Game information display control method and device and electronic equipment

By designing virtual avatars and avatar frame styles that can be automatically changed for virtual objects and teams in the game, the problems of cumbersome operations and information redundant in the existing technology are solved, and player decision-making efficiency and gaming experience are improved.

CN120132347APending Publication Date: 2025-06-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311709308.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-12
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

In existing games, players need to manually view the character status or add icon indication status, resulting in cumbersome operations, redundant information, screen occupation and inefficient decision-making.

Method used

By designing different virtual avatar and avatar frame styles for virtual objects and virtual teams in the game, these styles are automatically changed to reflect the state changes of objects and teams without player operations.

Benefits of technology

It enables players to intuitively recognize roles and team status without manual viewing, improves information recognition rate and decision-making efficiency, and reduces screen occupation and information redundancy.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game information display control method and device and electronic equipment. A virtual head portrait and a head portrait frame are displayed; the virtual head portrait is used for indicating the object state of the virtual object, and the head portrait frame is used for indicating the team state of the virtual team; in response to an object state change of the virtual object, determining a target object state, and changing the virtual head portrait into a virtual head portrait corresponding to the target object state; and in response to the team state change of the virtual team, determining a target team state, and changing the head portrait frame into a head portrait frame corresponding to the target team state. In the mode, different object states and team states can be indicated through different virtual head portraits and head portrait frames, the different head portrait frames are related to game behaviors of the virtual teams, players can visually recognize the states through changes of object icons without any operation, and therefore battle decisions can be rapidly made, the icons do not need to be added, and the operation efficiency is improved. Screen occupation and information redundancy are avoided, and the decision-making efficiency and game experience of players are improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, an apparatus, and an electronic device for displaying and controlling game information. Background Art

[0002] In current games, the state of a game character is an important factor affecting a player's combat decision-making and also an important factor affecting combat power. In related technologies, usually, a player needs to manually operate to view the state of the character, or add an icon to the avatar to indicate the state of the character through the added icon. However, the method of manual viewing is relatively cumbersome and the player cannot intuitively identify the state of the character; by adding an icon around the avatar to indicate the state of the character, the state of the character can be intuitively displayed, but it will occupy screen space and cause information redundancy; by adding an icon to the avatar, the screen space is saved, but the avatar will be blocked; in addition, adding multiple icons to indicate different states of the character will cause the player to be unable to quickly identify the state of the character, thereby affecting the decision-making efficiency and the player's game experience. Summary of the Invention

[0003] In view of this, the purpose of the present disclosure is to provide a method, an apparatus, and an electronic device for displaying and controlling game information. The virtual avatars and avatar frames of virtual objects in the game have different styles. Different virtual avatars are used to indicate the object states of different virtual objects, and different avatar frames are used to indicate the team states of different virtual teams. Moreover, the avatar frames of different styles are related to the game behaviors of the virtual teams in the corresponding team states. Without any operation by the player, the states of the virtual objects and virtual teams can be intuitively identified through the changes in the object icons, the information recognition rate is increased, so as to quickly make combat decisions, and no additional icons are required, avoiding screen occupation and information redundancy, and improving the player's decision-making efficiency and game experience.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for displaying and controlling game information. A graphical user interface is provided through a terminal device. The graphical user interface includes at least part of a game scene. The game scene includes virtual objects and virtual teams corresponding to the virtual objects. The method includes: displaying an object icon of a virtual object in the graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; in response to a change in the object state of the virtual object, determining a target object state after the change in the object state of the virtual object, and changing the virtual avatar to a target virtual avatar corresponding to the target object state; in response to a change in the team state of the virtual team, determining a target team state after the change in the team state of the virtual team, and changing the avatar frame to a target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state.

[0005] In a second aspect, embodiments of the present disclosure provide a display control device for game information. A graphical user interface is provided through a terminal device. The graphical user interface includes at least part of a game scene, and the game scene includes virtual objects and virtual teams corresponding to the virtual objects. The device includes: an object icon display module for displaying an avatar icon of a virtual object in the graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; a virtual avatar change module for, in response to a change in the object state of the virtual object, determining a target object state after the change in the object state of the virtual object, and changing the virtual avatar to a target virtual avatar corresponding to the target object state; an avatar frame change module for, in response to a change in the team state of the virtual team, determining a target team state after the change in the team state of the virtual team, and changing the avatar frame to a target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state.

[0006] In a third aspect, embodiments of the present disclosure provide an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the game information display control method according to any one of the first aspects.

[0007] In a fourth aspect, embodiments of the present disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the game information display control method according to any one of the first aspects.

[0008] Embodiments of the present disclosure bring the following beneficial effects:

[0009] The present disclosure provides a method, apparatus, and electronic device for displaying and controlling game information. An object icon of a virtual object is displayed on a graphical user interface. The object icon includes a virtual avatar and an avatar frame. The virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team. In response to a change in the object state of the virtual object, a target object state after the change in the object state of the virtual object is determined, and the virtual avatar is changed to a target virtual avatar corresponding to the target object state. In response to a change in the team state of the virtual team, a target team state after the change in the team state of the virtual team is determined, and the avatar frame is changed to a target avatar frame corresponding to the target team state. Wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state. In this way, the virtual avatars and avatar frames of virtual objects in the game have different styles. Different virtual avatars are used to indicate the object states of different virtual objects, and different avatar frames are used to indicate the team states of different virtual teams. Moreover, the avatar frames of different styles are related to the game behaviors of the virtual teams in the corresponding team states. Without any operation by the player, the states of the virtual objects and virtual teams can be intuitively recognized through the changes in the object icons, increasing the information recognition rate, thus quickly making combat decisions. Without adding icons, it avoids screen occupation and information redundancy, and improves the decision-making efficiency and game experience of the player.

[0010] Other features and advantages of the present disclosure will be described in the following specification, and in part will be obvious from the specification, or will be understood by implementing the present disclosure. The objectives and other advantages of the present disclosure are achieved and obtained by the structures specifically pointed out in the specification, claims, and drawings.

