Display control method and device in game, electronic equipment and readable storage medium
By detecting the space occupation status of the virtual backpack in the game and displaying the capacity occupation heat map, combined with the scroll bar function, the complexity of the game backpack system is solved, and the player's operation efficiency and gaming experience in the virtual backpack are improved.
Patent Information
- Application Number
- CN202510534531.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-08-12
AI Technical Summary
The game backpack system in existing games is complex, the props occupy multiple grids and need to be frequently scrolled to view, resulting in low efficiency in player space positioning, which can easily cause fatigue and affect the game experience.
By detecting the space occupancy status of the virtual backpack and displaying the capacity occupancy heat map, combined with the scroll bar function, the space distribution is intuitively feedback, which is convenient for players to operate quickly.
Optimized spatial display and interactive logic, reduce invalid sliding and visual burden, improve operational efficiency, and enhance gaming experience.
Smart Images

Figure CN120459628A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to a display control method, device, electronic device, and computer-readable storage medium in a game. Background Art
[0002] At present, the game backpack system in existing games is relatively complicated. Game props may occupy multiple grids and the backpack needs to be scrolled frequently to check, resulting in inefficient player spatial positioning. At the same time, frequent sliding operations can easily cause fatigue, reduce operational smoothness, and affect the player's gaming experience. Summary of the Invention
[0003] In view of this, the present application provides a display control method, device, electronic device and computer-readable storage medium in the game, which intuitively feedback the spatial distribution of the virtual backpack through a capacity occupancy heat map, shortening the time users spend searching for the target area in the virtual backpack; at the same time, the space management of the virtual backpack is combined with the scroll bar function to facilitate players to perform quick prop transfer operations.
[0004] In a first aspect, an embodiment of the present application provides a display control method in a game, the method comprising:
[0005] Detecting the space occupancy status of a virtual backpack in the game, where the space occupancy status indicates the ratio of the number of virtual objects contained in the virtual backpack to the virtual backpack's capacity;
[0006] Displays a heat map of the capacity occupancy of the virtual backpack based on the space occupancy status.
[0007] In a second aspect, an embodiment of the present application provides a display control device in a game, the device comprising: a detection unit and a display unit;
[0008] A detection unit, configured to detect a space occupancy status of a virtual backpack in the game, wherein the space occupancy status indicates a ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack;
[0009] The display unit is used to display a capacity occupancy heat map for the virtual backpack according to the space occupancy status.
[0010] In a third aspect, an embodiment of the present application provides an electronic device, including:
[0011] processor; and
[0012] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.
[0013] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is run by a processor to perform the method of the first aspect.
[0014] The display control method in the game provided by the present application detects the space occupancy status of the virtual backpack in the game, where the space occupancy status is used to indicate the ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack; and displays a capacity occupancy heat map for the virtual backpack based on the space occupancy status.
[0015] As can be seen from the above method, in this embodiment of the application, the capacity occupancy heat map provides intuitive feedback on the spatial distribution of the virtual backpack, shortening the time it takes for users to find their target area in the virtual backpack. Furthermore, the virtual backpack's spatial management is combined with the scroll bar function to facilitate players to quickly transfer items. This optimizes the spatial display and interaction logic, reduces ineffective scrolling and visual burden, and improves operational efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments of the present application. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0017] Figure 1 A schematic diagram of a system for implementing a display control method in a game according to an embodiment of the present application;
[0018] Figure 2 This is a flow chart of an example of a display control method in a game provided by an embodiment of the present application;
[0019] Figure 3 A schematic diagram of an example of a backpack interface provided in an embodiment of the present application;
[0020] Figure 4a This is a schematic diagram of an interaction example for the backpack interface provided in an embodiment of the present application;
[0021] Figure 4b This is a schematic diagram of an interaction example for the backpack interface provided in an embodiment of the present application;
[0022] Figure 5 A schematic diagram of the structure of a display control device in a game provided by an embodiment of the present application;
[0023] Figure 6 A structural block diagram of an electronic device for implementing a display control method in a game is provided for an embodiment of the present application. DETAILED DESCRIPTION
[0024] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific implementations disclosed below.
[0025] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0026] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more, and "multiple" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0027] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0028] Based on the problems described above, embodiments of the present application provide a display control method, device, electronic device, and computer-readable storage medium in a game.
[0029] The display control method in the game provided by the embodiment of the present application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.
[0030] In an optional embodiment, when the display control method in the game is executed on a terminal device, the terminal device stores a game application and a virtual game scene. The terminal device interacts with the player via a graphical user interface. The terminal device can provide the graphical user interface to the player in various ways, such as rendering and displaying it on the terminal device's display screen or presenting the graphical user interface through holographic projection.
