to each virtual object to be viewed is displayed.
[0065] The trigger stage of the control operation is earlier than the control stage in time sequence. Therefore, when the player starts to perform the control operation on the virtual object to be viewed, the multiple pieces of attribute information corresponding to each virtual object to be viewed are cancelled to be displayed or partially displayed, so as to clean the interface space of the graphical user interface, and enable the player to clearly see the scene where the virtual object to be viewed is located and other virtual objects in the scene, so as to perform accurate operation 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 is cancelled, so as to clean the interface space of the graphical user interface, and enable the player to clearly see the scene where the virtual object to be viewed is located and other virtual objects in the scene, thereby facilitating subsequent operation. For example, the player triggers the missile assembly loaded on the virtual ship 1, and cancels the display of the multiple pieces of attribute information corresponding to the missile assembly and the multiple pieces of attribute information corresponding to the torpedo assembly, so that only the missile assembly, the torpedo assembly, and other virtual objects are displayed in the graphical user interface. The player can clearly (without being blocked) see each virtual object, so as to perform subsequent operation on the missile assembly, the torpedo assembly, or other virtual objects.
[0067] Optionally, after the player triggers the virtual object to be viewed, part of the attribute information in the attribute information corresponding to each virtual object to be viewed is displayed, so as to reduce the occupancy rate of the attribute information on the interface space, enable the player to see the scene where the virtual object to be viewed is located and other virtual objects in the scene, and thus facilitate subsequent operations. Generally, the part of the attribute information is attribute information at a shallow level, and the part of the attribute information is reserved to facilitate the player to better distinguish each virtual object to be viewed. Especially in some games with complex virtual object structures, if all attribute information is completely cancelled, some novice players will lose the preliminary cognition of each virtual object to be viewed. For example, in a virtual ship game, the player triggers the missile component loaded on the virtual ship 1, cancels the display of the attribute information corresponding to the missile component and the attribute information corresponding to the torpedo component, so that only the missile component, the torpedo component and other virtual objects are displayed in the graphical user interface. Because the virtual ship structure is complex, the virtual component has a small presentation ratio, and the presentation structures of some virtual components are similar, the novice player may not be able to distinguish which is the missile component and which is the torpedo component. Based on this, for this type of game, when the player triggers the missile component loaded on the virtual ship 1, part of the attribute information corresponding to the missile component and part of the attribute information corresponding to the torpedo component, such as name and quantity, are displayed in the graphical user interface, so that the player can also have correct preliminary cognition of each virtual component in the subsequent operation process.
[0068] Step S322, in response to the control phase of the control operation, the virtual object to be viewed or the virtual camera performs the target behavior indicated by the control operation.
[0069] The virtual camera refers to a virtual device in the game engine for defining an observation view, which determines the content seen by the player in the graphical user interface. The virtual camera can perform operations such as moving and rotating to change the observation view, so that different display contents are presented in the graphical user interface.
[0070] In this embodiment, in response to a control operation performed by the player on the virtual object to be viewed, the virtual object to be viewed can be controlled to perform a target behavior indicated by the control operation, or the virtual camera can be controlled to perform a target behavior indicated by the control operation. For example, in some games, in response to a zoom operation performed on the virtual object to be viewed (e.g., the player performs a sliding operation in a same direction or opposite directions on the graphical user interface), the virtual camera is controlled to be raised or lowered, so as to change the perspective of viewing the virtual object to be viewed, and the virtual object to be viewed is presented in the graphical user interface in a zoomed-in or zoomed-out manner; in some other games, in response to a movement operation performed 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 is controlled to move in the virtual scene; in yet some other games, in response to a component replacement operation performed on the virtual object to be viewed (e.g., the player clicks the replacement control through the mouse), the virtual object to be viewed is controlled to be detached from the target virtual object to which the virtual object to be viewed belongs. Whether the virtual object to be viewed or the virtual camera is controlled to perform the target behavior can be adjusted according to the game setting, and is not limited herein.
[0071] In an optional implementation, the virtual object to be viewed is a virtual component loaded on the target virtual object. Based on this, in response to the control operation performed on the virtual object to be viewed, the plurality of pieces of attribute information corresponding to each virtual component are displayed or part of the plurality of pieces of attribute information corresponding to each virtual component are displayed. In addition, in response to the control operation performed on the target virtual object, the plurality of pieces of attribute information corresponding to each virtual component are displayed or part of the plurality of pieces of attribute information corresponding to each virtual component are displayed. Since the virtual object to be viewed is a virtual component loaded on the target virtual object, controlling the target virtual object achieves the control of the virtual object to be viewed (the virtual component).
[0072] The control operation performed on the target virtual object can be implemented through a mouse, a keyboard, a touch screen, and the like. For example, any position (including the position where the virtual component is loaded) of the target virtual object is clicked through the mouse or the finger to trigger the control operation on the target virtual object. For another example, a preset key on the keyboard is pressed to trigger the control operation on the target virtual object.
[0073] In this embodiment, the player performs the control operation on the target virtual object, that is, performs the control operation on the virtual component loaded on the target virtual object, and then the plurality of pieces of attribute information corresponding to each virtual component are displayed or part of the plurality of pieces of attribute information corresponding to each virtual component are displayed, so as to facilitate the player to perform a subsequent operation on the target virtual object and the virtual component.
