Information display method and device, equipment and storage medium
By displaying the skill icons and influence details of virtual players when they are affected by skills in virtual sports competitions, the problem of insufficient transparency and integrity of information display is solved, and the strategic nature of the interactive process is improved.
Patent Information
- Application Number
- CN202510558220.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-28
- Publication Date
- 2025-06-10
AI Technical Summary
The prior art is difficult to effectively display the skill information of virtual players in virtual sports competitions, resulting in insufficient transparency and integrity of information display and low strategic nature of the interaction process.
Optimize the strategy layout to improve the strategic nature of the interactive process by displaying the skill icons and impact details of the virtual player when he is affected by the skill, including text introduction and metric parameters.
Improve the transparency and integrity of information display, and optimize the strategic layout of the interactive process by diversifying the display of skill information, thereby improving the strategic nature of the interactive process.
Smart Images

Figure CN120114835A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of computer technologies, and particularly to an information display method, apparatus, device, and storage medium. Background Art
[0002] With the continuous development of computer technologies, there are more and more types of games. For example, in sports video games, the sports competition process is simulated through virtual players and virtual scenes.
[0003] In related technologies, a virtual player has basic parameters and attribute parameters. The basic parameters include the height, weight, arm span, body type ratio, age, etc. of the virtual player, and the attribute parameters include the sports skills (such as speed, acceleration, agility, jumping ability, etc.) and technical skills (such as shooting percentage, passing accuracy, dribbling stability, steal success rate, rebound prediction ability, etc.) of the virtual player. In the virtual sports competition process, the attribute parameters of the virtual player are adjusted by acting on the skills of the virtual player, and the virtual player with adjusted attribute parameters is controlled to interact with other virtual players. Summary of the Invention
[0004] Embodiments of the present application provide an information display method, apparatus, device, and storage medium, which can improve the transparency and integrity of information display, as well as the strategy of the interaction process. The technical solutions are as follows:
[0005] On the one hand, embodiments of the present application provide an information display method, and the method includes:
[0006] Display a first virtual object;
[0007] When the first virtual object is affected by a first skill, display the skill icon and influence details of the first skill;
[0008] Wherein, the skill icon is used to indicate the first skill, and the influence details include the text introduction and index parameters corresponding to the first skill, and the index parameters are used to indicate the influence of the first skill on the first virtual object.
[0009] On the other hand, embodiments of the present application provide an information display apparatus, and the apparatus includes:
[0010] A first display module, configured to display a first virtual object;
[0011] A second display module, configured to display the skill icon and influence details of the first skill when the first virtual object is affected by the first skill;
[0012] Among them, the skill icon is used to indicate the first skill, the influence details include the text description and index parameters corresponding to the first skill, and the index parameters are used to indicate the influence of the first skill on the first virtual object.
[0013] In a possible implementation, the first virtual object is affected by multiple skills, the first skill is the skill with the highest priority among the multiple skills, or the first skill is the selected skill among the multiple skills.
[0014] In a possible implementation, the priority of the multiple skills is determined based on at least one of skill application time, skill type, remaining skill time, skill effect intensity, or skill source.
[0015] In a possible implementation, the second display module is used to display the skill icons of a reference number of skills including the first skill and the influence details of the first skill. The reference number of skills is selected from the multiple skills based on the priority order of the multiple skills, and the reference number is less than or equal to the number of the multiple skills.
[0016] In a possible implementation, the second display module is further configured to, when the second skill is a time-limited skill, dynamically display a countdown element in the skill icon of the second skill. The second skill is any one of the skills for which skill icons are displayed among the multiple skills; when the countdown of the countdown element is less than or equal to the first threshold duration, cancel the display of the skill icon of the second skill.
[0017] In a possible implementation, the reference number is less than the number of the multiple skills. The second display module is further configured to, when the third skill ends, cancel the display of the skill icon of the third skill. The third skill is any one of the reference number of skills other than the first skill; add and display the skill icon of the fourth skill. The fourth skill is a skill among the multiple skills other than the reference number of skills.
[0018] In a possible implementation, the reference number is less than the number of the multiple skills. The second display module is further configured to, when the first skill ends, cancel the display of the skill icon and influence details of the first skill; add and display the skill icon of the fifth skill. The fifth skill is a skill among the multiple skills other than the reference number of skills; add and display the influence details of the sixth skill. The sixth skill is the skill among the reference number of skills whose priority order is after the first skill and adjacent to the first skill.
[0019] In a possible implementation, the second display module is further configured to, when the first virtual object is affected by a seventh skill and the priority of the seventh skill is higher than that of the first skill, cancel the display of the influence details of the first skill, and display the skill icon and influence details of the seventh skill, where the seventh skill is a skill newly added outside the multiple skills; cancel the display of the skill icon of an eighth skill, where the eighth skill is the skill with the lowest priority among the reference number of skills.
[0020] In a possible implementation, the skill icons of the reference number of skills are arranged and displayed in sequence from a first direction to a second direction according to the priority order of the reference number of skills, and the skill corresponding to the skill icon closer to the first direction has a higher priority.
[0021] In a possible implementation, the second display module is further configured to, after the reference number of skills are updated, display the skill icons of the updated reference number of skills and the influence details of a target skill according to the priority order of the updated reference number of skills, where the target skill is the skill with the highest priority among the updated reference number of skills, or the target skill is the selected skill among the updated reference number of skills.
[0022] In a possible implementation, the second display module is configured to display the skill icon and influence details of the first skill based on a first display mode corresponding to the attribute type of the first skill; where the attribute type includes at least one of a buff attribute type, a debuff attribute type, or a resistance attribute type.
[0023] In a possible implementation, the second display module is configured to display the skill icon and influence details of the first skill based on a second display mode corresponding to the skill source of the first skill; where the skill source includes at least one of the first skill coming from a teammate virtual object, the first skill coming from an opponent virtual object, or the first skill coming from an exclusive virtual object.
[0024] In a possible implementation, the second display module is further configured to, when the number of the first skills is two or more and the skill effects of the first skills are in a superimposed state, display a superimposed mark, where the superimposed mark is used to indicate at least one of the number of the first skills in the superimposed state or the superimposed effect.
[0025] On the other hand, an embodiment of the present application provides a computer device, where the computer device includes a processor and a memory, and at least one program code is stored in the memory and is loaded and executed by the processor to enable the computer device to implement the information display method described in any one of the above.
[0026] On the other hand, a computer-readable storage medium is also provided. At least one program code is stored in the computer-readable storage medium and is loaded and executed by a processor to enable a computer to implement the information display method described in any one of the above.
[0027] On the other hand, a computer program or a computer program product is also provided. At least one computer instruction is stored in the computer program or the computer program product and is loaded and executed by a processor to enable a computer to implement any one of the above information display methods.
[0028] The technical solutions provided in the embodiments of the present application at least bring the following beneficial effects:
[0029] When a first virtual object is affected by a first skill in the embodiments of the present application, the skill icon and influence details of the first skill are displayed. By diversely displaying the relevant information of the first skill, the transparency and integrity of information display are improved, and the strategic layout is optimized through the displayed skill icon and influence details, thereby improving the strategy of the interaction process. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0031] Figure 1 is a structural block diagram of a computer system provided by an embodiment of the present application;
[0032] Figure 2 is a flowchart of an information display method provided by an embodiment of the present application;
[0033] Figure 3 is a schematic diagram of a game interface including a skill icon and influence details provided by an embodiment of the present application;
[0034] Figure 4 is a partial schematic diagram of a game interface for sequentially displaying skill icons provided by an embodiment of the present application;
[0035] Figure 5 is a partial schematic diagram of a game interface including an adjustment process of a skill icon provided by an embodiment of the present application;
[0036] Figure 6 is another partial schematic diagram of a game interface including an adjustment process of a skill icon provided by an embodiment of the present application;
[0037] Figure 7 It is a schematic diagram of a partial game interface provided by an embodiment of the present application, which includes an adjustment process of skill icons;
[0038] Figure 8 It is a schematic diagram of a game interface provided by an embodiment of the present application, which includes an overlay mark;
[0039] Figure 9 It is a schematic diagram of skill - type diagram information provided by an embodiment of the present application;
[0040] Figure 10 It is a schematic diagram of the structure of an information display device provided by an embodiment of the present application;
[0041] Figure 11 It is a block diagram of the structure of a terminal device provided by an embodiment of the present application;
[0042] Figure 12 It is a schematic diagram of the structure of a server provided by an embodiment of the present application. Detailed implementation manners
[0043] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0044] It should be noted that the terms "first", "second", etc. in the present application are used to distinguish similar objects, and do not necessarily describe a specific order or sequence. It should be understood that such terms can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order different from those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0045] Before introducing the technical solutions of the present application, the abbreviations and key terms related to the embodiments of the present application are defined first.
[0046] Virtual scene: It refers to the scene provided (or displayed) when the application program runs on the terminal device. The virtual scene is a scene created for virtual objects to move. The virtual scene can be a two - dimensional virtual scene, a 2.5 - dimensional virtual scene, or a three - dimensional virtual scene, etc. The virtual scene can be a simulation scene of the real world, a semi - simulation scene of the real world, or a pure fictional scene. Exemplarily, the virtual scene involved in the embodiments of the present application is a three - dimensional virtual scene.
[0047] Virtual object: It refers to an active object in a virtual scene, which can be a virtual character, a virtual animal, an anime character, etc. Players can control the virtual object by means of peripheral components or by clicking and touching the display screen. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. Exemplarily, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional solid model created based on animation skeleton technology.
[0048] Virtual ball game: It is a game form that simulates traditional ball games through computer technology and network platforms. Participating players participate in virtual ball games by controlling virtual players to complete a game process similar to actual ball games. Participating players usually control at least one virtual player through mobile terminals such as mobile phones, tablets, desktop computers, game controllers, etc. Virtual ball games include but are not limited to at least one of various ball games such as virtual basketball games, virtual football games, virtual table tennis games, virtual baseball games, virtual volleyball games, virtual rugby games, etc. Virtual ball games can be executed in a networked form to support confrontation or cooperation between multiple players, or can also be executed in a human-machine form, etc. Virtual ball games provide players with a convenient and safe form of entertainment, and at the same time can also realize application such as game analysis and skill training through technologies such as data analysis and artificial intelligence, expanding the functions and application scenarios of traditional ball games.