[0031] In an optional embodiment, when the display control method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separated. The storage and execution of the display control method in the game are completed on the server. The game screen is presented on the client. The client is mainly used to receive and send game data and present the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, TV, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device that processes the game data is a cloud server. When playing the game, the player operates the client to send instructions to the server. The server controls the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client via the network. Finally, the client decodes and outputs the game screen.
[0032] It should be noted that in the embodiments of the present application, the execution entity of the display control method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or the client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of execution entity.
[0033] For example, combined with the above introduction, Figure 1 A gaming system 1000 for implementing a game control method provided by an embodiment of the present application is shown. The gaming system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by a player can connect to servers of different games via the network. A terminal is any device with computing hardware capable of supporting and executing software applications corresponding to a game.
[0034] In the aforementioned game system 1000, terminal 1001 is used to install and run a game application. In some cases, the game application may not be pre-installed on terminal 1001, and players can directly access the game through a client such as a browser. Players log in to the game application using their registered game account and can control the virtual character corresponding to that game account to participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the process of the player participating in the game through the game application, data is exchanged between terminal 1001 and server 1002. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data of terminal 1001 based on the stored game mechanism (such as the display control method in the game provided in this application) and the received information, and sends the display data to terminal 1001, so that the display data sent by server 1002 can be displayed to the player through terminal 1001.
[0035] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will be described using the first and second methods. In practice, the servers 1002 corresponding to different game terminals 1001 may be the same server 1002. Therefore, without distinguishing between the first and second methods, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scene are served by the same server 1002.
[0036] In addition, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the game system 1000 can include multiple databases, multiple databases coupled to different servers, and game-related information can be continuously stored in the database when different players play a multi-player game online.
[0037] It should be noted that Figure 1 The game system diagram shown is only an example. The game system 1000 described in the embodiment of the present application is intended to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person skilled in the art will know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0038] It should be noted that the operations that appear in the subsequent detailed introduction of the display control method in the game provided by the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can operate through an external device such as a mouse or keyboard.
[0039] It should be noted that in the embodiment of the present application, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is, there is no specific restriction on whether the virtual game is a horizontal screen game or a vertical screen game. In this embodiment, the virtual game is a horizontal screen game, and the terminal device is placed horizontally as an example to introduce the solution. However, it does not mean that the display control method in the game provided by this application is not applicable to vertical screen games. The display control method in the game provided by this application is applicable to horizontal screen games and vertical screen games, that is, the operation mode set in the virtual game and the corresponding game logic are consistent in horizontal screen games and vertical screen games, and there are only slight differences in the layout of the interface elements in the graphical user interface.
[0040] The technical solution of this application is described in detail below through specific embodiments. It should be noted that in the subsequent solution introduction process, the solution is mainly introduced by taking mobile touch-screen games as an example. The following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be repeated in some embodiments.
[0041] like Figure 2 As shown, Figure 2 This is a flowchart of an example of a display control method in a game provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a different logical order than that shown in the flowchart of the method. The method may include the following steps S110 to S210.
[0042] Step S110: detecting the space occupancy status of the virtual backpack in the game, where the space occupancy status is used to indicate the ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack.
[0043] Step S210: Displaying a capacity occupancy heat map for the virtual backpack according to the space occupancy status.
[0044] A capacity occupancy heat map provides intuitive feedback on the spatial distribution of the virtual backpack, shortening the time it takes for users to find their desired area within the virtual backpack. Furthermore, backpack space management is integrated with the scroll bar function, facilitating quick item transfers. Optimized spatial display and interaction logic reduce ineffective scrolling and visual overload, improving operational efficiency.
[0045] Next, the above steps S110 to S210 are described in detail.
[0046] Step S110: detecting the space occupancy status of the virtual backpack in the game, where the space occupancy status is used to indicate the ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack.
[0047] In an optional embodiment, detecting the space occupancy status of the virtual backpack means that the system will monitor the occupancy of each grid in the virtual backpack in real time. For example, if the total capacity of the virtual backpack is 100 grids and 50 grids are currently occupied, then the space occupancy status can be expressed as 50%. This monitoring can be implemented through the data structure in the game engine, such as using a Boolean array to record the occupancy status of each grid. When the user opens the backpack interface, the system will read this Boolean array, calculate the total occupancy ratio, and thus generate the space occupancy status. In this way, by visually presenting the spatial distribution characteristics of the virtual backpack, the user can understand the usage of the virtual backpack at a glance, helping the user to quickly identify the distribution pattern of free areas and occupied areas in the virtual backpack, and avoid frequent sliding to find free grids.