[0074] In one optional implementation, the multiple attribute information corresponding to the virtual object to be viewed is displayed in the form of a first information panel. The first information panel refers to a virtual information display panel that displays 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 fan-shaped panel, etc. The specific implementation method can be adjusted according to the game settings and is not limited here. Based on this, displaying multiple virtual objects to be viewed and their corresponding multiple attribute information in the graphical user interface can specifically include: displaying multiple virtual objects to be viewed and their corresponding first information panels in the graphical user interface, with the first information panel displaying the multiple attribute information corresponding to the virtual objects to be viewed.
[0075] Optionally, the first information panel displays multiple attribute information corresponding to the virtual object to be viewed, as well as a background image. The background image can be an image of the virtual object to be viewed, and the multiple attribute information is displayed on top of the background image.
[0076] For example, if the virtual object to be viewed includes a missile component mounted on virtual ship 1, then the graphical user interface will display the missile component and the first information panel corresponding to the missile component. The first information panel corresponding to the missile component displays a background image with the image of the missile component as the background, as well as multiple attribute information such as the component name, component quantity, firepower value, damage type, priority attack target, single shot damage value, and lock-on efficiency of the missile component.
[0077] Figure 4 This is a schematic diagram of the first information panel provided in this embodiment.
[0078] like Figure 4 As shown, the first information panel 40 is a virtual information display panel corresponding to the missile components mounted on the virtual ship. The first information panel 40 includes a background image 41 and multiple attribute information 42 displayed on the background image. The background image 41 is an image corresponding to the missile component, and the multiple attribute information 42 includes component name, component quantity, firepower value, damage type, priority attack target, single-shot damage value, and lock-on efficiency.
[0079] In one optional implementation, displaying multiple virtual objects to be viewed and a first information panel corresponding to each virtual object in the graphical user interface may further include: displaying multiple objects to be viewed, a first information panel corresponding to each virtual object, and a first connection between the first information panel corresponding to each virtual object and each virtual object, wherein the first connection is used to indicate the correspondence between the first information panel and the virtual object to be viewed.
[0080] Since there are multiple virtual objects to be viewed, there are multiple first information panels displayed in the graphical user interface, so as to prevent the player from misplacing the attribute information due to not understanding the correspondence between the first information panel and the virtual object to be viewed. In this embodiment, when multiple virtual objects to be viewed and the first information panels corresponding to the virtual objects to be viewed are displayed in the graphical user interface, a connection line between the virtual object to be viewed and the corresponding first information panel is further displayed, so as to explicitly show the correspondence between the first information panel and the virtual object to be viewed to the player. In this embodiment, the connection line between the first information panel and the virtual object to be viewed is defined as a first connection line.
[0081] Optionally, the first connection line can be a straight line, a curved line, a broken line, a highlighted line, a low-brightness line, a thick line, or any other implementation manner, which is not limited herein.
[0082] In an optional implementation manner, multiple display areas are 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 are multiple first information panels displayed in the graphical user interface. In order to prevent the display of multiple first information panels from causing a messy feeling to the interface space and affecting the visual experience of the player, in this embodiment, multiple display areas are preset in the graphical user interface, and when the first information panel is to be displayed, the first information panel is displayed in the display area, so as to maintain the neat layout of the interface space.
[0084] Optionally, the multiple first information panels corresponding to the multiple virtual objects to be viewed are displayed in the corresponding display areas according to the relative positional relationship of the multiple virtual objects to be viewed. Based on this, when the multiple virtual objects to be viewed and the first information panels corresponding to the virtual objects to be viewed are displayed in the graphical user interface, the method can further include: determining the display area in which the first information panel corresponding to each virtual object to be viewed is to be 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 display area.
[0085] Optionally, the display area of the pre-display of the first information panel corresponding to each virtual object to be viewed can be determined according to the relative positions of the virtual objects to be viewed and the relative positions of the display areas. For example, three display areas are preset in the graphical user interface, the display area 1 is located at the left side of the graphical user interface, the display area 2 is located at the right side of the graphical user interface, and the display area 3 is located at the lower side of the graphical user interface. If there are three virtual objects to be viewed, then the first information panel to be displayed includes three. According to the relative positions of the three virtual objects to be viewed, the display area 1 is determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed on the left side, the display area 2 is determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed on the right side, and the display area 3 is determined as the pre-display area of the first information panel corresponding to the other virtual object to be viewed. Then, the three first information panels are displayed in the corresponding display areas. If there are two virtual objects to be viewed, then the first information panel to be displayed includes two. According to the relative positions of the two virtual objects to be viewed, the display area 1 is determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed on the left side, the display area 2 is determined as the pre-display area of the first information panel corresponding to the virtual object to be viewed on the right side, and the display area 3 is left empty. Then, the two first information panels are displayed in the corresponding display areas.
[0086] Optionally, when there is only one virtual object to be viewed, a preset fixed, random or other method can be used to determine a display area as the pre-display area of the first information panel corresponding to the virtual object to be viewed. In addition, according to the distance between the virtual object to be viewed and each display area, 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. The specific implementation mode can be adjusted according to the game setting, which is not limited herein.