[0049] Virtual player: A virtual object controlled by a virtual player in a virtual ball game through various devices (such as mobile phones, tablets, desktop computers, game controllers, head-mounted devices, motion capture devices, etc.), or can also be a virtual object automatically controlled by the system, or a virtual object jointly controlled by the player and the system. The virtual player can be a virtual object presented in any form such as two-dimensional or three-dimensional. Optionally, the image of the virtual player includes but is not limited to any form of character image such as the image of a real player, a cartoon character image, an animal image, a virtual character image, etc. The control relationship between the player account and the controlled virtual player can be one-to-one, one-to-many, many-to-one, or many-to-many. For example, for the virtual players in the same camp, a single virtual player can be controlled by a single player account, or at least two virtual players can be controlled by a single player account, or a single virtual player can be controlled by at least two player accounts simultaneously (for example, controlling different body parts of the virtual player respectively), or at least two virtual players can be controlled by at least two player accounts, etc. The embodiments of the present application do not limit this.
[0050] Virtual game area: It refers to the digital space area where the game activities occur in virtual ball games. The virtual game area is usually an area designed by simulating the ball game venues in the real world; alternatively, the virtual game area can also be a newly designed virtual venue; the virtual game area usually not only reflects the physical layout and appearance of the court, but also includes the associated elements therein. For example: In the virtual basketball area of a virtual basketball game, it includes virtual basketball hoop elements, virtual area line elements (such as virtual boundary line elements, virtual center line elements, virtual three-point line elements, virtual free throw line elements, virtual restricted area line elements, etc.), virtual pick-and-roll areas, virtual shooting areas, etc.; or, in the virtual football area of a virtual football game, it includes virtual goal areas, virtual area line elements (such as virtual sideline elements, virtual goal line elements, virtual center line elements, etc.), virtual center circle elements, etc.
[0051] Figure 1 It is a structural block diagram of a computer system provided by an embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0052] The first terminal 110 installs and runs a client 111 that supports virtual ball games. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. Among them, the user interface displays virtual objects and virtual scenes. Taking the virtual object as a virtual player and the virtual scene as a virtual game area as an example, the user interface displays real-time game data, player and team information, skill controls, perspective switching controls, interaction controls, interaction information, etc. The real-time game data includes but is not limited to score and time, ball possession and offensive and defensive states, and game rounds and stages; the player and team information includes but is not limited to player attribute panels, tactical configurations, and growth systems. The player attribute panel displays the nickname, number, position, and physical strength value of the virtual player, etc.; the skill controls include but are not limited to virtual joystick controls (movement controls), pass controls, shot controls, and throw controls; the perspective switching controls include but are not limited to any player perspective control and spectator perspective control; the interaction controls include but are not limited to dribbling controls, hitting controls, etc.; the interaction information includes but is not limited to the interaction information of virtual teammate players, the interaction information of virtual opponent players, the interaction information of virtual spectators, the interaction information of virtual referees, and the notification information of the client 111.
[0053] The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a virtual player in the virtual ball game to perform activities. Taking the virtual ball game as a basketball game as an example for illustration, the activities of the virtual player controlled by the first terminal 110 include but are not limited to: moving, jumping, ball possession, passing, shooting, defending, rebounding, and special actions.
[0054] Among them, movement includes but is not limited to jogging, accelerating, changing direction, running backward, sliding, small-step adjustment, stepping, striding, and lateral movement; jumping includes but is not limited to standing jump, running jump, continuous jump, high jump, long jump; ball control includes but is not limited to dribbling (high / low dribbling, behind-the-back dribbling, crotch dribbling, dribbling while moving, protecting the ball, dribbling and stopping suddenly, etc.); passing includes but is not limited to chest pass, bounce pass, back pass, long pass, fake pass; shooting includes but is not limited to jump shot, hook shot, layup, dunk, put-back shot; defense includes but is not limited to stealing, blocking, close defense, screening, blocking the shooting route; rebounding includes but is not limited to screening for rebounds, jumping to grab rebounds, tip-off; special actions include but are not limited to fakes (fake shooting, fake passing), pick-and-roll, aerial confrontation, technical foul actions (such as elbow swinging). It should be noted that the activities of the virtual players in this application can be set based on different ball games, and this application does not make any limitations in this regard.
[0055] The second terminal 130 installs and runs a client 131 that supports virtual ball games. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. Exemplarily, the client 111 and the client 131 can be of the same type of client.
[0056] The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control another virtual player in the virtual ball game to move. The virtual player controlled by the second terminal 130 can be called the virtual player of the second user 132.
[0057] Optionally, the virtual player controlled by the first terminal 110 and the virtual player controlled by the second terminal 130 are in the same virtual ball game session. Optionally, the virtual player controlled by the first terminal 110 and the virtual player controlled by the second terminal 130 can belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the virtual player controlled by the first terminal 110 and the virtual player controlled by the second terminal 130 can also belong to different camps, different teams, different organizations, or have a hostile relationship.
[0058] Figure 1 Only two terminals are shown in the figure, but there are multiple other terminals 140 in different embodiments. The other terminals 140 can be connected to the server 120. Optionally, the other terminals 140 are the terminals corresponding to the developers. A development and editing platform for the client that supports virtual ball games is installed on the other terminals 140. The developers can edit and update the client on the other terminals 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0059] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 through a wireless network or a wired network.
[0060] The server 120 is used to provide background services for the client that can be a virtual ball game installed on the terminal devices (the first terminal 110, the second terminal 130, and other terminals 140). In a possible implementation manner, this method can be executed independently by the terminal device, or can be jointly implemented by the terminal device and the server 120. When this method is jointly implemented by the terminal device and the server 120, the server 120 undertakes the main computing work, and the terminal device undertakes the secondary computing work. Or, the server 120 undertakes the secondary computing work, and the terminal device undertakes the main computing work. Or, a distributed computing architecture is adopted between the terminal device and the server 120 for collaborative computing.
[0061] In an exemplary embodiment of the present application, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide a battle virtual scene for the user's virtual ball game; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.
[0062] Optionally, the terminal devices (the first terminal 110, the second terminal 130, and other terminals 140) can be any electronic device product that can perform human-computer interaction with the user in one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car machine, a smart TV, etc.
[0063] The first terminal 110, the second terminal 130, and other terminals 140 may generally refer to one of multiple terminal devices, or may generally refer to multiple of the multiple terminal devices. The embodiments of the present application do not limit the number of terminals. The server 120 may be a single server, or a server cluster composed of multiple servers, or any one of a cloud computing platform and a virtualization center. The embodiments of the present application do not limit this.
[0064] The information display method provided by the embodiments of the present application can be applied to the Figure 1 computer system shown above. For example, this method can be executed by Figure 1 the first terminal 110 and the second terminal 130 in, or can also be executed interactively by the first terminal 110, the server 120, and the second terminal 130. Taking the first terminal 110 executing this method as an example, as Figure 2 shown, this method includes the following steps 201 to step 202.
[0065] In step 201, a first virtual object is displayed.
[0066] In the exemplary embodiment of the present application, the first virtual object is taken as an example of a first virtual player for illustration. A virtual ball game client capable of providing is installed and run in the terminal. A user account is logged in to the client, and the user account includes at least one first virtual player owned by the user. The user can select any first virtual player to conduct a virtual ball game. After the virtual ball game starts, a game interface of the virtual ball is displayed in the terminal, and the first virtual player, the virtual ball, and the virtual stadium are displayed in the game interface. Optionally, a second virtual player can also be displayed in the game interface, and the second virtual player and the first virtual player belong to the same team or different teams.
[0067] The first virtual player is a virtual player participating in the interaction. Among them, the first virtual player participating in the interaction includes but is not limited to the first virtual player being affected by skills, the first virtual player actively releasing skills, the confrontation operation of the first virtual player with the opponent virtual opponent player, the cooperation operation of the first virtual player with the virtual teammate player, and the control operation of the first virtual player on the virtual ball.
[0068] The first virtual player has basic parameters and first attribute parameters. The basic parameters characterize the inherent physiological attributes of the first virtual player; the first attribute parameters characterize the skills of the first virtual player, and the skills include at least one of sports skills or technical skills. For example, the basic parameters include but are not limited to the height, weight, arm span, body type ratio, and age of the first virtual player; the sports skills include but are not limited to the speed, acceleration, agility, and jumping ability of the first virtual player; the technical skills include but are not limited to the shooting hit rate, passing accuracy, dribbling stability, stealing success rate, and rebound prediction ability of the first virtual player.
[0069] The basic parameters and the first attribute parameters are the default parameters carried by the first virtual player when obtaining the first virtual player; or, after the user obtains the first virtual player, the parameters input based on the parameter template provided by the client. The basic parameters and the first attribute parameters are the initial parameters of the first virtual player.
[0070] In step 202, when the first virtual object is affected by the first skill, the skill icon and the influence details of the first skill are displayed; wherein, the skill icon is used to indicate the first skill, and the influence details include the text description and the index parameters corresponding to the first skill, and the index parameters are used to indicate the influence of the first skill on the first virtual object.
[0071] In an exemplary embodiment of the present application, the first skill includes at least one of the self-skill of the first virtual object or the skill applied by other virtual players to the first virtual object, and the number of the first skills is one or more. Among them, the first skill has a corresponding skill icon and influence details. The skill icon is a visual element used to identify the skill, and different skills correspond to different skill icons; the influence details include the text description and the index parameters corresponding to the first skill. The text description includes but is not limited to the name of the first skill and the name of the adjusted attribute corresponding to the first skill. The index parameter is the parameter of the adjusted attribute, usually represented in the form of a symbol and a value, and is used to indicate the influence of the first skill on the first virtual object. The detailed content of the influence details will be described below and will not be elaborated here.
[0072] In one embodiment, when the number of the first skills is multiple and the number of the first skills is less than or equal to the maximum value of the number of skill icons or influence details displayed on the game interface, the number of displayed skill icons and the number of influence details are the same as the number of the first skills. For example, when the number of the first skills is 3, 3 skill icons and 3 influence details are displayed.
[0073] In another embodiment, when the number of the first skills is multiple and the number of the first skills is less than or equal to the maximum value of the skill icons displayed on the game interface, the number of displayed skill icons is the same as the number of the first skills, and the number of influence details is one. For example, when the number of the first skills is 3, 3 skill icons and 1 influence detail are displayed.