[0011] To make the above objectives, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0013] Figure 1 It is a flowchart of a method for displaying and controlling game information provided by an embodiment of the present disclosure;

[0014] Figure 2 It is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0015] Figure 3Another schematic diagram of a graphical user interface provided for an embodiment of the present disclosure;

[0016] Figure 4 Another schematic diagram of a graphical user interface provided for an embodiment of the present disclosure;

[0017] Figure 5 Another schematic diagram of a graphical user interface provided for an embodiment of the present disclosure;

[0018] Figure 6 Schematic structural diagram of a display control device for game information provided for an embodiment of the present disclosure;

[0019] Figure 7 Schematic structural diagram of an electronic device provided for an embodiment of the present disclosure. Detailed implementation manners

[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings. Apparently, the described embodiments are some but not all of the embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative efforts shall fall within the scope of protection of the present disclosure.

[0021] In current games, the state of a game character is an important factor affecting a player's combat decision-making and also an important factor affecting combat effectiveness. In related technologies, it is usually necessary for a player to manually operate to view the combat state of the character, or add an icon to the avatar to display the state of the character through the added icon. However, the above-mentioned manual viewing method is relatively cumbersome to operate and the player cannot intuitively identify the state of the character; by adding an icon around the avatar to indicate the state of the character, the state of the character can be intuitively displayed, but it will occupy screen space and cause information redundancy; by adding an icon to the avatar, screen space is saved, but the avatar will be blocked; in addition, adding multiple icons to indicate different states of the character will cause the player to be unable to quickly identify the state of the character, thereby affecting the decision-making efficiency and the player's gaming experience. Based on this, a game information display control method, device, and electronic device provided for an embodiment of the present disclosure can be applied to devices such as mobile phones, tablets, and computers.

[0022] The game information display control method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game information display control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0023] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the display control method of game information are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0024] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The local terminal device can provide the graphical user interface to the player in various ways. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0025] In a possible embodiment, the embodiments of the present disclosure provide a method for controlling the display of game information. A graphical user interface is provided through a terminal device. The graphical user interface includes at least part of a game scene, and the game scene includes virtual objects and virtual teams corresponding to the virtual objects. Among them, the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. As Figure 1 shown, the method for controlling the display of game information includes the following steps:

[0026] Step S102, display an object icon of the virtual object in the graphical user interface. The object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team;

[0027] The above virtual avatars can be the images of virtual objects in a game system, or pictures uploaded by players, or target pictures selected by players from multiple alternative pictures provided by the system. The above virtual avatars have different styles, and each style indicates an object state; for example, a change in the expression of the virtual avatar indicates a change in the emotion of the virtual object, and for another example, a change in the shape, size, or color of the virtual avatar indicates that the virtual object is in a conversation state. The above virtual team can be the team to which a virtual object belongs in the game. Exemplarily, players can set different formations in the game, and the virtual object can be one of the members in the formation. For example, it can be the main general leading the formation into battle, or other members. Exemplarily, multiple different players can form a virtual team through matching. The virtual object is a member of the virtual team and is controlled by the player, and forms the same camp with other virtual objects controlled by other players in the game round to fight.

[0028] The above avatar frames have different styles, and each style indicates a team state. For example, a change in the shape of the avatar frame can indicate a change in the team state of the virtual team. The shape of the avatar frame can be circular, rectangular, diamond-shaped, or irregular, etc. Different avatar frame shapes are used to indicate different team states. For another example, different special effects are displayed on the avatar frame, indicating a change in the team state of the virtual object. The special effects can be highlighting, flashing, or displaying highlighting or flashing marks around the avatar frame.

[0029] The above object states generally include a conversation state and an emotion state. The above team states generally include a marching state, an attack state, a retreat state, etc. The emotion state can be calm, angry, cowardly, surprised, frustrated, cunning, etc.; the emotion state can be used to reflect the combat emotion of the virtual object during the battle process, or can be used to reflect the conversation emotion of the virtual object during the conversation process. The virtual object is usually the leader of the virtual team or a role with a designated position.

[0030] Exemplarily, as Figure 2 shown, for the object icons of virtual object ①, virtual object ②, virtual object ③, virtual object ④, and virtual object ⑤, the avatar frames of the object icons of virtual object ① and virtual object ② are circular, indicating that the team states of the virtual teams respectively led by virtual object ① and virtual object ② are in the marching state. The avatar frames of the object icons of virtual object ③, virtual object ④, and virtual object ⑤ are diamond-shaped, indicating that the team states of the virtual teams respectively led by virtual object ③, virtual object ④, and virtual object ⑤ are in the attack state.

[0031] Exemplarily, as Figure 2 shown, the virtual avatar of the object icon of virtual object ⑤ is larger than the virtual avatars of other virtual objects, indicating that the object state of virtual object ⑤ is in the conversation state.

[0032] Optionally, relevant information about the virtual object and / or the virtual team corresponding to the virtual object is usually also displayed on or around the object icon. For example, the object name, health value, force value, combat weapon, affiliated faction, etc. of the virtual object, and again, the team name, force value, combat value, buff value, buff, etc. of the virtual team.

[0033] Step S104, in response to a change in the object state of the virtual object, determine the target object state after the change in the object state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target object state.

[0034] Optionally, in response to an object state change operation for the virtual object, or in response to an automatic change instruction for the object state of the virtual object, control the object state of the virtual object to change, and determine the target object state after the change in the object state of the virtual object, and change the virtual avatar to the virtual avatar corresponding to the target object state. Among them, the object state change operation can be a selection operation for the object state control, etc. For example, the virtual object is in a calm state, but because the virtual team corresponding to the virtual object has lost the current game, at this time the player is having a conversation with other virtual objects, and can control the virtual object to change from the non-conversation state to the conversation state, and can also select the anger control to control the virtual object to change from the calm state to the angry state. It can also be in the conversation state, select the anger control to control the conversation emotion of the virtual object's conversation state to change to anger. Again, the virtual object is in a calm state, but encounters a virtual object with a very high force value, and at this time the virtual object will automatically change from the calm state to the cowardly state.