[0087] Optionally, the display area on the graphical user interface is not marked for display, that is, when no first information panel is displayed in the display area, the player cannot perceive the existence of the display area.
[0088] Taking a virtual ship game as an example, the above-mentioned method of displaying the first information panel corresponding to the object to be viewed is illustrated. Figure 5 is a schematic diagram of displaying the first information panel provided by the embodiment.
[0089] As Figure 5As shown, the virtual ship 51 loaded with the missile component 511 and the torpedo component 512 is displayed in the graphical user interface, as well as the first information panel 521 corresponding to the missile component 511 and the first information panel 522 corresponding to the torpedo component 512. The graphical user interface has three preset display areas, namely the display area 531 on the left side of the graphical user interface, the display area 532 on the right side of the graphical user interface, and the display area 533 below the graphical user interface. In the present figure, the display areas are framed with dashed lines for the purpose of clearly explaining the display relationship between the display areas and the first information panels. 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 displays the component name, the component quantity, the firepower value, the damage type, the priority attack target, the single-shot damage value, and the lock efficiency of the missile component 511. The first information panel 522 corresponding to the torpedo component 512 displays the component name, the component quantity, the firepower value, the damage type, the priority attack target, and the single-shot damage value of the torpedo component 512. In addition, the graphical user interface also displays the first connection line 541 connecting the missile component 511 and the first information panel 521, and the first connection line 542 connecting the torpedo component 512 and the first information panel 522. The first connection line 541 reflects the correspondence between the missile component 511 and the first information panel 521, and the first connection line 542 reflects the correspondence between the torpedo component 512 and the first information panel 522.
[0090] In an optional implementation, in the case where the multiple pieces of attribute information are displayed in the form of the first information panel, in response to the control operation acting on the virtual object to be viewed, the multiple pieces of attribute information corresponding to each virtual object to be viewed are cancelled from display, or part of the multiple pieces of attribute information corresponding to each virtual object to be viewed are displayed. Specifically, in response to the control operation acting on the virtual object to be viewed, the first information panel corresponding to each virtual object to be viewed is cancelled from display, or the first information panel corresponding to each virtual object to be viewed is cancelled from display and a second information panel corresponding to each virtual object to be viewed is displayed in the graphical user interface, the second panel including a partial area of the first information panel, and the partial area displaying part of the multiple pieces of attribute information.
[0091] Specifically, when the player performs the control operation on the virtual object to be viewed, the first information panel corresponding to each virtual object to be viewed is cancelled from display, or the first information panel corresponding to each virtual object to be viewed is cancelled from display and a second information panel corresponding to each virtual object to be viewed is displayed.
[0092] The second information panel refers to a virtual information display panel that shows some of the multiple attribute information of 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 fan-shaped 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 displays less attribute information and occupies less space.
[0093] In this embodiment, the second information panel includes a partial area of the first information panel. Therefore, the content displayed by the second information panel will include the content displayed in the partial area of the first information panel. For example, the content displayed by the first information panel includes a background image and multiple attribute information located above the background image. Therefore, the content displayed by the second information panel will include the partial background image and some attribute information displayed in that partial area.
[0094] In one alternative implementation, the local area is the top area of the first information panel, which displays the name and quantity of the virtual objects to be viewed.
[0095] Normally, the name and quantity of the virtual object to be viewed are displayed at the top of the first information panel, with other attribute information arranged downwards. When interactive operations are required on the virtual object, only its name and quantity need to be displayed. Therefore, the top area of the first information panel (i.e., the area displaying the name and quantity of the virtual object to be viewed) is used as the second information panel. When the first information panel is not displayed, the second information panel is displayed to provide the player with basic information about the virtual object to be viewed. Of course, depending on the different basic information displayed and / or the different order of the attribute information in the first information panel, different parts of the first information panel can be used as the second information panel; there are no specific restrictions here.
[0096] Figure 6 This is a schematic diagram of the second information panel provided in this embodiment. Figure 4 An extension based on the first information panel shown.
[0097] like Figure 6 As 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 names and component quantities located in the top area of multiple attribute information 42. Other attribute information, such as firepower value, damage type, priority attack target, single shot damage value, and lock-on efficiency, are not displayed in the second information panel 60.
[0098] In an optional implementation, the second information panel corresponding to each virtual object to be viewed is displayed in the graphical user interface, and the second information panel corresponding to each virtual object to be viewed and a second connection line between the second information panel and each virtual object to be viewed are displayed in the graphical user interface, where 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 are multiple second information panels displayed in the graphical user interface. In case the player does not understand the corresponding relationship between the second information panel and the virtual object to be viewed, the basic information is misaligned. In this embodiment, when the second information panel corresponding to each virtual object to be viewed is displayed in the graphical user interface, a connection line between the virtual object to be viewed and the corresponding second information panel is also displayed, so as to explicitly 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 between 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 a straight line, a curved line, a broken line, a highlighted line, a low-brightness line, a thick line, or any other implementation, which is not limited herein. The implementation of the second connection line can be consistent with or inconsistent with the first connection line.
[0101] Optionally, the length of the second connection line is a fixed preset length, and is smaller than the length of the first connection line, so that the second information panel is closer to the corresponding virtual object to be viewed.