[0048] Optionally, the space occupancy status indicates the ratio of the number of virtual objects contained in the virtual backpack to the virtual backpack's capacity. This ratio can be a percentage or a specific value. For example, if the virtual backpack has a total capacity of 100 slots and 50 slots are currently occupied, the space occupancy status can be expressed as 50% or 50 / 100. This proportional representation can help users quickly understand the usage of the virtual backpack and make more reasonable decisions. For example, users can use this ratio to determine whether they need to organize their backpack or purchase a larger one. This allows users to manage their virtual backpack more efficiently and improve their gaming experience.
[0049] Step S210: Displaying a capacity occupancy heat map for the virtual backpack according to the space occupancy status.
[0050] Optionally, a heat map of the virtual backpack's capacity occupancy can be displayed based on space occupancy status. A heat map is a visualization tool that uses color to indicate different occupancy states. For example, green can represent an empty space, and red an occupied space. This allows users to quickly locate an empty space by observing the color changes on the heat map, reducing ineffective scrolling. Heat maps can be generated using a graphics library, such as HTML5 Canvas or SVG technology. This allows users to intuitively see the usage of the virtual backpack, improving operational efficiency.
[0051] Optionally, the heat map colors can have different levels, such as green for idle, yellow for partially occupied, and red for fully occupied. This multi-level color representation can more finely reflect the usage of the virtual backpack.
[0052] In this example, a specific embodiment of the first embodiment can place multiple virtual objects in each grid of the virtual backpack, and the multi-level color can reflect the usage of each grid in the virtual backpack. Taking virtual bullets as an example, a grid can hold up to 100 virtual bullets. If a grid is only partially occupied (for example, 50 virtual objects), it can be displayed in yellow; if it is fully occupied (for example, 100 virtual bullets), it will be displayed in red. This allows users to more accurately understand the occupancy of each grid and make more reasonable decisions.
[0053] In this example, a specific embodiment of the first embodiment can place a virtual object in each grid of the virtual backpack, or the grids of multiple virtual backpacks can be used to place a virtual object. The multi-level color can reflect the usage of each row of grids in the virtual backpack. For example, the virtual backpack includes a grid matrix with rows and columns of 10*6. If 3 of the 6 grids in the first row are occupied, it will be displayed in yellow; if the 6 grids in the second row are completely occupied, it will be displayed in red. Users can judge whether they need to organize their backpack or move virtual objects based on the depth of the color. In this way, users can manage their virtual backpacks more efficiently and improve their gaming experience.
[0054] It is understandable that the usage of the virtual backpack can also be reflected by different brightness or saturation. For example, the occupancy rate of the virtual backpack is positively correlated with the brightness, and the higher the occupancy rate, the higher the brightness; or the occupancy rate of the virtual backpack is positively correlated with the saturation, and the higher the occupancy rate, the higher the saturation.
[0055] Optionally, in addition to color changes, heat maps can also use other visual elements to indicate space occupancy status, such as transparency, shape, or animation effects. For example, transparency can be used to indicate the degree of occupancy, with fully occupied grids having a transparency of 100%, partially occupied grids having a transparency of 50%, and idle grids having a transparency of 0%. In this way, users can more intuitively understand the usage of the virtual backpack through a variety of visual elements, improving the user experience. In addition, animation effects can increase the dynamics of the heat map. For example, when a user places a virtual object into a grid, the color of the grid can gradually change, enhancing the user's operational feedback.
[0056] Optionally, the heatmap can be updated in real time to reflect the latest status of the virtual backpack. For example, when a user places a virtual object in or removes it from the virtual backpack, the system immediately updates the heatmap's color. This real-time update mechanism ensures that users always see the latest status of the virtual backpack, preventing operational errors caused by information lags. Real-time updates of the heatmap can be achieved through event monitoring, for example, triggering an update event when a user manipulates a virtual object. This allows users to stay informed of the latest status of the virtual backpack, improving operational accuracy and efficiency.
[0057] Optionally, the heat map can be combined with other game functions to provide a richer user experience. For example, the heat map can be combined with the search function of the virtual backpack. Users can quickly locate specific virtual objects by searching for keywords and highlight the grid where the object is located in the heat map. In this way, users can find the virtual objects they need more quickly and improve operational efficiency. In addition, the heat map can also be combined with the sorting function of the virtual backpack. Users can view the changes in the heat map according to different sorting methods (such as by name, by type, by level), so as to more intuitively understand the structure of the virtual backpack. In this way, users can manage the virtual backpack more flexibly and improve the gaming experience.