[0035] The above virtual avatar and the target virtual avatar can be different in expression and / or size. Optionally, in response to a change in the conversation state of the virtual object, determine the target conversation state after the change in the conversation state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target conversation state; for example, in response to the virtual object changing from the non-conversation state to the conversation state, enlarge and display the virtual avatar, or highlight the virtual avatar, or flash the virtual avatar; again, in response to the virtual object's conversation state changing to the non-conversation state, reduce the display of the virtual avatar, or control the virtual avatar to change from the highlighted display to the initial brightness display, or control the virtual avatar to change from the flashing display to non-flashing.

[0036] Optionally, in response to a change in the emotional state of the virtual object, determine the target emotional state after the change in the emotional state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target emotional state; for example, in response to the virtual object changing from a calm state to a happy state, change the expression of the virtual avatar from a calm expression to a happy expression; for another example, in response to the virtual object changing from a happy state to an angry state, change the expression of the virtual avatar from a happy expression to an angry expression.

[0037] Step S106, in response to a change in the team state of the virtual team, determine the target team state after the change in the team state of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state.

[0038] Optionally, in response to a team state change operation for the virtual team, or in response to an automatic change instruction for the team state of the virtual team, control the team state of the virtual team to change, and determine the target team state after the change in the team state of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team state. Among them, the team state change operation can be a selection operation for a team state control, etc. For example, the virtual team is in an attack state, but due to the low win rate of the team, the player can click the retreat control to control the virtual team to change from the attack state to the retreat state. The above automatic change instruction can be that according to the game progress, the virtual team automatically changes according to the current game state, etc. For example, the virtual team is in a marching state, and after encountering an enemy team, it will automatically enter an offensive state or a preparation state, and automatically control the virtual team to change from the marching state to the preparation state or the attack state.

[0039] Optionally, when the team state of the virtual team changes, determine the target team state after the change in the team state of the virtual team, and change the avatar frame style to the target avatar frame style corresponding to the target team state. Usually, multiple avatar frame styles are pre-configured, and each avatar frame style has a corresponding team state. When pre-configuring, the game behavior of the virtual team in each team state is also considered, so that the avatar frame corresponding to the team state is related to the game behavior of the virtual team in that team state.

[0040] For example, when the virtual game behavior of the team in the marching state is to move in the first specified formation and there are no special effects on the game interface, the avatar frame corresponding to the marching state can be a circular avatar frame. Another example is that when the virtual team is in the preparation state, the game behavior is to disperse according to the preparation formation and perform the specified preparation actions to get ready for battle. In this case, the avatar frame corresponding to the preparation state is usually also circular, but usually multiple flashing arrows will be displayed around the avatar frame, or special effects in the same shape as the preparation formation will be displayed around the avatar frame. For example, if the preparation formation is triangular, flashing triangles will be displayed around the avatar frame. Another example is that when the virtual game behavior of the team in the combat state is to attack according to the preparation formation or perform attack actions in place, and at this time, attack special effects with arrows are usually displayed on the game interface, the avatar frame corresponding to the combat state can be a diamond-shaped avatar frame.

[0041] For example, change the shape of the first avatar frame (circular avatar frame) corresponding to the team state (marching state) of the virtual team to the shape of the second avatar frame (diamond-shaped avatar frame) corresponding to the current object state (attack state). Optionally, when the avatar frame changes, corresponding change effects are usually also displayed. For example, it can be an effect where the avatar frame flashes brightly when changing, or an effect of color gradual change, until the change effect ends after changing to the avatar frame corresponding to the target team state.

[0042] Embodiments of the present disclosure provide a method for displaying and controlling game information.

[0043] Display an object icon of a virtual object on a graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; in response to a change in the object state of the virtual object, determine the target object state after the change in the object state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target object state; in response to a change in the team state of the virtual team, determine the target team state after the change in the team state of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state. In this way, the virtual avatar and the avatar frame of the virtual object in the game have different styles. Different virtual avatars indicate different object states of the virtual object, different avatar frames indicate different team states of the virtual team, and avatar frames of different styles are related to the game behavior of the virtual team in the corresponding team states. Without any operation by the player, the states of the virtual object and the virtual team can be intuitively recognized through the change of the object icon, increasing the information recognition rate, thus quickly making combat decisions, without adding icons, avoiding screen occupation and information redundancy, and improving the decision-making efficiency and game experience of the player.

[0044] Optionally, the above target team state is the preparation state, and the style of the target avatar frame is related to the team formation of the virtual team in the preparation state. At this time, the avatar frame indicates that the team state of the virtual team is the marching state, and the shape of the avatar frame is the same as that of the target avatar frame.

[0045] That is to say, when the virtual team changes from the marching state to the preparation state, the shape of the avatar frame remains unchanged, and special effect identifiers corresponding to the preparation state will be displayed around the avatar frame.

[0046] Optionally, the target team state is the combat state, and the style of the target avatar frame is related to the game special effects of the virtual team in the combat state; among them, the game special effects include: arrow special effects indicating the attack target or the attack direction. At this time, the shape of the avatar frame is different from that of the target avatar frame.

[0047] That is to say, when the virtual team changes from the marching state or the preparation state to the combat state, the shape of the avatar frame will be changed to a shape related to the game special effects of the virtual team in the combat state.

[0048] In existing games, emotions are mainly expressed through the dialogue text of virtual objects. Usually, an independent dialogue window is used to display the dialogue information. However, when multiple virtual objects shout at the same time, they cannot be conveyed simultaneously, and players cannot quickly read the text of the shouts. The form of multiple shouts cannot accurately convey the shouting characters, the information expression is not clear enough, and it will cause misunderstandings for players. In addition, the emotions of the shouting characters cannot be accurately conveyed, and for the same text, readers' understandings of emotions will vary.

[0049] Based on this, the above method further includes: in response to a virtual object having a dialogue with a target object, determining that the object state of the virtual object is the dialogue state; controlling the virtual avatar of the virtual object to be enlarged and displayed, and displaying the dialogue information in a specified area of the enlarged virtual avatar.

[0050] The above target object can be a teammate character belonging to the same camp as the virtual object, or an enemy character belonging to a different camp from the virtual object. The above specified area can be the surrounding area of the virtual avatar, such as above, below, left, or right of the virtual avatar. The above dialogue information usually refers to the text content.