[0102] Taking a virtual ship game as an example, the above-mentioned manner 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 according to the embodiment.
[0103] As shown in FIG. 7(a), the graphical user interface displays the virtual ship 71 loaded with the missile component 711 and the torpedo component 712, and the first information panel 721 corresponding to the missile component 711 and the 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 component quantity, the firepower value, the damage type, the priority attack target, the single-shot damage value, and the lock efficiency of the missile component 711. The first information panel 722 displays, from top to bottom, the component name, the component quantity, the firepower value, the damage type, the priority attack target, and the single-shot damage value of the torpedo component 712. The graphical user interface also displays the first connection line 731 connecting the missile component 711 and the first information panel 721, and the first connection line 732 connecting the torpedo component 712 and the first information panel 722.
[0104] As shown in FIG. 7(b), the graphical user interface displays the virtual ship 71 in the top view. If the player wants to view the structure of the virtual ship 71 in other views, the player performs a rotation operation on the virtual ship 71.
[0105] As shown in FIG. 7(c), in response to the player performing the 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 removed, and the second information panel 741 corresponding to the missile component 711 and the 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 component quantity of 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 component quantity of the torpedo component 712. The graphical user interface also displays the second connection line 751 connecting the missile component 711 and the second information panel 741, and the second connection line 752 connecting the torpedo component 712 and the second information panel 742.
[0106] In an optional implementation, when the player performs a control operation on a virtual object to be viewed, the graphical user interface displays a 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 a movement animation in which part of the attribute information of the virtual object to be viewed moves synchronously with the pose change of the virtual object to be viewed.
[0107] Specifically, when the virtual object to be viewed or the virtual camera performs the target behavior, the position and pose of the virtual object to be viewed can change. For example, when the virtual object to be viewed performs a moving behavior in the virtual scene, the position of the virtual object to be viewed changes; when the virtual camera performs a rotating behavior, the user's view angle for observing the virtual object to be viewed changes, and the pose of the virtual object to be viewed displayed in the graphical user interface also changes. In this embodiment, part of the attribute information corresponding to the virtual object to be viewed will move synchronously with the change of the pose of the virtual object to be viewed. For example, part of the 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 a rotating operation of the player on the virtual ship, the virtual camera performs a rotating behavior, so that the view angle for observing the virtual component changes, the pose of the virtual component displayed in the graphical user interface changes, and the second information panel corresponding to the virtual component will move synchronously with the change of the pose of the virtual component, that is, also synchronously rotate.
[0108] Optionally, part of the attribute information is displayed in the form of a second information panel, and the second information panel and the virtual object to be viewed have a second connection line therebetween, 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 positional relationship. When the pose of the virtual object to be viewed changes, based on the fixed length of the second connection line and the fixed positional relationship, the second information panel will move synchronously with the change of the pose of the virtual object to be viewed. In this way, the 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 in which the pose of the virtual object to be viewed changes when the virtual object to be viewed or the virtual camera performs the target behavior is defined as a pose change animation, and the animation in which part of the attribute information moves synchronously with the virtual object to be viewed is defined as a moving animation. For example, the control operation is a rotating operation, and then the pose change animation in which the virtual object to be viewed rotates due to the change of the observation view angle and the moving animation in which part of the attribute information moves will be displayed on the graphical user interface.
[0110] In an optional implementation provided in this embodiment, the method provided in this embodiment can further include the following step S330:
[0111] In step S330, in response to termination of the control operation, the plurality of pieces of attribute information corresponding to the virtual objects to be viewed are displayed in the graphical user interface. That is, when the control operation is terminated, the plurality of pieces of attribute information corresponding to the virtual objects to be viewed are restored and displayed in the graphical user interface, for example, the first information panel corresponding to each virtual object to be viewed is displayed in the display area. In this way, the player can intuitively and fully understand and compare the attribute differences of the virtual objects to be viewed.
[0112] Exemplarily, the attribute information is displayed in the form of an information panel, and the control operation is a zooming operation. When the player performs a zooming operation on the virtual object to be viewed, a first information panel corresponding to the virtual object to be viewed (the first information panel displays a plurality of pieces of attribute information) is hidden, and a second information panel corresponding to the virtual object to be viewed (the second information panel displays part of the plurality of pieces of attribute information) is displayed. Then, the virtual camera is controlled to be raised or lowered to change the observation angle of the virtual object to be viewed. When the player stops performing the zooming operation on the virtual object to be viewed, the first information panel corresponding to the virtual object to be viewed is displayed again in the graphical user interface.