[0058] In an optional embodiment, the virtual backpack includes at least one object placement slot, and the step S110 of displaying a capacity occupancy heat map for the virtual backpack according to the space occupancy status may further include the following step S1101:
[0059] Step S1101: Determine a capacity occupancy heat map based on space occupancy along a specified direction in the virtual backpack.
[0060] In this embodiment, the virtual backpack may contain multiple object placement slots, each for placing one or more virtual objects. In some embodiments, multiple slots may be used to place a single virtual object. These object placement slots may be organized in a specific arrangement, such as a matrix. The designated direction may be vertical or horizontal. This allows users to quickly understand the occupancy of each row or column by observing the color changes in the heat map, allowing them to locate free rows for operations and improve operational efficiency.
[0061] In an optional embodiment, the method further includes providing a backpack interface in the graphical user interface, wherein the backpack interface scrolls to display the object placement grids in the virtual backpack; and specifying a direction as the scrolling direction of the backpack interface. In this way, the user can quickly locate an empty area by using the color blocks of the scroll bar, reducing ineffective scrolling operations and improving the user experience.
[0062] Optionally, a backpack interface is provided for the virtual backpack in the graphical user interface. This interface is the primary interface for users to view and manage their virtual backpack in-game. This interface not only displays the placement slots for objects in the virtual backpack but also provides scrolling functionality, allowing users to view all contents of the virtual backpack. By aligning the scrolling direction of the backpack interface with the set direction of the capacity occupancy heatmap, users can more intuitively understand the space usage of their backpack.
[0063] Optionally, the specified direction can be the scrolling direction of the backpack interface, and the scrolling direction of the backpack interface can be vertical or horizontal, depending on the game design and user habits. For example, if the backpack interface scrolls vertically, the specified direction can be vertical, and the user can view different parts of the backpack by sliding the scroll bar up and down; if the backpack interface scrolls horizontally, the specified direction can be horizontal, and the user can view different parts of the backpack by sliding the scroll bar left and right. In this way, the user can view different parts of the backpack by sliding the scroll bar; at the same time, the setting direction of the capacity occupancy heat map is consistent with the user's scrolling operation direction, so that when the user scrolls the backpack interface, they can more intuitively understand the space occupancy of the backpack, find free areas more efficiently, and reduce invalid scrolling operations.
[0064] Optionally, the scrolling feature of the backpack interface allows users to progressively view all slots for objects in the virtual backpack. For example, if the virtual backpack contains 100 slots for objects, but only 20 slots are visible on the screen, the user can scroll to progressively view the remaining 80 slots. This progressive display not only saves screen space but also allows users to focus more on the currently viewed area.
[0065] like Figure 3 As shown, Figure 3 A schematic diagram of an example of a backpack interface provided in an embodiment of the present application. A backpack interface 310 is provided in a graphical user interface 300. The backpack interface 310 includes an information display area 311, a backpack window area 312, and a capacity occupancy heat map 313. The virtual backpack includes multiple object placement slots 3101. The information display area 311 can be used to display the total number of object placement slots (i.e., total capacity) and the number of occupied object placement slots (i.e., occupied capacity) of the virtual backpack. Figure 3 As shown, the backpack has a total capacity of 200 object placement slots, 58 of which already have virtual objects placed in them. Backpack window area 312 is used to scroll through object placement slots 3101 in the virtual backpack. In this embodiment, object placement slots 3101 are displayed vertically in backpack window area 312. The user can scroll through the object placement slots by swiping up and down in backpack window area 312. The vertical setting of capacity occupancy heat map 313 is consistent with the scrolling direction in backpack window area 312.
[0066] Optionally, the scrolling display function of the backpack interface can be combined with other user interface elements to further enhance the user experience. For example, a search function can be added to the backpack interface, allowing users to quickly find specific virtual objects by entering keywords. Furthermore, a classification function can be added to the backpack interface, allowing users to categorize and manage virtual objects according to their type or attributes. By combining these functions, users can manage their virtual backpack more efficiently, improving the convenience and accuracy of operations. This can reduce ineffective scrolling operations and improve operational efficiency.
[0067] Optionally, the scrolling display function of the backpack interface can also be combined with virtual reality (VR) or augmented reality (AR) technology to provide a more immersive user experience. For example, in a VR environment, users can scroll the backpack interface by turning their head or performing gestures to view different object placement grids. In an AR environment, users can scroll the backpack interface by performing gestures or voice commands to view different object placement grids. Through the combination of these technologies, users can manage their virtual backpack more intuitively, improving the convenience and immersion of operations. In this way, users can reduce invalid sliding operations and improve operational efficiency.