[0074] In an exemplary embodiment of the present application, during a game session, when the first skill meets the corresponding activation condition, the skill is activated, and the activated first skill can affect the attribute parameters of the first virtual player. Among them, different first skills can correspond to the same activation condition or different activation conditions. For example, if the first skill meets the activation condition, the first skill is activated, that is, the first skill takes effect, that is, the first virtual object is affected by the first skill. It should be noted that the activation condition can be set based on the actual situation of the game, and the present application does not limit this.
[0075] A skill refers to being triggered by a preset operation instruction, having a cooldown or resource consumption mechanism, and can have effects such as attacking, healing, or status control on a virtual object during an interaction process, and is achieved by adjusting the parameters of the virtual object. After the first skill is activated, the attribute parameters of the first virtual player are synchronously adjusted, that is, the first attribute parameter of the first virtual player is adjusted to the second attribute parameter. The skill icon and influence details of the first skill are correspondingly displayed in the game interface. Among them, the second attribute parameter is a real-time dynamic attribute parameter calculated based on the first attribute parameter of the first virtual player and the influence details of the first skill, and is updated in real time through the state of the skill taking effect (being in the activated state) / expiring (being in the non-activated state).
[0076] Exemplarily, if the activation condition is that the opponent's virtual player misses a shot and the first virtual player controlled by the user is in the area near the backboard, then the skill "Rebounding Master" is activated, and the skill icon of "Rebounding Master" and the influence details of "Rebounding Master" are displayed in the game interface, such as, jumping ability +10%.
[0077] Figure 3 It is a schematic diagram of a game interface provided by an embodiment of the present application, including a skill icon and influence details. As Figure 3 shown, the first virtual object 301 and the second virtual object 302 are displayed in the game interface, and the first virtual object 301 and the second virtual object 302 are in different teams. When the first virtual object 301 is in a state of not holding the ball and receives a pass from a virtual teammate player, and the "Catch and Shoot Master" skill of the first virtual object 301 meets the activation condition, then while the first virtual object 301 catches the ball, the "Catch and Shoot Master" skill is activated, and the skill icon 303 of the "Catch and Shoot Master" skill and the influence details 304 corresponding to the "Catch and Shoot Master" skill are displayed in the game interface. Among them, the influence details 304 include the name of the first skill (Catch and Shoot Master) and the name of the adjusted attribute and the index parameter of the adjusted attribute corresponding to the first skill, that is, "Mid-range shooting percentage: +18%, Three-point shooting percentage: +6%, Shooting release speed: +10%".
[0078] The game interface also includes a tactical interaction control 305 and a joystick control 306. Among them, the tactical interaction control 305 includes a shooting control, a passing control, a dribbling past control, and a switching defense control. The shooting control is used to trigger the shooting action of the first virtual player 301 by clicking, long pressing, or combining buttons; the passing control is used for the first virtual player 301 to pass the ball to other virtual players, supporting different types such as short pass, long pass, bounce pass, and back pass; the dribbling past control is used to get rid of the defensive virtual player and create an offensive space by changing the dribbling direction or rhythm of the first virtual player 301; the switching defense control is used to switch the currently controlled virtual player during defense, supporting man-to-man defense, double-team defense, or tactical switching defense, etc. The joystick control 306 is used to control the first virtual player 301 to move in various directions and perform different operations in combination with the tactical interaction control 305.
[0079] In the embodiment of the present application, when the first virtual object is affected by the first skill, the skill icon and influence details of the first skill are displayed. By diversely displaying the relevant information of the first skill, the transparency and integrity of information display are improved, and the strategic layout of the interaction process is optimized through the displayed skill icon and influence details, thereby improving the strategy of the interaction process.
[0080] In addition, the activated first skill is determined using the activation condition, and the skill icon and influence details corresponding to the activated first skill are synchronously displayed in the game interface, improving the real-time performance of the display of the skill icon and influence details.
[0081] In the exemplary embodiment of the present application, when the first virtual object is affected by multiple skills, the first skill is the skill with the highest priority among the multiple skills, or the first skill is the selected skill among the multiple skills. The embodiment of the present application does not limit the determination method of the skill priority. For example, the priority of the multiple skills is determined based on at least one of the skill action time, skill type, remaining skill time, skill effect intensity, or skill source.
[0082] Exemplarily, the game interface includes a skill icon display area, and the skill icon display area displays the skill icon of the first skill. When the number of skills acting on the first virtual player is multiple, the priority of each skill is determined, and the skill with the highest priority is determined as the first skill. Or, when any skill is selected, the selected skill is determined as the first skill.
[0083] In one embodiment, the skill priority determination method includes but is not limited to Method 1 to Method 5:
[0084] Method 1, the skill priority is determined based on the skill action time.
[0085] Exemplarily, the action time of a skill is the time difference between the skill activation time (the time when the skill starts to take effect) and the current time. After the skill is activated (the skill starts to act on the first virtual object), the activation time of the skill can be determined. For example, the smaller the time difference between the activation time of the skill and the current time, the higher the priority. Among them, the latest activated skill (the skill that acts on the first virtual player most recently) has the highest priority.
[0086] Method 2: The priority of a skill is determined based on the skill type.
[0087] Exemplarily, the skills of the first virtual player are mainly divided into offensive skills, defensive skills, auxiliary skills, control skills, etc. The skills acting on the first virtual player are classified according to their types. Different types of skills have different priorities, and skill icons of different types are displayed in order of priority. For example, the priority of offensive skills > the priority of defensive skills > the priority of auxiliary skills > the priority of control skills.
[0088] Method 3: The priority of a skill is determined based on the remaining time of the skill.
[0089] Exemplarily, the remaining time of a skill is the difference obtained by subtracting the elapsed time from the effective action duration of the skill. For example, after the skill takes effect, the shorter the remaining time, the higher the priority. That is, the skill with the shortest remaining time (the skill that is about to expire and act on the first virtual player) has the highest priority. For example, the remaining time of a "time-limited rampage" skill is 5 seconds, and the remaining time of a "short shield" skill is 3 seconds. At this time, the "short shield" skill has a higher priority.
[0090] Method 4: The priority of a skill is determined based on the intensity of the skill effect.
[0091] Exemplarily, the intensity of the skill effect is measured based on the parameter increase amplitude of the skill for key game indicators. Among them, the key indicators include but are not limited to scoring, defensive success rate, and attribute increase amplitude. The greater the parameter increase amplitude, the higher the priority. For example, the priority of the "must-score game-winner" skill that directly adds 3 points is higher than that of the "touch adjustment" skill that increases the hit rate by 5%.
[0092] Method 5: The priority of a skill is determined based on the skill source.
[0093] Exemplarily, different skill sources correspond to different priorities. Among them, the priorities corresponding to the skill sources can be set based on the actual game situation. For example, the priority of the exclusive talent skill of the virtual player > the priority of the core team tactical skill > the priority of the additional skill of the temporary equipment > the priority of the randomly triggered skill in the environment.
[0094] It should be noted that the method for determining the priority of multiple skills in this application is an exemplary illustration. The priority of skills can also be set based on the actual game situation, and this application does not limit this. Exemplarily, in the case where multiple skills act on the first virtual object, the first skill can also be determined based on the user's selection operation. When any skill is selected, the selected skill is determined as the first skill.
[0095] In the embodiment of the present application, at least one factor among the skill action time, skill type, remaining skill time, skill effect intensity, or skill source is used to determine the priority of multiple skills acting on the first virtual object, and the first skill is determined based on this. The multi-dimensional priority determination mechanism makes the determined first skill more in line with the actual scenario requirements, ensures that the first virtual object makes effective operations during the interaction process, and improves the flexibility and strategy in the interaction process.
[0096] In another embodiment, when the number of skills acting on the first virtual object is multiple, the selected skill is determined as the first skill. By diversifying the way to determine the first skill, the flexibility and personalization of determining the first skill are improved.
[0097] In the exemplary embodiment of the present application, after determining the first skill, the skill icon and influence details of the first skill are displayed in a preset area in the game interface. Among them, the preset area is an area provided by the game client or an area determined based on the user's operation. The preset area includes a skill icon display area and an influence details display area.
[0098] In one embodiment, when the reference quantity is less than or equal to the number of multiple skills, the skill icons of the reference quantity of skills including the first skill and the influence details of the first skill are displayed. The reference quantity of skills is selected from multiple skills based on the priority order of multiple skills.
[0099] Exemplarily, the skill icon display area has a display quantity threshold, and the display quantity threshold represents the maximum value of the number of skill icons that can be displayed. When the number of multiple skills is greater than or equal to the display quantity threshold, the reference quantity is the same as the display quantity threshold. That is to say, if the number of skill icons to be displayed exceeds the maximum value of the number of skill icons that can be displayed in the skill icon display area, then the reference quantity of skill icons is displayed in the skill icon display area, and the skill icons exceeding the reference quantity are not displayed. Among them, the priority of the skill corresponding to any displayed skill icon is greater than the highest priority of the skill corresponding to the non-displayed skill icon, and the skill icon of the first skill is included in the reference quantity of skill icons. And the influence details corresponding to the first skill are displayed in the influence details display area.
[0100] Taking the example that the number of skills received by the first virtual player exceeds 8 and the reference number is 5. Five skill icons are displayed in the skill icon display area. The five skill icons are the skill icons of the top 5 skills selected after sorting based on priority, and the priority of the skill corresponding to any one of the five skill icons is greater than the maximum value of the skill priorities of the 3 skill icons not displayed.
[0101] In another embodiment, when the number of multiple skills is less than the display quantity threshold, the reference number is the same as the number of multiple skills, and the skill icons of the multiple skills and the influence details of the first skill are displayed.
[0102] Exemplarily, the number of skill icons to be displayed does not exceed the maximum number of skill icons that can be displayed in the skill icon display area, and the skill icons corresponding to all skills are displayed in the skill icon display area. And, the influence details corresponding to the first skill are displayed in the influence details display area. Taking the example that the number of skills received by the first virtual player is 3 and the display quantity threshold is 5. Three skill icons are displayed in the skill icon display area.