[0113] In an optional implementation, the control operation includes a view angle changing operation. The view angle changing operation can be understood as a user operation of changing the shooting position, and / or the shooting angle, and / or the shooting distance of the virtual camera. The shooting position, the shooting angle, and the shooting distance of the virtual camera on the virtual object are different, and the display effect of the virtual object presented in the graphical user interface will be different. Optionally, the view angle changing operation can be a zooming operation on the virtual object to be viewed, which actually changes the shooting distance of the virtual camera, or a rotating operation on the virtual object to be viewed, which actually changes the shooting angle of the virtual camera, or a moving operation on the virtual object to be viewed, which actually changes the shooting position of the virtual camera. Exemplarily, the player performs a zooming operation on the virtual object to be viewed, that is, the shooting distance of the virtual camera on the virtual object to be viewed is changed (the distance is increased or reduced), so as to change the observation angle of the virtual object to be viewed, so that the virtual object to be viewed displayed in the graphical user interface presents a zoomed-in or zoomed-out display effect. The player performs a rotating operation on the virtual object to be viewed, that is, the shooting angle of the virtual camera on the virtual object to be viewed is changed, so as to change the observation 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. The player performs a moving operation on the virtual object to be viewed, that is, the shooting position of the virtual camera on the virtual object to be viewed is changed, so as to change the observation angle of the virtual object to be viewed, so that different local areas of the virtual object to be viewed are presented in the graphical user interface.
[0114] Based on this, in response to the control operation acting on the virtual object to be viewed, the virtual object to be viewed or the virtual camera is controlled to perform a target behavior indicated by the control operation. Specifically, in response to the view angle changing operation acting on the virtual object to be viewed, a first observation angle of the virtual object to be viewed is changed. Exemplarily, the first observation angle is a top-down view angle, which is a preset default view angle. In response to the rotating operation of the player acting on the virtual object to be viewed, the virtual camera is controlled to rotate, so as to gradually change the observation angle of the virtual object to be viewed from the top-down view angle to an eye-level view angle.
[0115] In an optional implementation, in response to the termination of the control operation, the view angle for observing the virtual object to be viewed is maintained as the changed view angle (e.g., the flat view angle), and the attribute information corresponding to each virtual object to be viewed is displayed in the graphical user interface.
[0116] In another optional implementation, in response to the termination of the control operation, the view angle for observing the virtual object to be viewed is restored to the first view angle (e.g., the overhead view angle), and the attribute information corresponding to each virtual object to be viewed is displayed in the graphical user interface.
[0117] The above optional implementations are illustrated by taking a virtual warship game as an example. FIG. 8 is a schematic diagram of an information display method in a game according to the embodiment.
[0118] As shown in FIG. 8(a), the graphical user interface displays a virtual warship 81 loaded 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. The first information panel 821 is displayed in a display area on the left side of the graphical user interface, and the first information panel 822 is displayed in a 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 component quantity, the firepower value, the damage type, the priority attack target, the single-shot damage value, and the lock efficiency of the missile component 811. The first information panel 822 displays, from top to bottom, the component name, the component quantity, the firepower value, the damage type, the priority attack target, and the single-shot damage value of the torpedo component 812. The graphical user interface further displays 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.
[0119] As shown in FIG. 8(b), the graphical user interface displays the virtual warship 81 in the overhead view angle. The player wants to view the structure of the virtual warship 81 in other view angles, and accordingly performs a rotation operation on the virtual warship 81.
[0120] As shown in FIG. 8(c), in response to the player performing a rotation operation on the virtual warship 81, the first information panel 821 corresponding to the missile assembly 811 and the first information panel 822 corresponding to the torpedo assembly 812 are removed from display, and the second information panel 841 corresponding to the missile assembly 811 and the second information panel 842 corresponding to the torpedo assembly 812 are displayed. The second information panel 841 is the top region of the first information panel 821, and displays the assembly name and assembly quantity corresponding to the missile assembly 811. The second information panel 842 is the top region of the first information panel 822, and displays the assembly name and assembly quantity corresponding to the torpedo assembly 812. The second connection line 851 connecting the missile assembly 811 and the second information panel 841, and the second connection line 852 connecting the torpedo assembly 812 and the second information panel 842 are also displayed in the graphical user interface.
[0121] As shown in FIG. 8(d), the virtual camera is controlled to rotate, and the viewing angle of the virtual warship 81 is gradually changed from the top-down view to the eye-level view. The virtual warship 81 in the eye-level view is displayed in the graphical user interface, and the player can view the side structure of the virtual warship 81. Since the current viewing angle of the virtual warship 81 is the eye-level view, the missile assembly 811 and the torpedo assembly 812 are not within the viewing angle range, i.e., are not displayed in the graphical user interface, and the second information panel 841 and the second information panel 842 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 warship 81, the viewing angle of the virtual warship 81 is restored to the top-down view, and the virtual warship 81 in the top-down view is displayed in the graphical user interface, and the first information panel 821 corresponding to the missile assembly 811 and the first information panel 822 corresponding to the torpedo assembly 812 are also displayed.
[0123] The first embodiment provides a method for displaying information in a game. First, the method displays multiple items of attribute information corresponding to multiple virtual objects to be viewed in a graphical user interface, so that a player can view the attribute information of each virtual object to be viewed without any operation. On the one hand, the method simplifies the operation steps of the player when viewing the attribute information of the virtual object, especially when viewing the attribute information of multiple virtual objects. On the other hand, the method enables the player to intuitively compare the attributes between multiple virtual objects, reduces the memory pressure of the player, 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, the method cancels the display of the multiple items of attribute information or displays only part of the attribute information, reduces the occupancy rate of the attribute information on the interface space, and facilitates the player to perform accurate operation on the virtual object. Therefore, the method for displaying information in a game provided by the present application not only does not interfere with the interactive operation of the player on the virtual object, but also reduces the operation burden and memory pressure of the player when viewing and comparing the attribute information of multiple virtual objects, and solves the attribute information display defects in the prior art. It should be noted that the examples in the first embodiment are only used to explain the method of the present application, and do not limit the actual use. The method for displaying information in a game provided by the present application includes but is not limited to the method described in the first embodiment.