[0068] In an optional embodiment, the capacity occupancy heat map includes at least one heat map color block, which corresponds to the space occupancy of the object placement grid of at least one unit group in the virtual backpack. In this way, the user can quickly understand the space occupancy of each unit group in the virtual backpack through the heat map color block, thereby improving operational efficiency.
[0069] Optionally, the setting of the heat map color block enables the user to intuitively see the space occupancy of each unit group in the virtual backpack. For example, each heat map color block can correspond to a row or column of object placement cells in the virtual backpack. When the space occupancy of a certain unit group is high, the corresponding heat map color block can be displayed in red, indicating that the space of the unit group is close to full; when the space occupancy of a certain unit group is low, the corresponding heat map color block can be displayed in green, indicating that the space of the unit group is relatively ample. In this way, users can quickly locate the unit group that needs to be operated, reduce invalid sliding operations, and improve user experience.
[0070] Optionally, the arrangement of the heat map color blocks can be consistent with the arrangement of the unit groups in the virtual backpack. For example, if the unit groups in the virtual backpack are arranged in rows, then the heat map color blocks can also be arranged in rows, so that users can more easily match the heat map color blocks with the unit groups in the virtual backpack.
[0071] Optionally, the display mode of the heat map color block can be dynamic, that is, as the objects in the virtual backpack increase or decrease, the color and position of the heat map color block can be updated in real time. For example, when a user puts a virtual object into a unit group, the color of the heat map color block corresponding to the unit group can change from green to yellow, indicating that the space occupied by the unit group increases. When a user removes a virtual object from a unit group, the color of the heat map color block corresponding to the unit group can change from yellow to green, indicating that the space occupied by the unit group decreases. This dynamic display method can reflect the space occupancy of the virtual backpack in real time, helping users to better manage the virtual backpack.
[0072] Optionally, the color of the heatmap blocks can adopt a gradient to more precisely reflect the space occupancy. For example, when the space occupancy of a unit group is 0%, the corresponding heatmap block can be displayed as green; when the space occupancy is 50%, the corresponding heatmap block can be displayed as yellow; when the space occupancy is 100%, the corresponding heatmap block can be displayed as red. With this gradient color setting, users can more accurately understand the space occupancy of each unit group, thereby more effectively managing the virtual backpack.
[0073] Optionally, the heat map color blocks can support multi-user mode. In multiplayer games or multiplayer collaboration scenarios, each user can have his or her own virtual backpack, and the heat map color blocks of each virtual backpack can be displayed on the same interface. For example, if a unit group in user A's virtual backpack occupies a high space, the corresponding heat map color block will be displayed in red; if a unit group in user B's virtual backpack occupies a low space, the corresponding heat map color block will be displayed in green. In this way, multiple users can view and manage their respective virtual backpacks at the same time, improving collaboration efficiency.
[0074] Optionally, the heat map color blocks can be combined with the virtual backpack's intelligent recommendation function. For example, when a user opens the backpack interface, the system can intelligently recommend unit groups that the user may need to operate based on the color and position of the heat map color blocks. For example, if a unit group occupies a high amount of space, the system can recommend that the user move the virtual object from the unit group to free up space; if a unit group occupies a low amount of space, the system can recommend that the user place the virtual object in the unit group to make full use of the space. Through this intelligent recommendation function, users can manage their virtual backpacks more efficiently and improve their gaming experience.
[0075] In an optional embodiment, the object placement grid of a unit group is a row of object placement grids or a column of object placement grids. In this way, the user can quickly locate the free area of a specific row or column in the backpack through the heat map color block, thereby improving operation efficiency.
[0076] Optionally, the object placement grid of a unit group can be a row in a virtual backpack, and the scrolling direction of the backpack interface is vertical, so each heat map color block can correspond to an object placement grid of a row. In this way, the user can quickly determine which row is free by checking the color changes of the heat map color blocks, thereby reducing invalid sliding operations. Similarly, the object placement grid of a unit group can be a column in a backpack, and the scrolling direction of the backpack interface is horizontal, and each heat map color block can correspond to an object placement grid of a column, and the user can quickly determine which column is free by checking the color changes of the heat map color blocks. This design not only improves the user's operating efficiency, but also enhances the user experience.
[0077] Optionally, the object placement slot for a unit group can be a row or column in a backpack. This applies not only to virtual backpacks but can also be extended to other types of virtual containers. For example, in virtual warehouse management, each heat map color block can correspond to a row or column of a shelf. Users can quickly determine which row or column of a shelf is free by observing the color changes of the heat map color block. This design not only improves user operation efficiency, but also makes the heat map display more intuitive and clear, suitable for a variety of virtual container management scenarios.