[0103] In the embodiment of the present application, when the number of multiple skills is greater than or equal to the display quantity threshold, the skill icons of the reference number (display quantity threshold) of skills are displayed in the game interface. The reference number of skills is screened according to the priority order, and the skill icons with higher priority are displayed, ensuring the complete presentation of key information (including the skill icon of the first skill), and avoiding interface redundancy. Through the refined skill display rules, the user game experience and information acquisition efficiency are optimized. When the number of multiple skills is less than the display quantity threshold, all skill icons are displayed to improve the integrity of information display. And, by displaying the influence details of the first skill, it helps the user quickly focus on the influence details of the first skill (the skill with the highest priority), which is beneficial for the user to quickly adjust the game strategy and improve the strategy of the interaction process.
[0104] In the exemplary embodiment of the present application, the skill icons of the reference number of skills are arranged and displayed in sequence from the first direction to the second direction according to the priority order of the reference number of skills. The higher the priority of the skill corresponding to the skill icon closer to the first direction.
[0105] Exemplarily, when multiple skill icons are displayed in the skill icon display area, they are sorted based on the priority order of the skills corresponding to the skill icons and are arranged and displayed in sequence from the first direction to the second direction in descending order of priority.
[0106] For example, the first direction is to the left of the skill icon display area, and the second direction is to the right of the skill icon display area. The skill icon with the highest priority is located at the position closest to the edge on the left side of the skill icon display area. Subsequently, in the order of decreasing priority, the skill icons corresponding to the skills with decreasing priority are displayed sequentially to the right.
[0107] Taking the case where the priority is determined based on the skill activation time as an example for illustration, the skill activation time corresponds to the skill activation time. Figure 4 This is a partial game interface schematic diagram showing the sequential display of skill icons provided by an embodiment of the present application. As Figure 4 shown, the game interface includes a skill icon display area 401, and skill icons corresponding to multiple activated skills are sequentially displayed in the skill icon display area 401. For example, the activation time of skill A is T A , the activation time of skill B is T B , the activation time of skill C is T C , T A is earlier than T B , T B is earlier than T C , then in the skill icon display area 401, skill icon C, skill icon B, and skill icon A are sequentially displayed from left to right. That is, the leftmost skill icon is the most recently activated skill. The priority of skill C is greater than the priority of skill B, and the priority of skill B is greater than the priority of skill A.
[0108] In the embodiment of the present application, the skill icons are arranged and displayed sequentially from the first direction to the second direction according to the priority order. By observing the display positions of the skill icons, the priority order of each skill can be intuitively understood. The priority is converted into an intuitive spatial position relationship by means of a visual arrangement method, reducing the difficulty for users to obtain and understand skill priority information, thereby improving the information acquisition efficiency.
[0109] In an exemplary embodiment of the present application, when the second skill is a time-limited skill, a countdown element is dynamically displayed in the skill icon of the second skill. The second skill is any one of the skills that display skill icons among multiple skills; when the countdown of the countdown element is less than or equal to the first threshold duration, the skill icon of the second skill is cancelled from display.
[0110] Exemplarily, the skills of a virtual object (virtual player) include time-limited skills and non-time-limited skills. A time-limited skill is a skill that acts on a part of the game for a limited duration in a virtual ball game, and a non-time-limited skill is a skill that acts on the entire game in a virtual ball game. Among them, no countdown element is displayed in the skill icon of the non-time-limited skill to improve the simplicity of the game interface.
[0111] When the second skill applied to the virtual player is a time-limited skill, a countdown element is dynamically displayed in the skill icon of the second skill. Among them, the countdown in the countdown element (the remaining duration of the second skill) is determined according to the activation time and duration of the second skill. The countdown element includes but is not limited to fan-shaped display, progress bar display, and numerical value. Among them, the second skill is any skill applied to the first virtual object. The second skill can be the first skill or any skill other than the first skill. When the countdown in the countdown element is less than or equal to the first threshold duration, for example, the first threshold duration is 0, that is, when the countdown ends, if the second skill is a skill other than the first skill, the skill icon of the second skill is cancelled; if the second skill is the first skill, the skill icon of the second skill and the impact details of the second skill are cancelled. The following takes the second skill as a skill other than the first skill as an example for illustration.
[0112] For example, the skill icon is circular, and the whole circle includes a first fan-shaped area and a second fan-shaped area, and the display methods of the first fan-shaped area and the second fan-shaped area are different. The first fan-shaped area represents the remaining duration of the second skill, and the second fan-shaped area represents the duration that the second skill has lasted. The first fan-shaped area is initially a complete fan (360°) and gradually shrinks over time until it completely disappears when the remaining time is 0. The second fan-shaped area is the part not occupied by the first area, and its display method is in contrast to that of the first fan-shaped area. Combined Figure 4 , for the skill icon corresponding to the activated Skill C, the shaded fan-shaped area is the first fan-shaped area, and the shaded fan-shaped area gradually shrinks as the game progresses.
[0113] Another example is that the countdown element is a progress bar, and the progress bar can be bar-shaped or ring-shaped. The progress bar continuously shortens, and the remaining progress bar represents the remaining duration of the second skill. Optionally, when the remaining progress bar is of different lengths, color gradient can be used to prompt the remaining time (such as green → yellow → red).
[0114] Another example is that the countdown element is a numerical value, that is, the remaining seconds (such as "5s") are directly displayed on or around the skill icon, and the font size or color changes with time to prompt the remaining time.
[0115] When the countdown is less than or equal to the first threshold duration, the hiding of the skill icon is triggered, that is, the display of the skill icon is cancelled. For example, when the skill icon is immediately hidden, the first threshold duration is 0, that is, when the countdown ends, the skill icon disappears instantly; another example is that when the skill icon is gradually hidden, the first threshold duration is a value greater than 0 and less than the skill duration. When the countdown is less than or equal to the first threshold duration, the transparency of the skill icon gradually decreases until it is completely hidden. Among them, the first threshold duration can be set based on the actual situation of the game.
[0116] In the embodiments of the present application, by dynamically displaying a countdown element in a skill icon and quickly adjusting the movement or actions of a virtual player based on the countdown element, the strategy of a virtual ball game is improved; the skill icon disappears after the countdown is less than or equal to the first threshold duration, avoiding the interface being occupied by invalid or expired skill icons, improving the simplicity of the game interface, and thus improving the information acquisition efficiency.
[0117] In an exemplary embodiment of the present application, the skills acting on the first virtual player change continuously during the interaction process. Therefore, the skill icons displayed in the skill icon display area need to be adjusted accordingly. The adjustment situations of the skill icons include, but are not limited to, Situation 1 to Situation 3.
[0118] Situation 1, in the case where the third skill ends, the skill icon of the third skill is cancelled from display, and the third skill is any skill other than the first skill among a reference number of skills; a skill icon of a fourth skill is newly displayed, and the fourth skill is a skill other than the reference number of skills among a plurality of skills.
[0119] In an exemplary embodiment of the present application, the skill icon display area has a reference number of slots, and one skill icon is displayed in each slot. During the interaction process of the first virtual player, when the third skill acting on the first virtual player ends, the skill icon of the third skill is cancelled from display in the slot where the skill icon of the third skill is displayed.
[0120] In the case where the number of skills acting on the first virtual player is greater than the reference number and the third skill is any skill other than the first skill, that is, when the priority of the third skill is not the highest priority, a fourth skill is newly displayed. The fourth skill is a skill acting on the first virtual player and is the skill with the highest priority among the plurality of skills for which skill icons are not displayed. The skill icon of the fourth skill is displayed in the skill icon display area, and the skill icons displayed in the slots of the skill icon display area are updated based on the skill priorities corresponding to the displayed skill icons and the priority of the fourth skill.
[0121] Figure 5 It is a partial game interface schematic diagram including the adjustment process of skill icons provided by an embodiment of the present application. As Figure 5 shown, the skill icon display area 501 has 5 slots, which are the first slot, the second slot, the third slot, the fourth slot, and the fifth slot from left to right, and display the 1st skill icon, the 2nd skill icon, the 3rd skill icon, the 4th skill icon, and the 5th skill icon respectively. Among them, the priorities of the 1st skill to the 5th skill decrease. The skill details of the first skill are displayed in the influence details display area 502.
[0122] For example, when the number of skills acting on the first virtual player is 8, that is, the skill icons of the 6th skill, 7th skill, and 8th skill are not displayed, and the priorities of the 6th skill to the 8th skill decrease. When the third skill is any one of the 2nd skill to the 5th skill, for example, when the third skill is the 3rd skill, the skill icon of the 3rd skill is cancelled from display, and the skill icon of the fourth skill (the 6th skill) is newly displayed. Among them, the skill icon of the 6th skill is displayed in the fifth slot, and the skill icons in the remaining slots are adjusted accordingly. That is, the 4th skill is correspondingly displayed in the third slot, and the 5th skill is correspondingly displayed in the fourth slot.
[0123] Case 2: When the first skill ends, the skill icon and influence details of the first skill are cancelled from display; the skill icon of the fifth skill is newly displayed, where the fifth skill is the skill other than the reference number of skills among multiple skills; the influence details of the sixth skill are newly displayed, where the sixth skill is the skill among the reference number of skills whose priority order is after the first skill and adjacent to the first skill.
[0124] In an exemplary embodiment of the present application, the skill icon display area is provided with a reference number of slots, each slot is used to display a skill icon, and the displayed skill icons include the skill icon of the first skill; the influence details display area displays the influence details of the first skill. When the first skill acting on the first virtual player ends, the skill icon of the first skill is cancelled from display in the skill icon display area, and at the same time, the influence details corresponding to the first skill are cancelled from display in the influence details display area.
[0125] When the number of skills acting on the first virtual player is greater than the reference number, that is, when there are multiple skills affecting the first virtual player at the same time and some skill icons are not displayed, the skill icon of the fifth skill is newly displayed, where the fifth skill is the skill with the highest priority except for the skills corresponding to the currently displayed skill icons.
[0126] The influence details of the sixth skill are newly displayed, where the sixth skill is the skill among the reference number of skills that immediately follows the first skill in the priority order and is adjacent to it, that is, the sixth skill is the skill with the highest priority among the skills corresponding to the skill icons currently displayed in the skill icon display area.