[0124] The second embodiment of the present application provides a device for displaying information in a game, which provides a graphical user interface through a terminal device. Figure 9 FIG. 1 is a structural schematic diagram of the device for displaying information in a game provided by the present embodiment.
[0125] As shown in FIG. 1, the device for displaying information in a game provided by the present embodiment includes a first display unit 901, a second display unit 902, and a control unit 903. Figure 9 The first display unit 901 is configured to display multiple virtual objects to be viewed and multiple items of attribute information corresponding to each virtual object to be viewed in a graphical user interface.
[0126] The second display unit 902 is configured to cancel the display of the multiple items of attribute information corresponding to each virtual object to be viewed or display part of the multiple items of attribute information corresponding to each virtual object to be viewed in response to a control operation performed on the virtual object to be viewed.
[0127] The control unit 903 is configured to control a target behavior indicated by a control operation of the virtual object to be viewed or a virtual camera, and the virtual camera is configured to observe the virtual object to be viewed.
[0128] Optionally, the virtual object to be viewed is a virtual component loaded on a target virtual object.
[0129]
[0130] Displaying a plurality of virtual objects to be viewed and a plurality of pieces of attribute information corresponding to each virtual object to be viewed in a graphical user interface, comprising:
[0131] Displaying a target virtual object loaded with a plurality of virtual components and a plurality of pieces of attribute information corresponding to each virtual component in a graphical user interface;
[0132] In response to a control operation acting on the virtual object to be viewed, canceling the 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, comprising:
[0133] In response to a control operation acting on the target virtual object, canceling the display of the plurality of pieces of attribute information corresponding to each virtual component, or displaying part of the plurality of pieces of attribute information corresponding to each virtual component.
[0134] Optionally, the plurality of pieces of attribute information corresponding to the virtual object to be viewed is displayed in the form of a first information panel;
[0135] Displaying a plurality of virtual objects to be viewed and a plurality of pieces of attribute information corresponding to each virtual object to be viewed in a graphical user interface, comprising:
[0136] Displaying a plurality of virtual objects to be viewed and a first information panel corresponding to each virtual object to be viewed in a graphical user interface, the first information panel displaying a plurality of pieces of attribute information corresponding to the virtual object to be viewed.
[0137] Optionally, in response to a control operation acting on the virtual object to be viewed, canceling the 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, comprising:
[0138] In response to a control operation acting on the virtual object to be viewed, canceling the display of the first information panel corresponding to each virtual object to be viewed, or canceling the display of the first information panel corresponding to each virtual object to be viewed and displaying a second information panel corresponding to each virtual object to be viewed in the graphical user interface, the second panel including a partial region of the first information panel, and the partial region displaying part of the plurality of pieces of attribute information.
[0139] Optionally, the partial region is a top region of the first information panel, and the top region displays the name and quantity corresponding to the virtual object to be viewed.
[0140] Optionally, a plurality of display regions are pre-set on the graphical user interface, and the display regions are used to display the first information panel;
[0141] Displaying a plurality of virtual objects to be viewed and a first information panel corresponding to each virtual object to be viewed in a graphical user interface, comprising:
[0142] According to relative positions among the to-be-viewed virtual objects, a display area of a first information panel pre-display corresponding to each to-be-viewed virtual object is determined;
[0143] The first information panel corresponding to each to-be-viewed virtual object is displayed in the display area of the pre-display.
[0144] Optionally, the method further comprises:
[0145] In the graphical user interface, a pose change animation of the to-be-viewed virtual object when the to-be-viewed virtual object or the virtual camera performs the target behavior, and a movement animation of part of the attribute information moving synchronously with the pose change of the to-be-viewed virtual object are displayed.
[0146] Optionally, the method further comprises:
[0147] In response to the termination control operation, the graphical user interface displays the multiple pieces of attribute information corresponding to each to-be-viewed virtual object.
[0148] Optionally, the control operation comprises a view angle change operation.
[0149] The to-be-viewed virtual object performs the target behavior indicated by the control operation, comprising:
[0150] In response to the view angle change operation acting on the to-be-viewed virtual object, the first view angle for observing the to-be-viewed virtual object is changed.
[0151] In response to the termination control operation, the graphical user interface displays the multiple pieces of attribute information corresponding to each to-be-viewed virtual object, comprising:
[0152] In response to the termination view angle change operation, the first view angle is restored, and the graphical user interface displays the multiple pieces of attribute information corresponding to each to-be-viewed virtual object.
[0153] The third embodiment of the present application provides a terminal device, Figure 10 is a structural schematic diagram of the terminal device provided by the embodiment.
[0154] As shown in Figure 10 The terminal device provided by the embodiment comprises a memory 1001, a processor 1002, and a display 1003.
[0155] The memory 1001 is configured to store computer instructions for executing the road editing method in the game.