[0078] In an optional embodiment, the number of unit groups in the object placement grid displayed in the backpack interface is smaller than the number of heat map color blocks. In this way, the user can quickly understand the space occupied by each unit group in the backpack through the heat map color blocks without having to scroll through the entire backpack interface, thereby improving user experience and operating efficiency.
[0079] Optionally, the number of unit groups of object placement grids displayed in the backpack interface is less than the number of heat map color blocks. For example, the backpack interface may only display a few rows or columns of object placement grids that are currently visible, while the heat map color blocks can indicate the space occupancy of all rows or columns in the entire backpack. On the one hand, this design allows the object placement grids displayed in the backpack interface to display more detailed information about virtual objects. On the other hand, it allows users to quickly locate areas of interest in the backpack through heat map color blocks without having to perform a lot of scrolling operations. For example, if the user sees that the color of a row in the heat map is green, it means that there is free space in the row, and the user can quickly scroll to the row to view and operate. In addition, this design can also reduce invalid operations of users when looking for free space, thereby improving the gaming experience.
[0080] like Figure 3As shown, the object placement grid of a unit group is a row of object placement grids, the scroll direction of the backpack window area 312 in the backpack interface 310 is vertical, the capacity occupancy heat map 313 is set in a vertical direction, and each heat map color block in the capacity occupancy heat map 313 corresponds to a row of object placement grids. A visual positioning mark 3131 is set in the capacity occupancy heat map 313, and the capacity occupancy heat map 313 and the visual positioning mark 3131 can be nested to indicate the positional relationship of the object placement grid currently displayed in the backpack window area 312 relative to the total object placement grids of the virtual backpack. Figure 3 As shown, in this embodiment, the backpack window area 312 can display 6 rows of object placement grids. Currently, what is displayed in the backpack window area 312 are the first 6 rows of object placement grids in the virtual backpack. Correspondingly, the visual positioning mark 3131 is located at the top of the capacity occupancy heat map 313, and the length of the visual positioning mark 3131 is equal to the length of 6 heat map color blocks.
[0081] Optionally, when a user slides in the backpack window area 312 to scroll the object placement grid in the backpack window area 312, the visual positioning indicator 3131 slides correspondingly in the capacity occupancy heat map 313, and the object placement grid displayed in the backpack window area 312 corresponds to the object placement grid indicated by the heat map color block selected by the visual positioning indicator 3131. It is understandable that when the user slides the visual positioning indicator 3131, the object placement grid scrolls in the backpack window area 312.
[0082] In an optional embodiment, the method further includes: obtaining size information of a backpack window area in a backpack interface; and determining the size of the heat map color blocks based on the total number and size information of the unit groups in the virtual backpack. This ensures that the heat map accurately reflects the space occupancy of the virtual backpack in backpack window areas of different sizes, thereby improving the user experience.
[0083] Optionally, determining the color block size of the heat map color block based on the total number and size information of the unit groups in the virtual backpack can include calculating the proportion of each unit group in the backpack window area. For example, if the virtual backpack contains 10 rows of object placement grids and the backpack window area is 500 pixels high, then the height of each row of object placement grids can be 50 pixels. In this way, the size of the heat map color block can be ensured to match the actual layout of the virtual backpack, improving user operation efficiency.
[0084] Optionally, when determining the color block size of the heat map color block, the resolution of the backpack window area and the screen size of the user device may also be considered. For example, if the screen resolution of the user device is high, the size of the heat map color block may be appropriately increased so that the user can clearly see the heat map even on a high-resolution screen. On the contrary, if the screen resolution of the user device is low, the size of the heat map color block may be appropriately reduced to ensure that the heat map can be displayed normally on a low-resolution screen. In this way, it can be ensured that the heat map can maintain good visualization effects on different devices, thereby improving the user's operating experience.
[0085] Optionally, when determining the color block size of the heat map color block, the user's operating habits can also be taken into consideration. For example, if the user is accustomed to using fingers for operation, the size of the heat map color block can be appropriately increased to make it easier for the user to click on the target color block. On the contrary, if the user is accustomed to using a mouse for operation, the size of the heat map color block can be appropriately reduced to improve the accuracy of the operation. In this way, it can be ensured that the heat map can provide a good user experience under different operation modes and improve the user's operating efficiency.