[0127] Figure 6 It is a partial game interface schematic diagram provided by an embodiment of the present application including the adjustment process of skill icons. As Figure 6As shown, when the first skill (Skill 1) ends, the icon of Skill 1 in the first slot is cancelled from display in the skill icon display area 601, and at the same time, the impact details corresponding to Skill 1 in the impact details display area 602 are no longer shown. At this time, from the skills that have not been shown (Skill 6, Skill 7, Skill 8), the highest-priority Skill 6 (Fifth Skill) is selected, and the skill icon of Skill 6 is newly displayed in the skill icon display area 601. Among them, the skill icon of Skill 6 is displayed in the fifth slot, and the skill icons in the other slots change correspondingly. That is, the skill icons of Skill 2 to Skill 5 are displayed in the first slot to the fifth slot respectively. Among the displayed skill icons of Skill 2 to Skill 6, Skill 2 has the highest priority. Therefore, the impact details corresponding to Skill 2 are displayed in the impact details display area 602.
[0128] Case 3: When the first virtual object is affected by the seventh skill and the priority of the seventh skill is higher than that of the first skill, the impact details of the first skill are cancelled from display, and the skill icon and impact details of the seventh skill are displayed. The seventh skill is a newly added skill outside the multiple skills; the skill icon of the eighth skill is cancelled from display. The eighth skill is the skill with the lowest priority among the reference number of skills.
[0129] In the exemplary embodiment of the present application, the skill icon display area is provided with a reference number of slots, each slot is used to display a skill icon, and the displayed skill icons include the skill icon of the first skill; the impact details display area displays the impact details of the first skill.
[0130] When the first virtual player is affected by the seventh skill (the newly added skill) and the priority of the seventh skill is higher than that of the first skill, the skill icon of the first skill is cancelled from display in the first slot of the skill icon display area, and the skill icon of the seventh skill is displayed in the same slot. And the impact details display area cancels the display of the impact details of the first skill and displays the impact details of the seventh skill. Among them, the first slot is the slot that previously displayed the first skill, and the seventh skill is the newly added skill that acts on the first virtual player.
[0131] Since the number of slots in the skill icon display area is fixed at the reference number, the newly displayed icon of the seventh skill means that the existing skill icons need to be replaced and adjusted. Specifically, the skill icon of the eighth skill with the lowest priority among the current reference number of skills is cancelled from display, and the skill icons in the other slots will change accordingly according to the skill priority order, ensuring that the skill icon display area always presents the skill icons in descending order of priority.
[0132] Figure 7 It is a partial schematic diagram of another game interface provided by the embodiment of the present application, including the adjustment process of the skill icon. As Figure 7As shown, the skill icon display area 701 has 5 slots, which currently display the 1st skill icon (corresponding to the first skill), the 2nd skill icon, the 3rd skill icon, the 4th skill icon, and the 5th skill icon respectively. The priority of each skill decreases in sequence from the 1st skill to the 5th skill. The impact details display area originally displayed the impact details of the 1st skill. At this time, the first virtual object is affected by the newly added seventh skill (the Mth skill), and the priority of the seventh skill is higher than that of the 1st skill. In the impact details display area 702, the impact details of the 1st skill are cancelled from display, and the impact details of the seventh skill (the Mth skill) are displayed.
[0133] In the skill icon display area 701, the skill icon of the eighth skill (i.e., the 5th skill) at the lowest priority position is cancelled from display, and the skill icon of the seventh skill (the Mth skill) is displayed in the first slot, and the skill icons in the remaining slots change accordingly. That is, the skill icons of the 1st skill to the 4th skill are displayed in the second slot to the fifth slot respectively.
[0134] In the embodiments of the present application, when the skill acting on the first virtual player ends (the third skill ends or the first skill ends) or a new skill (the seventh skill) acts on the first virtual player, the skill icon display area cancels the display of low-priority skills and dynamically adjusts the skill icons displayed in the skill icon display area to ensure that the skill icons displayed in the skill icon display area correspond to skills with higher priorities, enabling the player to focus on the skills that have a greater impact on the game situation at the first time and avoiding the interference of low-priority skill icons. Moreover, the impact details display area displays the impact details corresponding to the skill with the highest priority. The player can quickly make decisions based on the high-priority skill information, such as taking targeted defensive measures, adjusting offensive strategies, etc., thereby improving the decision-making efficiency.
[0135] In the exemplary embodiments of the present application, as the interaction process of the first virtual object progresses, the skills acting on the first virtual object are continuously updated. After a reference number of skills are updated, the skill icons of the updated reference number of skills and the impact details of the target skill are displayed in the priority order of the updated reference number of skills. The target skill is the skill with the highest priority among the updated reference number of skills, or the target skill is the selected skill among the updated reference number of skills.
[0136] Exemplarily, during the interaction process of the first virtual object, the skills acting on the first virtual object are continuously updated, where the update situation of the skills acting on the first virtual object includes the above-mentioned situation 1 to situation 3. When the number of updated skills is the reference number, determine the priority order of the reference number of updated skills, and display the skill icons of the reference number of updated skills and the impact details of the target skill in the game interface. The methods for determining the target skill include, but are not limited to, method A and method B.
[0137] Method A: The target skill is the skill with the highest priority among the reference number of updated skills.
[0138] Taking the example that the priority of the skill is determined based on the skill action time (action start time / activation time), different skills have different activation times. When multiple skills of the first virtual object are activated, that is, when the reference number of skills act on the first virtual object, display the skill icons of the reference number of updated skills in the game interface, determine the skill with the highest priority as the target skill, and display the impact details of the skill with the highest priority in the game interface.
[0139] For example, if the skill with the highest priority is the latest activated skill, determine the skill icon corresponding to the latest activated skill as the target icon, and synchronously display the target icon and the impact details corresponding to the target icon. Combining Figure 4 , Skill C is the latest activated skill, and the skill icon corresponding to Skill C and the impact details 402 are displayed in the game interface.
[0140] Method B: The target skill is the selected skill among the reference number of updated skills.
[0141] In one implementation, determine the selected skill through the skill icons displayed in the game interface. Multiple skill icons are displayed in the game interface. Based on the trigger operation of the skill icon, determine the target icon, and the skill corresponding to the target icon is the selected skill, that is, the target skill. The skill icons of the updated skills and the impact details of the target skill are displayed in the game interface.
[0142] For example, the updated skills are Skill A to Skill C, and the priority order decreases in sequence. The skill icons of Skill A to Skill C and the impact details of Skill A are displayed in the game interface. After the skill icon of Skill B is triggered, it indicates that Skill B is the selected skill, that is, the target skill. At this time, the skill icons of Skill A to Skill C and the impact details of Skill B are displayed in the game interface.
[0143] Among them, the ways to trigger an operation include at least one of a touch operation, an interaction operation with an external control device, a voice command interaction operation, or a gesture interaction operation. Exemplarily, the touch operation may include an operation by touching a screen (such as a terminal device like a mobile phone or a tablet). For example, a user can operate by clicking on a skill icon displayed on the screen, and the clicked skill icon is the target icon. The interaction operation with an external control device may include an interaction operation by using an external control device (such as a keyboard, a mouse, a gamepad, etc.). For example, a user can use the input operation of a keyboard, a mouse, or a gamepad to select a target icon from multiple skill icons. The voice command interaction operation may include determining a target icon through a voice command. For example, a user determines the serial number corresponding to a skill icon through a voice command and determines the skill icon corresponding to the serial number as the target icon. The gesture interaction operation may include determining a target icon through a gesture (such as swiping left or right, etc.). For example, a user can switch the selected state of a skill icon by swiping left or right, and when the gesture stops or is a specified gesture, determine the skill icon in the selected state as the target icon. It should be noted that the trigger operation and the form of the trigger operation in this application are for exemplary illustration and can be set based on actual situations, and this application does not make any limitations in this regard.
[0144] Optionally, the display mode of the target icon is different from that of the skill icon. Among them, the display mode of the target icon includes but is not limited to highlighting display, shadow display, patterned display, flashing display, dynamic display, magnifying display, and reducing display.
[0145] In the embodiment of this application, the skill icons corresponding to the updated skills are sequentially displayed in the game interface based on the priority of the skills. The skill priority order can be intuitively judged through the positions of the skill icons, which helps with tactical decision-making and is more suitable for sports competitive game scenarios that require quick decisions. When using the skill icon of the skill with the highest priority as the target icon and displaying the corresponding influence details of the target icon, it ensures that the user can focus on the skill effects of the skill with the highest priority, so as to quickly adjust the game strategy based on the activated skill; when using the selected skill as the target skill and displaying the target icon and the corresponding influence details of the target skill, the influence details corresponding to the skill icon are displayed based on the user's needs, improving the personalization of the influence details and better meeting the user's needs.
[0146] In the exemplary embodiment of this application, displaying the skill icon and the influence details of the first skill includes: displaying the skill icon and the influence details of the first skill based on the first display mode corresponding to the attribute type of the first skill; where the attribute type includes at least one of a buff attribute type, a debuff attribute type, or a resistance attribute type.
[0147] Exemplarily, when a skill is activated, that is, when the skill acts on the first virtual player, according to the predefined skill attribute tags corresponding to the skill, its attribute type (buff attribute type, debuff attribute type, and resistance attribute type) is automatically identified, and the corresponding display method is matched to display the skill icon and the impact details.
[0148] The process of displaying the skill icon includes: determining the attribute type of the activated skill, where the attribute type includes at least one of the buff attribute type, debuff attribute type, or resistance attribute type; and displaying the skill icon based on the first display method corresponding to the attribute type.
[0149] Exemplarily, a buff attribute refers to a status effect that positively enhances the ability of a virtual player or a team. The buff attribute directly enhances a certain ability of the virtual player or the team, helping the virtual object or the team gain an advantage in the game; a debuff attribute refers to a status effect that negatively weakens the virtual player or the team. The debuff attribute interferes with the execution of the game strategy by restricting the opponent's ability or creating adverse conditions; the resistance attribute refers to the resistance or immunity ability of a virtual player to specific negative effects. The resistance attribute reduces the impact of the debuff on the virtual player by reducing the intensity of the debuff effect.
[0150] When the skill is activated, obtain the attribute type of the activated skill, and different attribute types display the skill icon differently through the corresponding first display method. Among them, the differential display may include, but is not limited to, different color displays, different icon styles, different sizes, and different animation effects. It should be noted that the method of differential display of the skill icon can be set based on the actual game situation, and the present application does not limit this.