[0051] The above-mentioned dialogue between the virtual object and the target object can be triggered by the player clicking the avatar of the target object, or by the player selecting the character to be dialogued through the select dialogue object button set by the graphical user interface. When the above-mentioned virtual object is dialogue with the target character, the virtual avatar will be enlarged and displayed. Optionally, it can be simply enlarged to display the entire object icon, or the color of the avatar frame can be changed to fluorescent color or bright color when the virtual avatar is enlarged to achieve the purpose of better recognition of the virtual object by the player, or only the virtual avatar can be enlarged to display, the avatar frame can be cancelled, and the background of the virtual avatar can not be displayed.

[0052] The above-mentioned designated area can be the surrounding area of ​​the virtual object. The player can pre-set the display position of the dialogue information (i.e. the above-mentioned designated area) according to habit. Optionally, the dialogue information can be directly displayed in the designated area or in a dialog box, and the dialogue information will point to the virtual avatar of the virtual object currently conducting the dialogue.

[0053] For example, Figure 3 As shown, virtual object ② and virtual object ③ are having a conversation, and accordingly, the virtual avatars of virtual object ② and virtual object ③ are enlarged and displayed, and conversation information a and conversation information b are displayed in the surrounding area of ​​them, and conversation information a and conversation information b point to the virtual avatars of virtual object ② and virtual object ③ respectively.

[0054] In the above method, by enlarging the display of the virtual avatar, the player can quickly identify the virtual object of the current conversation and the conversation information.

[0055] A possible implementation of the above step of controlling the enlarged display of the virtual avatar is as follows: canceling the avatar frame in the object icon of the virtual object, and enlarging the display of the virtual avatar.

[0056] The above-mentioned cancellation of the avatar frame in the object icon of the virtual object generally means that the current virtual object is in a conversation. When the virtual object is in a conversation, other information can also be hidden, such as the object name, health value, force value, combat weapon, camp and other information of the virtual object, or the buff / debuff icon and morale icon attached to the avatar. Optionally, the system can also display the corresponding expression on the virtual avatar according to the conversation emotion of the virtual object, or can control the virtual avatar to show the corresponding expression. When the conversation ends, the virtual avatar will return to its original state.

[0057] For example, Figure 4 As shown, virtual object ③ is having a conversation, the virtual avatar of virtual object ③ is enlarged and displayed, and the avatar frame is cancelled (as shown in FIG. Figure 4 (the diamond box in the figure).

[0058] In the above method, by magnifying and displaying the virtual avatar, the object of the current conversation is highlighted, enabling the player to quickly identify which virtual object is speaking, thereby enhancing the player's gaming experience.

[0059] A possible implementation of the step of determining the target object state after the object state of the virtual object changes in response to the change in the object state of the virtual object and changing the virtual avatar to the target virtual avatar corresponding to the target object state: In response to the change in the emotional state of the virtual object, determine the target emotional state of the virtual object, and update the expression of the virtual avatar to an expression that matches the target emotional state.

[0060] Optionally, the above method further includes: controlling the virtual avatar to be highlighted or blink-displayed to highlight that the emotion of the current virtual object has changed.

[0061] Optionally, play the expression change animation of the virtual avatar, and control the expression of the virtual avatar to be updated frame by frame to an expression that matches the target emotional state.

[0062] The above expression change animation includes: 3D animation or 2D animation. Among them, control the sprite expression of the virtual avatar to be updated frame by frame to a sprite expression that matches the target emotional state; or, control the 3D avatar expression of the virtual avatar to be updated frame by frame to a 3D avatar expression that matches the target emotional state.

[0063] The above method further includes: in response to the change in the emotional state of the virtual object in the conversation state, determine the conversation emotion of the virtual object, and play the conversation information in a tone that matches the conversation emotion.

[0064] When the above virtual object is having a conversation, in order to highlight the emotion of the character, the virtual avatar will also match the corresponding emotion expression. The above conversation emotion can be selected by the player or recognized by the system. Optionally, if the emotion of the current conversation can be easily recognized, the system automatically recognizes it; if the system has difficulty recognizing the emotion of the current conversation, the system will ask the player and let the player make the corresponding emotion selection. When magnifying and displaying the virtual avatar, automatically update the expression of the virtual avatar, and control the expression of the virtual avatar to match the conversation emotion. For example, the initial expression of the virtual avatar is a white skin and a smiling expression. If the conversation emotion is anger, the expression of the magnified virtual avatar will be updated to a red skin and a bared-teeth expression at this time.

[0065] Exemplarily, as Figure 5 shown, it is recognized that the emotion of the current virtual object ③ is angry. Correspondingly, the virtual avatar of the virtual object ③ is updated to an angry expression.

[0066] In the above method, by updating the expression of the virtual avatar, the dialogue emotions of the virtual object can be accurately conveyed. Through the object icon, not only the combat state can be conveyed, but also the dialogue information and dialogue emotions can be conveyed. The ways of displaying different states of the object are concentrated on the object icon, and players can quickly identify various different states of the virtual object.

[0067] When the above virtual object is in dialogue, the system will also play the dialogue information, and the dialogue has corresponding emotional tones. The tones matching the dialogue emotions are usually pre-configured, and corresponding tones for different dialogue emotions are pre-configured. In this method, emotions are conveyed through voice-overs, which solves the problems of inaccurate information expression and deviation in other players' understanding of emotions, and further improves the players' gaming experience.

[0068] The above method further includes: in response to multiple virtual objects having a dialogue with a target object, sorting the multiple virtual objects according to the distance between the virtual object and the target object; in the sorted order, sequentially controlling the virtual avatars of the virtual objects to be enlarged and displayed, and displaying the dialogue information in a specified area of the enlarged virtual avatar.

[0069] Optionally, sorting the multiple virtual objects according to the distance between the virtual object and the target character can be in ascending order of the distance between the virtual object and the target character, or in descending order of the distance between the virtual object and the target character. The above dialogue information will point to the virtual avatar of the virtual object when the virtual object is in dialogue. In this method, playing the dialogue information in order can avoid the problems that players cannot determine the virtual object making the call and cannot quickly read too much information, and improves the players' gaming experience.

[0070] For the step of sorting the multiple virtual objects according to the distance between the virtual object and the target object, a possible implementation method:

[0071] Sort the multiple virtual objects in ascending order of the distance between the virtual object and the target object.