[0086] Optionally, when determining the color block size of the heat map color block, the user's operation frequency can also be considered. For example, if the user frequently operates in the virtual backpack, the size of the heat map color block can be appropriately increased, making it easier for the user to identify the space occupied by each color block during multiple operations. On the contrary, if the user rarely operates in the virtual backpack, the size of the heat map color block can be appropriately reduced to save screen space. In this way, it can be ensured that the heat map can provide a good user experience at different operation frequencies and improve the user's operation efficiency.
[0087] In an optional embodiment, the above method further includes step S310:
[0088] Step S310: In response to a first operation on the capacity occupancy heatmap, based on selecting a first heatmap color block in the capacity occupancy heatmap, at least the object placement grid corresponding to the first heatmap color block is displayed in the backpack interface. This allows the user to quickly locate the backpack area of interest through simple operations on the heatmap, improving operational efficiency and user experience.
[0089] Optionally, the first operation can be an interactive operation such as clicking, long pressing, or sliding performed by the user on the capacity occupancy heat map. For example, when a user clicks on a heat map color block on the capacity occupancy heat map, the system will recognize the click operation and select the corresponding heat map color block. The selected heat map color block can be highlighted to enhance visual feedback and help users confirm the selected area. In this way, the user can intuitively understand the currently selected backpack area, so as to quickly locate the object placement grid that needs to be viewed or operated. In addition, after selecting the heat map color block, the system can automatically scroll the backpack interface so that the corresponding object placement grid is displayed in the center of the screen, further enhancing the user experience.
[0090] In an optional embodiment, the current backpack window area displayed in the backpack interface contains a virtual object, and the method further includes: in response to a sliding operation in which the initial touch point is located on the virtual object and the final touch point is located on the capacity occupancy heat map, selecting a second color block area in the capacity occupancy heat map according to the final touch point; displaying an object placement grid corresponding to the second color block area on the backpack interface; and in response to the second sliding operation ending, moving the virtual object to the object placement grid corresponding to the second color block area. In this way, the user can quickly locate the target location through an intuitive sliding operation, thereby improving operational efficiency and user experience.
[0091] In this embodiment, there is a virtual object in the object placement grid in the current backpack window area displayed in the backpack interface. The number of object placement grids occupied by the virtual object can be determined based on the volume parameter or weight parameter of the virtual object. For example, the virtual object can occupy one object placement grid or multiple object placement grids. In this example, the direction of the object placement grid occupied by the virtual object can also be determined based on the appearance parameters of the virtual object. For example, if the virtual object is a tower-shaped object, it can occupy two object placement grids in an upper and lower relationship. For another example, if the virtual object is a belt-shaped object, it can occupy two opposite placement grids in a left and right relationship. Figure 3 As shown, the virtual object 320 occupies 4 object placement grids.
[0092] Optionally, the initial touch point is located on a virtual object, indicating that the user has selected a specific virtual object in the backpack interface. The final touch point is located on the capacity occupancy heat map, indicating that the user has moved the touch point to a certain position in the capacity occupancy heat map through a sliding operation. This operation method allows users to intuitively select the target location by sliding without the need for complex multi-step operations. For example, when the user sees that a certain color block area is displayed as green (indicating idle), the user can slide directly to the area to quickly locate the idle grid. In this way, users can manage items in the backpack more efficiently, reduce invalid operations, and improve the gaming experience.
[0093] like Figure 4a and4b As shown, Figure 4a and 4b Each of the diagrams is an interactive example of a backpack interface provided by an embodiment of the present application. In response to a sliding operation in which the initial touch point is located on the virtual object 420 in the backpack window area 412 and the final touch point is located on the free area A in the capacity occupancy heat map 413, the second color block area in the capacity occupancy heat map 413 is selected according to the final touch point; the object placement grid corresponding to the second color block area is displayed in the backpack window area 412 of the backpack interface 410, and at the same time, the heat map color block corresponding to the object placement grid displayed in the current backpack window area 412 is framed in the capacity occupancy heat map 413 through the visual positioning mark 4131; in response to the end of the second sliding operation, the virtual object 420 is moved to the object placement grid corresponding to the second color block area.
[0094] This operation method not only improves user efficiency but also enhances immersion. Through intuitive swiping, users can interact with the game interface more naturally, reducing complexity and tediousness. For example, when a user sees a green area, they can swipe directly to that area, and the system will automatically move the virtual object to that location. This allows users to manage items more quickly, improving game fluidity and user experience.
[0095] In addition, it can be understood that the above is similar to Figures 3 to 4b The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to be limiting.
[0096] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.