[0151] Taking the example of displaying skill icons of different attribute types in different colors, the color of the skill icon corresponding to the buff attribute type is blue, the color of the skill icon corresponding to the debuff attribute type is red, and the color of the skill icon corresponding to the resistance attribute type is green.
[0152] The embodiment of the present application displays the skill icon through the first display method corresponding to the attribute type of the activated skill, and uses the visual differential display of the skill icon to reduce the user's cognitive burden and improve the information acquisition efficiency.
[0153] In the exemplary embodiment of the present application, displaying the skill icon and the impact details of the first skill includes: displaying the skill icon and the impact details of the first skill based on the second display method corresponding to the skill source of the first skill; where the skill source includes at least one of the first skill coming from a teammate virtual object, the first skill coming from an opponent virtual object, and the first skill coming from an exclusive virtual object.
[0154] Exemplarily, during the interaction of the first virtual player, the skills acting on the first virtual player can be skills released by the first virtual player itself; team skills released by teammate virtual players, skills released by teammate virtual players to the first virtual player (for example, support skills or collaboration skills applied by teammate virtual players to the first virtual player); skills released by opponent virtual objects to our virtual players as a whole, skills released by opponent virtual objects to the first virtual player as a whole (for example, interference skills or attack skills applied by opponent virtual players to the first virtual player). Among them, the skills released by virtual players include ordinary skills and exclusive skills. Ordinary skills are skills that all virtual players can use; exclusive skills are skills that designated virtual players can use, and the rest of the virtual players cannot use.
[0155] When the first skill is activated, obtain the skill source of the first skill. Different skill sources display the skill icon and impact details differently through corresponding second display methods. Among them, the differential display can include but is not limited to different color displays, different icon styles, different font displays, different sizes, and different animation effects. It should be noted that the display method of the differential display of the skill icon and impact details can be set based on the actual game situation, and this application does not make any limitations in this regard.
[0156] Taking the impact details of different skill sources displayed in different colors as an example for illustration. The impact details of ordinary skills released by oneself or ordinary skills released by teammates are displayed in blue; the impact details of skills released by the enemy are displayed in red; the exclusive skills released by oneself or exclusive skills released by teammates, and the skills only act on the first virtual player, and the impact details are displayed in orange. For example, the skill released by the enemy is "Answer Eternal", and the skill effect is "No-ball movement speed: -0.15m / s (meters per second)". Among them, the font colors of "Answer Eternal" and "No-ball movement speed: -0.15m / s (meters per second)" are red.
[0157] In the embodiment of this application, the skill icon and impact details are displayed through the second display method corresponding to the activated first skill. By using visual differential display, users can quickly identify the skill source, reduce the cognitive burden of users, and improve the information acquisition efficiency.
[0158] It should be noted that the first display method and the second display method are used to display the skill icon and impact details respectively for illustration; the first display method and the second display method can also be combined to display the skill icon and impact details. For example, the first display method is used for the display of the skill icon, and the second display method is used for the display of the impact details. That is to say, through the display methods of the skill icon and impact details displayed in the game interface, users can quickly determine the effect and source of the skill.
[0159] For example, if the skill acting on the first virtual player is a skill from a virtual teammate player and the skill attribute type is a buff attribute type, the skill icon displayed in the game interface is red, and the influence details are displayed in blue.
[0160] It should be noted that the ways of displaying the skill icon and the influence details in the first display method and the second display method are exemplary descriptions, and can also be set based on the actual game situation, which is not limited in this application.
[0161] In an exemplary embodiment of the present application, when the number of the first skills is two or more and the skill effects of the first skills are in a superimposed state, a superimposed mark is displayed, and the superimposed mark is used to indicate at least one of the number of the first skills in the superimposed state or the superimposed effect.
[0162] Exemplarily, when the first skill (the newly activated skill) acts on the first virtual player, the number of the newly activated skills or whether the newly activated skill belongs to the same type as the already activated skill can be determined through the identity document (ID) of the newly activated skill. For example, if the IDs of multiple newly activated skills are the same or belong to the same type, and the ID of the newly activated skill is the same as or belongs to the same type as the ID of the already activated skill, and the skill effects of the activated skills can be superimposed, a superimposed mark is displayed in at least one of the skill icon or the influence details in the game interface. Among them, the superimposed mark corresponding to the skill icon and the superimposed mark corresponding to the influence details can be the same or different.
[0163] Among them, the superimposed mark includes the number of the superimposed skills. For example, "×N" is used to represent that the skill is in a superimposed state, and N represents the number of the superimposed skills; the superimposed mark includes the superimposed effect of the superimposed skills, such as "adjust parameter name, adjust attribute value, superimposed state".
[0164] Figure 8 It is a schematic diagram of a game interface including a superimposed mark provided by an embodiment of the present application. As Figure 8As shown in the figure, the game interface includes a skill icon display area 801. In the skill icon display area 801, the skill icons corresponding to the activated skills are displayed, and a stacking mark 802 is displayed in the skill icons. For example, the stacking mark 802 in the skill icon corresponding to Skill C is "×2", indicating that Skill C is in a stacking state, and the number of stacks is 2. The game interface also displays the influence details 803, and the influence details 803 include the adjusted parameter name, the adjusted attribute value, and the adjusted attribute state. For example, the activated skill is the shooting machine, and the adjusted parameter names corresponding to the shooting machine are the shooting hit rate and the movement speed. For the shooting hit rate, the stacking state is that the shooting hit rate can be stacked, but it is currently in an unstacked state, and the corresponding adjusted attribute value is +5%; for the movement speed, the stacking state is "stacked ×2", indicating that the movement speed is in a stacking state, which is the stacking of the movement speeds in 2 skill effects, and the corresponding adjusted attribute value is +20%.
[0165] In the embodiment of the present application, by displaying the stacking mark in the skill icon and the influence details in the game interface, the stacking mark includes the stacking number and the stacking effect of the activated skill, and the intensity level and effect of the activated skill are intuitively displayed by using the stacking mark. Based on the displayed stacking mark, the user can quickly adjust the game strategy.
[0166] Optionally, the activated skill (the skill acting on the first virtual object) is used to adjust at least one attribute parameter. In the case where the activated skill is used to adjust multiple attribute parameters, the multiple attribute parameters include primary attribute class parameters and secondary attribute class parameters, and the skills corresponding to the primary attribute class parameters and the secondary attribute class parameters are different.
[0167] Exemplarily, after the skill is activated (i.e., the buff is attached to the virtual player), the primary attribute class parameters and the secondary attribute class parameters corresponding to the activated skill are determined, and the first attribute parameter of the first virtual player is adjusted respectively based on the primary attribute class parameters and the secondary attribute class parameters to obtain the corresponding influence details and the second attribute parameter.
[0168] For example, the primary attribute class parameter is used to increase the hit rate of three-point fixed shots, and the secondary attribute class parameter is used to reduce the takeoff time. When the first virtual player is shooting outside the three-point line, the initial hit rate of three-point fixed shots is 40%. When obtaining the bonus of the primary attribute class parameter for increasing the hit rate of three-point fixed shots, the hit rate is increased to 45%. The success probability of three-point fixed shots is improved, and the goal-scoring probability of the virtual player outside the three-point line is increased. Assuming that the original takeoff time of the player's three-point fixed shot is 0.8 seconds, under the action of the secondary attribute class parameter for reducing the takeoff time, the takeoff time is shortened to 0.6 seconds, enabling the player to complete the takeoff action faster, reducing the risk of being blocked by the opponent, and further assisting in improving the actual hit rate of three-point fixed shots, forming a cooperation with the primary class parameter, and optimizing the shooting hit rate from the level of detailed operations.
[0169] In an exemplary embodiment of the present application, as the virtual ball game session progresses, the skills (activated skills) acting on the first virtual object change dynamically. When at least one skill of the first virtual player is activated, the display state of the impact details is determined; when the display state indicates that there are no displayed impact details, the impact details corresponding to the activated skill are displayed; or, when the display state indicates that there are already displayed impact details, the already displayed impact details are updated based on the activated skill.
[0170] Exemplarily, when a new skill of the first virtual object is activated (i.e., a new buff is attached to the first virtual object), it is determined whether to display the impact details in the game interface, and the display state of the impact details is obtained. If the display state indicates that there are no displayed impact details, that is, the impact details are not currently displayed in the game interface, then the impact details corresponding to the activated skill are directly displayed in the game interface; if the display state indicates that there are already displayed impact details, that is, the impact details corresponding to other skill icons are already displayed in the current game interface, then the impact details corresponding to other skill icons are cancelled from display in the game interface, and the impact details corresponding to the activated skill are displayed.
[0171] The embodiment of the present application determines the displayed impact details according to the display state of the impact details in the game interface (presence / absence of already displayed impact details). If the game interface already displays impact details, the old impact details are actively cancelled and replaced with new impact details, preventing multiple impact details from being stacked and displayed simultaneously, reducing visual interference, and improving the acquisition efficiency of the impact details of newly activated skills, thereby improving the game decision-making efficiency.
[0172] In an exemplary embodiment of the present application, in response to a trigger operation on any skill icon, the display state of the impact details is determined; when the display state indicates that there are no displayed impact details, the impact details corresponding to the triggered skill icon are displayed; or, when the display state indicates that there are already displayed impact details, the already displayed impact details are updated based on the triggered skill icon.
[0173] Exemplarily, when any skill icon is triggered (e.g., clicking or long-pressing the skill icon in the game interface), it is detected whether there is already a displayed impact detail in the current game interface, so as to determine the display status of the impact detail. If the display status indicates that there is no already displayed impact detail, that is, no impact detail is shown in the current game interface, the impact detail corresponding to the triggered skill icon is directly displayed in the interface; if the display status indicates that there is already a displayed impact detail, that is, the impact details corresponding to other skill icons are already shown in the current game interface, the originally displayed impact detail is actively cancelled and replaced with the impact detail corresponding to the triggered skill icon.
[0174] In the embodiment of the present application, by dynamically detecting the display status of the impact detail (presence / absence of already displayed impact detail), when it is detected that there is an already displayed impact detail, the old impact detail is actively cleared and replaced with the impact detail corresponding to the triggered skill icon, avoiding the simultaneous stacking display of multiple impact details, reducing visual interference, improving the acquisition efficiency of the player for the impact detail corresponding to the triggered skill icon, enhancing the personalization of the impact detail, so as to better meet the user's needs.