[0072] The above sorting in ascending order of the distance between the virtual object and the target object can be based on the positional relationship between the virtual avatar of the virtual object and the virtual avatar of the target object, and sort the multiple virtual objects in a way that the nearer ones have higher priority and the farther ones have lower priority. Further, sequentially display the dialogue information of the multiple virtual objects.

[0073] The above method further includes: determining a specified virtual object from the multiple virtual objects according to the object information, dialogue information and dialogue emotions of the virtual object; when displaying the dialogue information of the specified virtual object, play the dialogue information.

[0074] The above character information can be the object name, health value, combat power value, combat weapon, affiliated faction, etc. of a virtual object. Determining a specified virtual object from multiple virtual objects based on the object information, dialogue information, and dialogue emotion of the virtual object can be the system default method, that is, comprehensively evaluating the specified virtual object according to the three parameter information of the virtual object, or it can be pre-set by the player to determine the specified virtual object preferentially according to any one of the parameter information of the object information, dialogue information, and dialogue emotion of the virtual object.

[0075] Exemplarily, if it is the system default to comprehensively evaluate the specified virtual object according to the three parameter information of the virtual object, a virtual object with the highest health value, the largest combat power value, belonging to the same faction, relatively important dialogue information and relatively urgent dialogue emotion can be selected as the specified virtual object, and the dialogue information of the specified virtual object is displayed and voice played.

[0076] Exemplarily, if the specified virtual object is determined preferentially according to the character information of the virtual object, a virtual object with the lowest health value can be selected as the specified virtual object, or a virtual object belonging to the same faction can be selected as the specified virtual object, and the dialogue information of the specified virtual object is displayed and voice played. If it is determined preferentially according to the dialogue information, a virtual object with relatively short dialogue information content can be selected as the specified virtual object, or a virtual object with relatively important dialogue information can be selected as the specified virtual object, and the dialogue information of the specified virtual object is displayed and voice played. If it is determined preferentially according to the dialogue emotion, a virtual object with an angry dialogue emotion can be selected as the specified virtual object, or a virtual object with a cunning dialogue emotion can be selected as the specified virtual object, and the dialogue information of the specified virtual object is displayed and voice played.

[0077] In the above method, preferentially playing the dialogue information of the specified virtual object can help the player accurately locate the specified virtual object, improve the player's recognition rate of key information, and avoid missing or omitting.

[0078] The steps of determining a specified virtual object from multiple virtual objects according to the object information, dialogue information, and dialogue emotion of the virtual object, a possible implementation method:

[0079] According to the object information, dialogue information, and dialogue emotion of the virtual object, determine the priority of the importance of the dialogue between the virtual object and the target object; determine the virtual object with the highest priority as the specified virtual object.

[0080] The priority for determining the importance of the conversation between the virtual object and the target object can be comprehensively judged based on the importance of the virtual object and the importance of the conversation information. Optionally, the virtual object can be a general leading the troops, or a military advisor responsible for offering strategies in the team. The conversation information can be that the virtual object and the target object urgently discuss combat decisions, or that two opposing teams conduct negotiations. Generally, only the audio with the highest priority is played. Determining the virtual object with the highest priority as the designated virtual object in this way can enable the player to quickly capture important information and improve the efficiency of the player's combat decision-making.

[0081] The above method further includes: in response to the end of the conversation between the virtual object and the target object, canceling the display of the conversation information and controlling the virtual avatar of the virtual object to restore to the initial display state.

[0082] In response to the end of the conversation between the virtual object and the target object, canceling the display of the conversation information, the cancellation of the display can be accompanied by an animation effect, which can be that the conversation information gradually becomes smaller until it disappears, or that the conversation information flashes twice and then disappears. The initial display state of the above virtual avatar is the initial display state when the player enters the game.

[0083] The above object icon further includes designated information, and the designated information is the object information of the virtual object or the team information of the virtual team; after the step of responding to the change in the object state of the virtual object, the above method further includes: canceling the display of the object information, such as the object name, object health value, etc.; after the step of responding to the change in the team state of the virtual team, the above method further includes: displaying the team information matching the target team state on the object icon, such as the combat power, force value, duff information, etc. of the virtual team.

[0084] Corresponding to the above method embodiments, the embodiments of the present disclosure provide a display control device for game information, which provides a graphical user interface through a terminal device. The graphical user interface includes at least part of the game scene, and the game scene includes virtual objects and virtual teams corresponding to the virtual objects, as Figure 6 shown, the device includes:

[0085] An object icon display module 601, configured to display an avatar icon of a virtual object on the graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team;

[0086] A virtual avatar change module 602, configured to, in response to a change in the object state of the virtual object, determine the target object state after the change in the object state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target object state;

[0087] The avatar frame change module 603 is configured to, in response to a change in the team status of the virtual team, determine the target team status after the change in the team status of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team status; wherein, the style of the target avatar frame is related to the in-game behavior of the virtual team in the target team status.

[0088] Embodiments of the present disclosure provide a display control device for game information, which displays an object icon of a virtual object in a graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object status of the virtual object, and the avatar frame is used to indicate the team status of the virtual team; in response to a change in the object status of the virtual object, determine the target object status after the change in the object status of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target object status; in response to a change in the team status of the virtual team, determine the target team status after the change in the team status of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team status; wherein, the style of the target avatar frame is related to the in-game behavior of the virtual team in the target team status. In this way, the virtual avatars and avatar frames of virtual objects in the game have different styles. Different virtual avatars indicate the object statuses of different virtual objects, and different avatar frames indicate the team statuses of different virtual teams. Moreover, the avatar frames of different styles are related to the in-game behavior of the virtual team in the corresponding team status. Without any operation by the player, the statuses of the virtual object and the virtual team can be intuitively recognized through the change of the object icon, increasing the information recognition rate, thus quickly making combat decisions. Without adding icons, it avoids screen occupation and information redundancy, and improves the decision-making efficiency and game experience of the player.

[0089] The above target team status is the preparation state, and the style of the target avatar frame is related to the team formation of the virtual team in the preparation state.