[0156] The processor 1002 is configured to execute the computer instructions stored in the memory 1001 to perform the following operations:
[0157] In the graphical user interface, multiple to-be-viewed virtual objects and multiple pieces of attribute information corresponding to each to-be-viewed virtual object are displayed.
[0158] in response to the control operation on the virtual object to be viewed, cancel displaying the multiple pieces of attribute information corresponding to each virtual object to be viewed, or display part of the multiple pieces of attribute information corresponding to each virtual object to be viewed; and
[0159] controlling the virtual object to be viewed or a virtual camera to perform a target action indicated by the control operation, the virtual camera being used to observe the virtual object to be viewed.
[0160] Optionally, the method further comprises:
[0161] displaying, in the graphical user interface, a pose change animation of the virtual object to be viewed when the virtual object to be viewed or the virtual camera performs the target action, and a movement animation of part of the attribute information moving in synchronization with the pose change of the virtual object to be viewed.
[0162] Optionally, the method further comprises:
[0163] in response to termination of the control operation, displaying, in the graphical user interface, the multiple pieces of attribute information corresponding to each virtual object to be viewed.
[0164] Optionally, the control operation comprises a view angle change operation.
[0165] controlling the virtual object to be viewed to perform a target action indicated by the control operation, comprising:
[0166] in response to the view angle change operation on the virtual object to be viewed, changing a first view angle for observing the virtual object to be viewed;
[0167] in response to termination of the control operation, displaying, in the graphical user interface, the multiple pieces of attribute information corresponding to each virtual object to be viewed, comprising:
[0168] in response to termination of the view angle change operation, restoring the first view angle and displaying, in the graphical user interface, the multiple pieces of attribute information corresponding to each virtual object to be viewed.
[0169] Optionally, the virtual object to be viewed is a virtual component loaded on a target virtual object.
[0170] displaying, 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, comprising:
[0171] displaying, in the graphical user interface, a target virtual object loaded with multiple virtual components and multiple pieces of attribute information corresponding to each virtual component.
[0172] in response to the control operation on the virtual object to be viewed, cancel displaying the multiple pieces of attribute information corresponding to each virtual object to be viewed, or display part of the multiple pieces of attribute information corresponding to each virtual object to be viewed, comprising:
[0173] In response to a control operation on the target virtual object, the multiple pieces of attribute information corresponding to each virtual component are canceled from display, or part of the multiple pieces of attribute information corresponding to each virtual component is displayed.
[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] The multiple virtual objects to be viewed and the multiple pieces of attribute information corresponding to each virtual object to be viewed are displayed in a graphical user interface, including:
[0176] The multiple virtual objects to be viewed and the first information panel corresponding to each virtual object to be viewed are displayed in a graphical user interface, and the 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, the multiple pieces of attribute information corresponding to each virtual object to be viewed are canceled from display, or part of the multiple pieces of attribute information corresponding to each virtual object to be viewed is displayed, including:
[0178] In response to a control operation on the virtual object to be viewed, the first information panel corresponding to each virtual object to be viewed is canceled from display, or the first information panel corresponding to each virtual object to be viewed is canceled from display and a second information panel corresponding to each virtual object to be viewed is displayed in the graphical user interface, the second panel includes a partial region of the first information panel, and part of the multiple pieces of attribute information is displayed in the partial region.
[0179] Optionally, the partial region is a top region of the first information panel, and the top region displays the name and quantity corresponding to the virtual object to be viewed.
[0180] Optionally, a plurality of display regions are preset on the graphical user interface, and the display regions are used to display the first information panel.
[0181] The multiple virtual objects to be viewed and the first information panel corresponding to each virtual object to be viewed are displayed in a graphical user interface, including:
[0182] According to the relative positions between the multiple virtual objects to be viewed, the display region in which the first information panel corresponding to each virtual object to be viewed is displayed is determined.
[0183] The first information panel corresponding to each virtual object to be viewed is displayed in the display region.
[0184] The display 1003 is configured to display a graphical user interface.
[0185] The fourth embodiment of the present application provides a computer readable storage medium, the computer readable storage medium includes computer instructions, the computer instructions are used for implementing the method described in the embodiments of the present application when executed by a processor.
[0186] It should be noted that the terms "first", "second" and the like in this text are only used to distinguish one entity or operation from another, and do not require or imply any actual relationship or order between the entities or operations. In addition, the terms "include", "have", "contain" and "comprise" and other similar forms are the same in meaning, and the end of any one or more items after any one of the above terms is open, and any one of the above nouns does not mean that the one or more items have been listed exhaustively or are limited to the one or more items listed.
[0187] As used herein, unless otherwise expressly specified, the term "or" includes all possible combinations of the items, except where such combinations are unfeasible. For example, if expressed as a database can include A or B, unless otherwise specifically stated or unfeasible, the database can include A, or B, or A and B. The second example, if expressed as a certain database can include A, B or C, unless otherwise specifically stated or unfeasible, the database can 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 realized by hardware or software (program code), or a combination of hardware and software. If realized by software, it can be stored in the above computer readable medium. The software, when executed by the processor, can perform the above disclosed method. The computing units and other functional units described in the disclosure can be realized by hardware or software, or a combination of hardware and software. Those skilled in the art will also understand that the above 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, which can vary from implementation to implementation. Certain adaptations and modifications of the described embodiments can be made. Other embodiments will become apparent from the disclosure of the specific embodiments herein, which is presented for purposes of example only. The true scope and spirit of the application is indicated by the claims. The order of the steps shown in the drawings is also only for the purpose of explanation and does not mean to be limited to any specific step, order. Therefore, those skilled in the art will realize that the steps can be performed in different orders when implementing the same method.