[0175] In an exemplary embodiment of the present application, after the impact detail is displayed in the game interface, it is also necessary to dynamically adjust the display duration of the impact detail according to the duration of the activated skill and the display threshold duration. When the duration of the activated skill is greater than the display threshold duration of the impact detail, the impact detail is displayed based on the display threshold duration; or, when the duration of the activated skill is less than the display threshold duration, the impact detail is displayed based on the duration of the activated skill.
[0176] Exemplarily, the duration of the activated skill refers to the length of time when the skill takes effect after activation. After different skills are activated, the duration can be the same or different. The display threshold duration of the impact detail is the duration during which the impact detail can be displayed in the game interface. If it exceeds the display threshold duration, the impact detail is automatically hidden. It should be noted that the duration of the activated skill and the display threshold duration can be set based on the actual situation of the game, and the present application does not make any limitations on this.
[0177] When the duration of the activated skill is greater than the display threshold duration of the impact detail, the impact detail is displayed for the display threshold duration and is automatically hidden after exceeding the display threshold duration, but the skill effect of the activated skill takes effect until the duration ends. For example, if the duration of the skill is 5 seconds or longer and the display threshold duration of the impact detail is 3 seconds, after the skill is activated, the impact detail is displayed in the game interface for 3 seconds, and after 3 seconds, the skill continues to act on the first virtual player, but the corresponding impact detail is not shown in the game interface.
[0178] When the duration of the activated skill is less than the display threshold duration of the impact details, the impact details are displayed based on the duration of the activated skill. That is to say, the impact details are fully displayed until the actual end time of the skill. For example, if the duration of the skill is 4 seconds and the display threshold duration of the impact details is 6 seconds, after the skill is activated, the impact details are displayed on the game interface for 4 seconds. After 4 seconds, the skill ends, and the impact details corresponding to the skill are not displayed on the game interface either.
[0179] In the embodiments of the present application, when the duration of the activated skill is greater than the display threshold duration of the impact details, the impact details are displayed based on the display threshold duration, which effectively prevents the impact details from occupying the game interface for a long time, reduces the visual interference of the impact details displayed during the game process, and improves the display effect of the game interface; when the duration of the activated skill is less than the display threshold duration of the impact details, the impact details are hidden in a timely manner after the skill effect ends, ensuring that the displayed impact details are synchronized with the duration of the activated skill, avoiding user confusion about the currently activated skill, and improving the accuracy of game decisions.
[0180] In the exemplary embodiments of the present application, after the skill is activated, it is also necessary to determine the update frequency of the skill, that is, the refresh time interval. When the refresh time interval is less than the refresh duration threshold, the skill icon and impact details of the activated skill displayed are refreshed based on the refresh duration threshold.
[0181] Among them, for different activated skills, the corresponding refresh time intervals can be the same or different. After any skill is activated, obtain the corresponding refresh method of the activated skill, and determine the refresh time interval based on the refresh method. The refresh time interval is the time difference between two refresh operations. For example, the refresh method includes frame-by-frame refresh or time-based refresh. When the refresh method is frame-by-frame refresh, the refresh time interval is determined using the number of frames displayed per second.
[0182] When the refresh time interval is less than the refresh duration threshold, a refresh time guarantee mechanism is triggered. That is to say, the states of the skill icon and impact details can be obtained based on the refresh time interval, and within the time window corresponding to the refresh duration threshold, the states of the skill icon and impact details are merged multiple times. When the refresh duration threshold is reached, the skill icon and impact details displayed on the game interface are updated at one time.
[0183] In the embodiments of the present application, through the refresh time interval of the activated skill, high-frequency refresh operations are merged, avoiding the flicker caused by the frequent changes of the skill icon and impact details displayed on the game interface in a very short time, and improving the stability of the display of the skill icon and impact details. Moreover, when the refresh duration threshold is reached, the skill icon and impact details displayed on the game interface are updated at one time, which reduces the calculation and rendering overhead to a certain extent and saves computing resources.
[0184] In an exemplary embodiment of the present application, skill type graph information is set in the game client. Figure 9 It is a schematic diagram of a kind of skill type graph information provided by an embodiment of the present application. As Figure 9 shown, the skill type graph information mainly includes three parts: a skill main view container (BuffsView), a skill element set (BuffItems), and a description information (BuffInfoView). Among them, BuffsView is used to manage the list of all Buff items and display detailed information; BuffItems is a set of display elements of Buff items, that is, skill icons, including the icon, quantity, status, etc. of the Buff; BuffInfoView represents the detailed description information of the Buff, that is, the influence details.
[0185] The List in the skill main view container (BuffsView) <buffitem>BuffItems is used to store the set of all current Buff items, Transform Content is used to dynamically layout the BuffItem display element components; BuffInfoView is a sub-view component for displaying detailed Buff information.
[0186] In the skill element set (BuffItems), NImage BaseBord refers to the background image of the skill icon, NImageIcon refers to the icon style of the skill icon, NText Count refers to the stacking number of the skill icon, NImage Life refers to the duration of the skill (such as countdown), and Transform selection refers to the selected state of the skill by the user.
[0187] In the description information (BuffInfoView), RectTransform Content is used to determine the display state and display position of the impact details; NText Desc is used to determine the content of the impact details.
[0188] After the skill acts on the first virtual object, that is, after the skill is activated, obtain the corresponding BuffsView, BuffItems, and BuffInfoView of the skill, and send them to the Abstract ViewBase (view base class). AbstractViewBase will display the received BuffsView, BuffItems, and BuffInfoView in the user interface.
[0189] This application also provides an information display device. Figure 10 It is a schematic structural diagram of an information display device provided by an embodiment of this application, as Figure 10 shown. The device includes:
[0190] The first display module 1001, which is used for the first virtual object;
[0191] The second display module 1002, which is used to display the skill icon and impact details of the first skill when the first virtual object is affected by the first skill;
[0192] Among them, the skill icon is used to indicate the first skill, and the impact details include the text introduction and index parameters corresponding to the first skill. The index parameters are used to indicate the impact of the first skill on the first virtual object.
[0193] In a possible implementation, the first virtual object is affected by multiple skills. The first skill is the skill with the highest priority among the multiple skills, or the first skill is the selected skill among the multiple skills.
[0194] In a possible implementation, the priorities of multiple skills are determined based on at least one of the skill action time, skill type, remaining skill time, skill effect intensity, or skill source.
[0195] In a possible implementation, the second display module 1002 is configured to display the skill icons of a reference number of skills including the first skill and the impact details of the first skill. The reference number of skills is selected from the multiple skills based on the priority order of the multiple skills, and the reference number is less than or equal to the number of the multiple skills.
[0196] In a possible implementation, the second display module 1002 is further configured to, when the second skill is a time-limited skill, dynamically display a countdown element in the skill icon of the second skill. The second skill is any one of the skills for which skill icons are displayed among the multiple skills; when the countdown of the countdown element is less than or equal to the first threshold duration, cancel the display of the skill icon of the second skill.
[0197] In a possible implementation, when the reference number is less than the number of the multiple skills, the second display module 1002 is further configured to, when the third skill ends, cancel the display of the skill icon of the third skill. The third skill is any one of the reference number of skills other than the first skill; add and display the skill icon of the fourth skill. The fourth skill is a skill among the multiple skills other than the reference number of skills.
[0198] In a possible implementation, when the reference number is less than the number of the multiple skills, the second display module 1002 is further configured to, when the first skill ends, cancel the display of the skill icon and the impact details of the first skill; add and display the skill icon of the fifth skill. The fifth skill is a skill among the multiple skills other than the reference number of skills; add and display the impact details of the sixth skill. The sixth skill is a skill among the reference number of skills whose priority order is after the first skill and adjacent to the first skill.
[0199] In a possible implementation, the second display module 1002 is further configured to, when the first virtual object is affected by the seventh skill and the priority of the seventh skill is higher than that of the first skill, cancel the display of the impact details of the first skill, and display the skill icon and the impact details of the seventh skill. The seventh skill is a newly added skill outside the multiple skills; cancel the display of the skill icon of the eighth skill. The eighth skill is the skill with the lowest priority among the reference number of skills.
[0200] In a possible implementation, the skill icons of the reference number of skills are arranged and displayed in sequence from the first direction to the second direction according to the priority order of the reference number of skills. The higher the priority of the skill corresponding to the skill icon closer to the first direction.
[0201] In a possible implementation, the second display module 1002 is further configured to, after a reference number of skills are updated, display the skill icons of the updated reference number of skills and the impact details of the target skill in the priority order of the updated reference number of skills, where the target skill is the skill with the highest priority among the updated reference number of skills, or the target skill is the selected skill among the updated reference number of skills.
[0202] In a possible implementation, the second display module 1002 is configured to display the skill icon and impact details of the first skill based on the first display mode corresponding to the attribute type of the first skill; where the attribute type includes at least one of a buff attribute type, a debuff attribute type, or a resistance attribute type.
[0203] In a possible implementation, the second display module 1002 is configured to display the skill icon and impact details of the first skill based on the second display mode corresponding to the skill source of the first skill; where the skill source includes at least one of the first skill coming from a teammate virtual object, the first skill coming from an opponent virtual object, or the first skill coming from an exclusive virtual object.
[0204] In a possible implementation, the second display module 1002 is further configured to, when the number of the first skills is two or more and the skill effects of the first skills are in a superimposed state, display a superimposed mark, where the superimposed mark is used to indicate at least one of the number of the first skills in the superimposed state or the superimposed effect.
[0205] In the embodiment of the present application, when the first virtual object is affected by the first skill, the skill icon and impact details of the first skill are displayed. By diversely displaying the relevant information of the first skill, the transparency and integrity of information display are improved, and the strategic layout is optimized through the displayed skill icon and impact details, thereby improving the strategy of the interaction process.
[0206] It should be understood that when the above-provided device implements its functions, only the above division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiment and the method embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0207] Figure 11 It is a block diagram of a terminal device provided by an embodiment of the present application. The terminal device 2100 can be any electronic device product that can perform human-computer interaction with a user in one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart watch, etc.
[0208] Generally, the terminal device 2100 includes: a processor 2101 and a memory 2102.
[0209] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2101 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0210] The memory 2102 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 2102 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2101 to implement the information display method provided by the method embodiment of the present application.