[0090] The above avatar frame indicates that the team status of the virtual team is the marching state, and the shape of the avatar frame is the same as the shape of the target avatar frame.

[0091] The above target team status is the combat state, and the style of the target avatar frame is related to the game special effects of the virtual team in the combat state; wherein, the game special effects include: arrow special effects indicating the attack target or the attack direction.

[0092] The shape of the above avatar frame is different from the shape of the target avatar frame.

[0093] The above virtual avatar change module is further configured to: in response to the virtual object having a conversation with the target object, determine that the object status of the virtual object is the conversation state; control the virtual avatar to be enlarged and displayed, and display conversation information in a specified area of the enlarged virtual avatar.

[0094] The above virtual avatar change module is further configured to: cancel the display of the avatar frame in the object icon of the virtual object, and enlarge and display the virtual avatar.

[0095] The above virtual avatar change module is further configured to: in response to a change in the emotional state of the virtual object, determine the target emotional state of the virtual object, and update the expression of the virtual avatar to an expression that matches the target emotional state.

[0096] The above virtual avatar change module is further configured to: play an expression change animation of the virtual avatar, and control the expression of the virtual avatar to be updated frame by frame to an expression that matches the target emotional state.

[0097] The above expression change animation includes: a three-dimensional animation or a two-dimensional animation.

[0098] The above device further includes: an information playback module, configured to, in response to a change in the emotional state of the virtual object in a conversation state, determine the conversation emotion of the virtual object, and play the conversation information in a tone that matches the conversation emotion.

[0099] The above device further includes: a virtual avatar sorting module, configured to: in response to a plurality of virtual objects having a conversation with a target object, sort the plurality of virtual objects according to the distance between the virtual object and the target object; and in accordance with the sorting, sequentially control the virtual avatars of the virtual objects to be enlarged and displayed, and display the conversation information in a specified area of the enlarged virtual avatar.

[0100] The above virtual avatar enlargement module is further configured to: sort the plurality of virtual objects in ascending order of the distance between the virtual object and the target object.

[0101] The above device further includes: a specified virtual object determination module, configured to determine a specified virtual object from a plurality of virtual objects according to the object information, conversation information, and conversation emotion of the virtual object; and play the conversation information when displaying the conversation information of the specified virtual object.

[0102] The above specified virtual object determination module is further configured to: determine the priority of the importance of the conversation between the virtual object and the target object according to the object information, conversation information, and conversation emotion of the virtual object; and determine the virtual object with the highest priority as the specified virtual object.

[0103] The above device further includes an information cancellation module, configured to: in response to the end of the conversation between the virtual object and the target object, cancel the display of the conversation information, and control the virtual avatar of the virtual object to return to the initial display state.

[0104] The above object icon further includes specified information, which is the object information of a virtual object or the team information of a virtual team; the above virtual avatar change module is further configured to: the above avatar frame change module is further configured to: display team information matching the target team status on the object icon.

[0105] The display control device for game information provided by the embodiments of the present disclosure has the same technical features as the display control method for game information provided by the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0106] This embodiment further provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above display control method for game information. The electronic device can be a server or a terminal device.

[0107] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100, and the processor 100 executes the machine-executable instructions to implement the above display control method for game information.

[0108] Furthermore, Figure 7 the electronic device shown further includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.

[0109] Among them, the memory 101 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is established between this system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 7 only a bidirectional arrow is used in

[0110] The processor 100 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method may be completed by the integrated logic circuit of the hardware in the processor 100 or the instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure may be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0111] The processor in the above electronic device can implement the following operations in the above game information display control method by executing machine-executable instructions:

[0112] Display the object icon of a virtual object in a graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; in response to a change in the object state of the virtual object, determine the target object state after the change in the object state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target object state; in response to a change in the team state of the virtual team, determine the target team state after the change in the team state of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state. In this method, the virtual avatars and avatar frames of virtual objects in the game have different styles. Different virtual avatars indicate the object states of different virtual objects, different avatar frames indicate the team states of different virtual teams, and avatar frames of different styles are related to the game behavior of the virtual team in the corresponding team state. Without any operation by the player, the states of virtual objects and virtual teams can be intuitively recognized through the change of the object icon, increasing the information recognition rate, thus quickly making combat decisions, without adding icons, avoiding screen occupation and information redundancy, and improving the decision-making efficiency and game experience of the player.

[0113] The above-mentioned target team state is the preparation state, and the style of the target avatar frame is related to the team formation of the virtual team in the preparation state.

[0114] The above-mentioned avatar frame indicates that the team state of the virtual team is the marching state, and the shape of the avatar frame is the same as the shape of the target avatar frame.

[0115] The above-mentioned target team state is the combat state, and the style of the target avatar frame is related to the game special effects of the virtual team in the combat state; wherein, the game special effects include: arrow special effects indicating the attack target or the attack direction.

[0116] The shape of the above-mentioned avatar frame is different from the shape of the target avatar frame.

[0117] The above-mentioned step of, in response to a change in the object state of the virtual object, determining the target object state after the change in the object state of the virtual object, and changing the virtual avatar to the target virtual avatar corresponding to the target object state, includes: in response to the virtual object having a conversation with the target object, determining that the object state of the virtual object is the conversation state; controlling the virtual avatar to be enlarged and displayed, and displaying conversation information in a specified area of the enlarged virtual avatar.

[0118] The above-mentioned step of controlling the virtual avatar to be enlarged and displayed includes: canceling the display of the avatar frame in the object icon of the virtual object, and enlarging and displaying the virtual avatar.

[0119] The steps of determining the target object state after the object state of the virtual object changes in response to the change, and changing the virtual avatar to the target virtual avatar corresponding to the target object state include: in response to the change in the emotional state of the virtual object, determining the target emotional state of the virtual object, and updating the expression of the virtual avatar to an expression matching the target emotional state.

[0120] The steps of updating the expression of the virtual avatar to an expression matching the target emotional state include: playing an animation of the expression change of the virtual avatar, and controlling the expression of the virtual avatar to be updated frame by frame to an expression matching the target emotional state.

[0121] The above-mentioned expression change animation includes: 3D animation or 2D animation.