[0190] In the drawings and specification, exemplary embodiments are disclosed. However, it is understood that no limitation of the scope of concepts described herein is intended. It is intended to cover any variations, alternatives, and modifications that may fall within the scope of the appended claims along with the full scope of equivalents to which such claims are entitled.
Claims
1. A method for displaying information in a game, characterized in that, The method, applied to ship-themed games and providing a graphical user interface via a terminal device, includes: The graphical user interface displays multiple virtual objects to be viewed, along with various attribute information corresponding to each virtual object. In response to a control operation applied to the virtual object to be viewed, the display of the multiple attribute information corresponding to each virtual object to be viewed is cancelled, or a portion of the multiple attribute information corresponding to each virtual object to be viewed is displayed, wherein the portion of attribute information is displayed in the form of a second information panel, and a second connection is displayed between the second information panel and the corresponding virtual object to be viewed; and... The virtual object to be viewed or the virtual camera is controlled to perform the target behavior indicated by the control operation, wherein 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 includes: The graphical user interface displays the pose change animation of the virtual object to be viewed when the virtual camera performs the target behavior, as well as the movement animation of some attribute information that moves synchronously with the pose change of the virtual object to be viewed.
3. The method according to claim 1, characterized in that, The method further includes: The control operation is terminated in response, and the multiple attribute information corresponding to each of the virtual objects to be viewed is displayed in the graphical user interface.
4. The method according to claim 3, characterized in that, The control operations include viewpoint change operations; The control of the virtual object or virtual camera to be viewed to perform the target behavior indicated by the control operation includes: In response to a viewpoint change operation applied to the virtual object to be viewed, the first viewpoint for observing the virtual object to be viewed is changed. The response terminates the control operation and displays the multiple attribute information corresponding to each of the virtual objects to be viewed in the graphical user interface, including: The system responds to the termination of the viewpoint change operation, restores the first viewpoint, and displays the multiple attribute information corresponding to each of the virtual objects to be viewed 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 onto the target virtual object; The display of multiple virtual objects to be viewed and the corresponding attribute information of each virtual object in the graphical user interface includes: The target virtual object, which contains multiple virtual components, and the multiple attribute information corresponding to each virtual component are displayed in the graphical user interface. The response to the control operation applied to the virtual object to be viewed cancels the display of the multiple attribute information corresponding to each of the virtual objects to be viewed, or displays a portion of the multiple attribute information corresponding to each of the virtual objects to be viewed, including: In response to a control operation applied to the target virtual object, the display of the multiple attribute information corresponding to each of the virtual components is canceled, or a portion of the multiple attribute information corresponding to each of the virtual components is displayed.
6. The method according to claim 1, characterized in that, The multiple attribute information corresponding to the virtual object to be viewed is displayed in the form of a first information panel; The display of multiple virtual objects to be viewed and the corresponding attribute information of each virtual object in the graphical user interface includes: The graphical user interface displays the plurality of virtual objects to be viewed and the first information panel corresponding to each virtual object to be viewed. The first information panel displays the plurality of attribute information corresponding to the virtual objects to be viewed.
7. The method according to claim 6, characterized in that, The response to the control operation applied to the virtual object to be viewed cancels the display of the multiple attribute information corresponding to each of the virtual objects to be viewed, or displays a portion of the multiple attribute information corresponding to each of the virtual objects to be viewed, including: In response to a control operation applied to the virtual object 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. The second information panel includes a partial area of the first information panel, and some attribute information among the multiple attribute information is displayed in the partial 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 has multiple preset display areas, which are used to display the first information panel. The step of displaying the plurality of virtual objects to be viewed and the first information panel corresponding to each virtual object in the graphical user interface includes: Based on the relative positions of the plurality of virtual objects to be viewed, determine the display area to be pre-displayed in 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 for a game, characterized in that, The device, which is used in ship-themed games and provides a graphical user interface through a terminal device, includes: a first display unit, a second display unit, and a control unit; The first display unit is used to display multiple virtual objects to be viewed and multiple attribute information corresponding to each virtual object in the graphical user interface; The second display unit is used to respond to a control operation applied to the virtual object to be viewed, to cancel the display of the multiple attribute information corresponding to each virtual object to be viewed, or to display a portion of the attribute information of the multiple attribute information corresponding to each virtual object to be viewed, wherein the portion of attribute information is displayed in the form of a second information panel, and a second connection line is displayed between the second information panel and the corresponding virtual object to be viewed. The control unit is used to control the virtual object to be viewed or the 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.
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 as described in any one of claims 1-9; The display is used to provide a graphical user interface.
12. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, When this instruction is executed by the processor, it performs the method as described in any one of claims 1-9.
Citation Information
Patent Citations
Interaction method and device in game and computer readable storage medium
CN116983631A
Game interaction method and device, storage medium and electronic equipment
CN119185926A