[0211] In some embodiments, the terminal device 2100 may further optionally include: a peripheral device interface 2103 and at least one peripheral device. The processor 2101, the memory 2102, and the peripheral device interface 2103 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 2103 through a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 2104, a display screen 2105, a camera assembly 2106, an audio circuit 2107, and a power supply 2108.
[0212] The peripheral device interface 2103 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2101 and the memory 2102. In some embodiments, the processor 2101, the memory 2102, and the peripheral device interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2101, the memory 2102, and the peripheral device interface 2103 may be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0213] The radio frequency circuit 2104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2104 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2104 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 2104 may communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2104 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0214] The display screen 2105 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2105 is a touch display screen, the display screen 2105 also has the ability to collect touch signals on or above the surface of the display screen 2105. The touch signals can be input to the processor 2101 as control signals for processing. At this time, the display screen 2105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there may be one display screen 2105, which is disposed on the front panel of the terminal device 2100; in other embodiments, there may be at least two display screens 2105, which are respectively disposed on different surfaces of the terminal device 2100 or are in a foldable design; in other embodiments, the display screen 2105 may be a flexible display screen, which is disposed on the curved surface or the folding surface of the terminal device 2100. Even, the display screen 2105 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 2105 can be prepared from materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0215] The camera module 2106 is used to collect images or videos. Optionally, the camera module 2106 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal device 2100, and the rear camera is disposed on the back of the terminal device 2100. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera respectively, so as to realize the function of background blurring by fusing the main camera and the depth camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera module 2106 may further include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0216] The audio circuit 2107 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 2101 for processing, or input to the radio frequency circuit 2104 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 2100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 2101 or the radio frequency circuit 2104 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 2107 may further include a headphone jack.
[0217] The power supply 2108 is used to supply power to each component in the terminal device 2100. The power supply 2108 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 2108 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0218] In some embodiments, the terminal device 2100 further includes one or more sensors 2110. The one or more sensors 2110 include but are not limited to: an acceleration sensor 2111, a gyroscope sensor 2112, a pressure sensor 2113, an optical sensor 2114, and a proximity sensor 2115.
[0219] The acceleration sensor 2111 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the terminal device 2100. For example, the acceleration sensor 2111 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 2101 can control the display screen 2105 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 2111. The acceleration sensor 2111 can also be used for collecting game or user movement data.
[0220] The gyroscope sensor 2112 can detect the body direction and rotation angle of the terminal device 2100. The gyroscope sensor 2112 can cooperate with the acceleration sensor 2111 to collect the 3D actions of the user on the terminal device 2100. According to the data collected by the gyroscope sensor 2112, the processor 2101 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0221] The pressure sensor 2113 can be disposed on the side frame of the terminal device 2100 and / or the lower layer of the display screen 2105. When the pressure sensor 2113 is disposed on the side frame of the terminal device 2100, it can detect the holding signal of the user on the terminal device 2100, and the processor 2101 performs left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 2113. When the pressure sensor 2113 is disposed on the lower layer of the display screen 2105, the processor 2101 controls the operable controls on the UI interface according to the pressure operation of the user on the display screen 2105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0222] The optical sensor 2114 is used to collect the ambient light intensity. In one embodiment, the processor 2101 can control the display brightness of the display screen 2105 according to the ambient light intensity collected by the optical sensor 2114. Specifically, when the ambient light intensity is high, the display brightness of the display screen 2105 is increased; when the ambient light intensity is low, the display brightness of the display screen 2105 is decreased. In another embodiment, the processor 2101 can also dynamically adjust the shooting parameters of the camera module 2106 according to the ambient light intensity collected by the optical sensor 2114.
[0223] The proximity sensor 2115, also known as the distance sensor, is usually disposed on the front panel of the terminal device 2100. The proximity sensor 2115 is used to collect the distance between the user and the front of the terminal device 2100. In one embodiment, when the proximity sensor 2115 detects that the distance between the user and the front of the terminal device 2100 is gradually decreasing, the processor 2101 controls the display screen 2105 to switch from the lit state to the off state; when the proximity sensor 2115 detects that the distance between the user and the front of the terminal device 2100 is gradually increasing, the processor 2101 controls the display screen 2105 to switch from the off state to the lit state.
[0224] Those skilled in the art can understand that Figure 11 the structure shown in does not limit the terminal device 2100, and it may include more or fewer components than shown in the figure, or combine some components, or adopt a different component layout.
[0225] Figure 12 It is a schematic structural diagram of a server provided by an embodiment of the present application. The server 2200 may vary greatly due to different configurations or performances, and may include one or more processors 2201 and one or more memories 2202. Among them, at least one program code is stored in the one or more memories 2202, and the at least one program code is loaded and executed by the one or more processors 2201 to implement the information display method provided by each of the above method embodiments. Of course, the server 2200 may also have components such as a wired or wireless network interface, a keyboard, and an input / output interface for input and output. The server 2200 may also include other components for implementing device functions, which will not be elaborated here.
[0226] In an exemplary embodiment, a computer-readable storage medium is also provided. At least one program code is stored in the storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement any one of the above information display methods.
[0227] Optionally, the above computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, and an optical data storage device, etc.
[0228] In an exemplary embodiment, a computer program or a computer program product is also provided. At least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any one of the above information display methods.
[0229] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions. For example, the skill icons, impact details, etc. involved in the present application are obtained under full authorization.
[0230] It should be understood that "a plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0231] The foregoing are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included within the protection scope of the present application.< / buffitem>
Claims
1. An information display method, characterized in that: The method comprises: displaying a first virtual object; When the first virtual object is affected by the first skill, displaying the skill icon and impact details of the first skill; Among them, the skill icon is used to indicate the first skill, and the impact details include a text introduction and indicator parameters corresponding to the first skill, and the indicator parameters are used to indicate the impact of the first skill on the first virtual object.
2. The method according to claim 1, characterized in that The first virtual object is affected by a plurality of skills, the first skill is a skill with the highest priority among the plurality of skills, or the first skill is a selected skill among the plurality of skills.
3. The method according to claim 2, characterized in that The priorities of the multiple skills are determined based on at least one of skill action time, skill type, skill remaining time, skill effect strength or skill source.
4. The method according to claim 2, characterized in that: The displaying of the skill icon and impact details of the first skill includes: Skill icons of a reference number of skills including the first skill and impact details of the first skill are displayed, wherein the reference number of skills are selected from the multiple skills based on a priority order of the multiple skills, and the reference number is less than or equal to the number of the multiple skills.
5. The method according to claim 4, characterized in that The method further comprises: In the case where the second skill is a time-limited skill, a countdown element is dynamically displayed in the skill icon of the second skill, and the second skill is any skill for which a skill icon is displayed among the multiple skills; When the countdown of the countdown element is less than or equal to the first threshold duration, the skill icon of the second skill is cancelled.
6. The method according to claim 4, characterized in that The reference number is smaller than the number of the plurality of skills, and after displaying the skill icons of the reference number of skills including the first skill and the influence details of the first skill, the method further includes: When a third skill ends, canceling display of a skill icon of the third skill, wherein the third skill is any skill among the reference number of skills except the first skill; A skill icon is newly added to display a fourth skill, where the fourth skill is a skill other than the reference number of skills among the multiple skills.
7. The method according to claim 4, characterized in that The reference number is smaller than the number of the plurality of skills, and after displaying the skill icons of the reference number of skills including the first skill and the influence details of the first skill, the method further includes: When the first skill ends, canceling the display of the skill icon and impact details of the first skill; A skill icon is added to display a fifth skill, where the fifth skill is a skill other than the reference number of skills among the multiple skills; The influence details of the sixth skill are newly displayed, and the sixth skill is a skill that is after the first skill in the priority order of the reference number of skills and is adjacent to the first skill.
8. The method according to claim 4, characterized in that After displaying the skill icons of a reference number of skills including the first skill and the influence details of the first skill, the method further includes: When the first virtual object is affected by a seventh skill and the seventh skill has a higher priority than the first skill, canceling display of the influence details of the first skill and displaying a skill icon and influence details of the seventh skill, wherein the seventh skill is a skill newly added in addition to the multiple skills; The skill icon of the eighth skill is undisplayed, and the eighth skill is the skill with the lowest priority among the reference number of skills.
9. The method according to claim 4, characterized in that The skill icons of the reference number of skills are displayed in sequence from the first direction to the second direction according to the priority order of the reference number of skills, and the skill corresponding to the skill icon closer to the first direction has a higher priority.
10. The method according to claim 9, characterized in that After displaying the skill icons of the reference number of skills including the first skill and the influence details of the first skill in the order of priority of the reference number of skills, the method further includes: After the reference number of skills is updated, the skill icons of the updated reference number of skills and the impact details of the target skill are displayed in order of priority of the updated reference number of skills, and the target skill is the skill with the highest priority among the updated reference number of skills, or the target skill is the selected skill among the updated reference number of skills.
11. The method according to any one of claims 1 to 10, characterized in that: The displaying of the skill icon and the impact details of the first skill includes: Displaying a skill icon and impact details of the first skill based on a first display mode corresponding to the attribute type of the first skill; The attribute type includes at least one of a gain attribute type, a loss attribute type or a resistance attribute type.
12. The method according to any one of claims 1 to 10, characterized in that: The displaying of the skill icon and the impact details of the first skill includes: Displaying a skill icon and impact details of the first skill based on a second display mode corresponding to the skill source of the first skill; The skill source includes at least one of the following: the first skill comes from a teammate virtual object, the first skill comes from an opponent virtual object, and the first skill comes from an exclusive virtual object.
13. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: When the number of the first skills is two or more and the skill effect of the first skill is in a superimposed state, a superimposed mark is displayed, and the superimposed mark is used to indicate the number of the first skills in the superimposed state or at least one of the superimposed effects.
14. An information display device, characterized in that: The device comprises: A first display module, used for a first virtual object; A second display module, configured to display a skill icon and impact details of the first skill when the first virtual object is affected by the first skill; Among them, the skill icon is used to indicate the first skill, and the impact details include a text introduction and indicator parameters corresponding to the first skill, and the indicator parameters are used to indicate the impact of the first skill on the first virtual object.
15. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements the information display method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by a processor so that a computer implements the information display method according to any one of claims 1 to 13.
17. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that a computer implements the information display method according to any one of claims 1 to 13.