[0122] The above method further includes: in response to the change in the emotional state of the virtual object in the conversation state, determining the conversation emotion of the virtual object, and playing the conversation information in a tone matching the conversation emotion.

[0123] The above method further includes: in response to multiple virtual objects having a conversation with the target object, sorting the multiple virtual objects according to the distance between the virtual object and the target object; in accordance with the sorting, sequentially controlling the virtual avatars of the virtual objects to be enlarged and displayed, and displaying the conversation information in a specified area of the enlarged virtual avatar.

[0124] The steps of sorting the multiple virtual objects according to the distance between the virtual object and the target object include: sorting the multiple virtual objects in ascending order of the distance between the virtual object and the target object.

[0125] The above method further includes: determining a specified virtual object from the multiple virtual objects according to the object information, conversation information, and conversation emotion of the virtual object; when displaying the conversation information of the specified virtual object, playing the conversation information.

[0126] The steps of determining a specified virtual object from the multiple virtual objects according to the object information, conversation information, and conversation emotion of the virtual object include: determining the priority of the importance of the conversation between the virtual object and the target object according to the object information, conversation information, and conversation emotion of the virtual object; determining the virtual object with the highest priority as the specified virtual object.

[0127] The above method further includes: in response to the end of the conversation between the virtual object and the target object, canceling the display of the conversation information, and controlling the virtual avatar of the virtual object to return to the initial display state.

[0128] The above object icon further includes specified information, which is the object information of a virtual object or the team information of a virtual team; after the step of responding to a change in the object state of the virtual object, the method further includes: canceling the display of the object information; after the step of responding to a change in the team state of the virtual team, the method further includes: displaying, on the object icon, team information that matches the target team state.

[0129] This embodiment further provides a machine-readable storage medium storing machine-executable instructions that, when called and executed by a processor, cause the processor to implement the above-described display control method for game information.

[0130] The machine-executable instructions stored in the above machine-readable storage medium can, by executing these machine-executable instructions, implement the following operations in the above-described display control method for game information:

[0131] Display an object icon of a virtual object on a graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; in response to a change in the object state of the virtual object, determine the target object state after the change in the object state of the virtual object, and change the virtual avatar to the target virtual avatar corresponding to the target object state; in response to a change in the team state of the virtual team, determine the target team state after the change in the team state of the virtual team, and change the avatar frame to the target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state. In this way, the virtual avatars and avatar frames of virtual objects in the game have different styles. Different virtual avatars indicate different object states of virtual objects, different avatar frames indicate different team states of virtual teams, and different styles of avatar frames are related to the game behavior of the virtual team in the corresponding team state. Without any operation by the player, the states of virtual objects and virtual teams can be intuitively recognized through the change of the object icon, increasing the information recognition rate, thus quickly making combat decisions, without adding icons, avoiding screen occupation and information redundancy, and improving the decision-making efficiency and game experience of the player.

[0132] The above target team state is the preparation state, and the style of the target avatar frame is related to the team formation of the virtual team in the preparation state.

[0133] The above avatar frame indicates that the team state of the virtual team is the marching state, and the shape of the avatar frame is the same as the shape of the target avatar frame.

[0134] The above-mentioned target team status is the combat status, and the style of the target avatar frame is related to the game special effects of the virtual team in the combat status; among them, the game special effects include: arrow special effects indicating the attack target or the attack direction.

[0135] The shape of the above-mentioned avatar frame is different from the shape of the target avatar frame.

[0136] The steps of determining the target object status after the object status of the virtual object changes in response to the change of the object status of the virtual object, and changing the virtual avatar to the target virtual avatar corresponding to the target object status include: in response to the virtual object having a conversation with the target object, determining that the object status of the virtual object is the conversation status; controlling the virtual avatar to be enlarged and displayed, and displaying conversation information in a specified area of the enlarged virtual avatar.

[0137] The step of controlling the virtual avatar to be enlarged and displayed as mentioned above includes: canceling the display of the avatar frame in the object icon of the virtual object, and enlarging and displaying the virtual avatar.

[0138] The steps of determining the target object status after the object status of the virtual object changes in response to the change of the object status of the virtual object, and changing the virtual avatar to the target virtual avatar corresponding to the target object status include: in response to the change of the emotional state of the virtual object, determining the target emotional state of the virtual object, and updating the expression of the virtual avatar to an expression matching the target emotional state.

[0139] The step of updating the expression of the virtual avatar to an expression matching the target emotional state as mentioned above includes: playing an animation of the expression change of the virtual avatar, and controlling the expression of the virtual avatar to be updated frame by frame to an expression matching the target emotional state.

[0140] The above-mentioned expression change animation includes: 3D animation or 2D animation.

[0141] The above-mentioned method further includes: in response to the change of the emotional state of the virtual object in the conversation status, determining the conversation emotion of the virtual object, and playing the conversation information in a tone matching the conversation emotion.

[0142] The above-mentioned method further includes: in response to multiple virtual objects having a conversation with the target object, sorting the multiple virtual objects according to the distance between the virtual objects and the target object; in accordance with the sorting, controlling the virtual avatars of the virtual objects to be enlarged and displayed in sequence, and displaying conversation information in a specified area of the enlarged virtual avatars.

[0143] The step of sorting the multiple virtual objects according to the distance between the virtual objects and the target object as mentioned above includes: sorting the multiple virtual objects in ascending order of the distance between the virtual objects and the target object.

[0144] The above method further includes: determining a specified virtual object from multiple virtual objects according to the object information, conversation information, and conversation emotion of the virtual object; and playing the conversation information when displaying the conversation information of the specified virtual object.

[0145] The step of determining a specified virtual object from multiple virtual objects according to the object information, conversation information, and conversation emotion of the virtual object includes: determining the priority of the importance of the conversation between the virtual object and the target object according to the object information, conversation information, and conversation emotion of the virtual object; and determining the virtual object with the highest priority as the specified virtual object.

[0146] The above method further includes: in response to the end of the conversation between the virtual object and the target object, canceling the display of the conversation information and controlling the virtual avatar of the virtual object to restore the initial display state.

[0147] The above object icon further includes specified information, where the specified information is the object information of the virtual object or the team information of the virtual team; after the step of responding to the change in the object state of the virtual object, the method further includes: canceling the display of the object information; after the step of responding to the change in the team state of the virtual team, the method further includes: displaying the team information matching the target team state on the object icon.

[0148] The computer program product of the game information display control method, device, and system provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the methods described in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments and will not be elaborated herein.

[0149] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the above-described system and device can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0150] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly defined and limited, the terms "installation", "connection", and "connection" should be understood in a broad sense. For example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be directly connected or indirectly connected through an intermediate medium, and it can be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific situations.

[0151] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.

[0152] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0153] Finally, it should be noted that the above embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for displaying and controlling game information, characterized in that, a graphical user interface is provided by a terminal device, the graphical user interface includes at least part of a game scene, and the game scene includes virtual objects and virtual teams corresponding to the virtual objects. The method includes: displaying an object icon of the virtual object on the graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; in response to a change in the object state of the virtual object, determining a target object state after the change in the object state of the virtual object, and changing the virtual avatar to a target virtual avatar corresponding to the target object state; in response to a change in the team state of the virtual team, determining a target team state after the change in the team state of the virtual team, and changing the avatar frame to a target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state.

2. The method according to claim 1, characterized in that, the target team state is a preparation state, and the style of the target avatar frame is related to the team formation of the virtual team in the preparation state.

3. The method according to claim 2, characterized in that, the avatar frame indicates that the team state of the virtual team is a marching state, and the shape of the avatar frame is the same as the shape of the target avatar frame.

4. The method according to claim 1, characterized in that, the target team state is a combat state, and the style of the target avatar frame is related to the game special effects of the virtual team in the combat state; wherein, the game special effects include: arrow special effects indicating the attack target or the attack direction.

5. The method according to claim 4, characterized in that, the shape of the avatar frame is different from the shape of the target avatar frame.

6. The method according to claim 1, characterized in that, the step of, in response to a change in the object state of the virtual object, determining a target object state after the change in the object state of the virtual object, and changing the virtual avatar to a target virtual avatar corresponding to the target object state, includes: in response to the virtual object having a conversation with a target object, determining that the object state of the virtual object is a conversation state; controlling the virtual avatar to be enlarged and displayed, and displaying conversation information in a specified area of the enlarged virtual avatar.

7. The method according to claim 6, characterized in that, the step of controlling the virtual avatar to be enlarged and displayed includes: canceling the display of the avatar frame in the object icon of the virtual object, and enlarging and displaying the virtual avatar.

8. The method according to claim 1, characterized in that, the step of, in response to a change in the object state of the virtual object, determining a target object state after the change in the object state of the virtual object, and changing the virtual avatar to a target virtual avatar corresponding to the target object state, includes: In response to a change in the emotional state of the virtual object, determine the target emotional state of the virtual object, and update the expression of the virtual avatar to an expression that matches the target emotional state.

9. The method according to claim 8, wherein, the step of updating the expression of the virtual avatar to an expression that matches the target emotional state includes: playing an animation of the expression change of the virtual avatar, and controlling the expression of the virtual avatar to be updated frame by frame to an expression that matches the target emotional state.

10. The method according to claim 9, wherein, the expression change animation includes: a three-dimensional animation or a two-dimensional animation.

11. The method according to claim 6, wherein, the method further includes: in response to a change in the emotional state of the virtual object in the conversation state, determining the conversation emotion of the virtual object, and playing the conversation information in a tone that matches the conversation emotion.

12. The method according to claim 6, wherein, the method further includes: in response to a plurality of the virtual objects having a conversation with a target object, sorting the plurality of virtual objects according to the distance between the virtual object and the target object; in accordance with the sorting, sequentially controlling the virtual avatars of the virtual objects to be enlarged and displayed, and displaying the conversation information in a specified area of the enlarged virtual avatar.

13. The method according to claim 12, wherein, the step of sorting the plurality of virtual objects according to the distance between the virtual object and the target object includes: sorting the plurality of virtual objects in ascending order of the distance between the virtual object and the target object.

14. The method according to claim 12, wherein, the method further includes: determining a specified virtual object from the plurality of virtual objects according to the object information, conversation information, and conversation emotion of the virtual object; when displaying the conversation information of the specified virtual object, playing the conversation information.

15. The method according to claim 14, wherein, the step of determining a specified virtual object from the plurality of virtual objects according to the object information, conversation information, and conversation emotion of the virtual object includes: determining the priority of the importance of the conversation between the virtual object and the target object according to the object information, conversation information, and conversation emotion of the virtual object; determining the virtual object with the highest priority as the specified virtual object.

16. The method according to claim 6, wherein, the method further includes: in response to the end of the conversation between the virtual object and the target object, canceling the display of the conversation information, and controlling the virtual avatar of the virtual object to return to the initial display state.

17. The method according to claim 1, wherein, the object icon further includes specified information, and the specified information is the object information of the virtual object or the team information of the virtual team; after the step of responding to a change in the object state of the virtual object, the method further includes: canceling the display of the object information; After the step of responding to a change in the team state of the virtual team, the method further includes: displaying team information matching the target team state on the object icon.

18. A display control device for game information, characterized in that a graphical user interface is provided through a terminal device, the graphical user interface includes at least part of a game scene, the game scene includes virtual objects and virtual teams corresponding to the virtual objects, and the device includes: an object icon display module, configured to display an avatar icon of the virtual object on the graphical user interface; the object icon includes a virtual avatar and an avatar frame; the virtual avatar is used to indicate the object state of the virtual object, and the avatar frame is used to indicate the team state of the virtual team; a virtual avatar change module, configured to, in response to a change in the object state of the virtual object, determine a target object state after the change in the object state of the virtual object, and change the virtual avatar to a target virtual avatar corresponding to the target object state; an avatar frame change module, configured to, in response to a change in the team state of the virtual team, determine a target team state after the change in the team state of the virtual team, and change the avatar frame to a target avatar frame corresponding to the target team state; wherein, the style of the target avatar frame is related to the game behavior of the virtual team in the target team state.

19. An electronic device, characterized in that it includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game information display control method according to any one of claims 1-17.

20. A computer-readable storage medium, characterized in that the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the game information display control method according to any one of claims 1-17.