[0097] Corresponding to the display control method in the game provided by the embodiment of the present application, the embodiment of the present application also provides a display control device 2000 in the game, such as Figure 5 As shown, Figure 5 This is a schematic diagram of the structure of a display control device in a game provided by an embodiment of the present application. The device 2000 includes: a detection unit 2001 and a display unit 2002;
[0098] A detection unit 2001 is used to detect the space occupancy status of a virtual backpack in the game, where the space occupancy status indicates the ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack;
[0099] The display unit 2002 is used to display a capacity occupancy heat map for the virtual backpack according to the space occupancy status.
[0100] Corresponding to the display control method in a game provided in an embodiment of the present application, an electronic device 3000 for implementing the display control method in a game is also provided in an embodiment of the present application. Figure 6 As shown, the electronic device 3000 includes: a processor 3001; and a memory 3002, which is used to store a program of a display control method in a game. After the device is powered on and the program of the display control method in the game is run by the processor, any step in the above method embodiment is performed, for example, the following steps may be performed:
[0101] Detecting the space occupancy status of a virtual backpack in the game, where the space occupancy status indicates the ratio of the number of virtual objects contained in the virtual backpack to the virtual backpack's capacity;
[0102] Displays a heat map of the capacity occupancy of the virtual backpack based on the space occupancy status.
[0103] Corresponding to the display control method in the game provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program for the display control method in the game, the program being executed by a processor to perform any of the steps in the above method embodiment, for example, the following steps may be performed:
[0104] Detecting the space occupancy status of a virtual backpack in the game, where the space occupancy status indicates the ratio of the number of virtual objects contained in the virtual backpack to the virtual backpack's capacity;
[0105] Displays a heat map of the capacity occupancy of the virtual backpack based on the space occupancy status.
[0106] It should be noted that for the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description of the display control method embodiment in the game provided in the embodiments of the present application, and no further details will be given here.
[0107] Although the present application is disclosed as above with the preferred embodiments, it is not intended to limit the present application. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0108] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0109] Memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. Memory is an example of a computer-readable medium.
[0110] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can be implemented using any method or technology to store information. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0111] 2. Those skilled in the art will appreciate that the embodiments of the present application may be provided as methods, systems, or computer program products. Therefore, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware. Furthermore, the present application may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to magnetic disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0112] Although the present application is disclosed as above with the preferred embodiments, it is not intended to limit the present application. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. A display control method in a game, characterized in that: The method comprises: Detecting a space occupancy status of a virtual backpack in the game, where the space occupancy status indicates a ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack; A capacity occupancy heat map for the virtual backpack is displayed according to the space occupancy status.
2. The method according to claim 1, characterized in that The virtual backpack includes at least one object placement slot, and displaying a capacity occupancy heat map for the virtual backpack according to the space occupancy status includes: The capacity occupancy heat map is determined according to the space occupancy along a specified direction in the virtual backpack.
3. The method according to claim 2, characterized in that The method comprises: Providing a backpack interface on a graphical user interface, wherein the backpack interface scrolls and displays the object placement grid in the virtual backpack; The specified direction is the scrolling direction of the backpack interface.
4. The method according to claim 3, characterized in that The capacity occupancy heat map includes at least one heat map color block, and the heat map color block corresponds to the space occupancy of the object placement grid of at least one unit group in the virtual backpack.
5. The method according to claim 4, characterized in that The object placement cells of one unit group are object placement cells of one row or one column.
6. The method according to claim 4, characterized in that The number of unit groups of the object placement grid displayed in the backpack interface is less than the number of the heat map color blocks.
7. The method according to claim 4, characterized in that The method further comprises: Obtaining size information of the backpack window area in the backpack interface; The color block size of the heat map color block is determined according to the total number of unit groups in the virtual backpack and the size information.
8. The method according to claim 4, characterized in that The method comprises: In response to a first operation on the capacity occupancy heat map, selecting a first heat map color block in the capacity occupancy heat map; At least an object placement grid corresponding to the first heat map color block is displayed in the backpack interface.
9. The method according to claim 4, characterized in that The current backpack window area displayed in the backpack interface contains the virtual object, and the method further includes: In response to a sliding operation in which an initial touch point is located on the virtual object and a final touch point is located on the capacity occupancy heat map, selecting a second color block area in the capacity occupancy heat map according to the final touch point; Displaying the object placement grid corresponding to the second color block area on the backpack interface; In response to the second sliding operation ending, the virtual object is moved to an object placement grid corresponding to the second color block area.
10. A display control device in a game, characterized in that: The device includes: a detection unit and a display unit; The detection unit is used to detect the space occupancy status of the virtual backpack in the game, where the space occupancy status is used to indicate the ratio of the number of virtual objects contained in the virtual backpack to the capacity of the virtual backpack; The display unit is configured to display a capacity occupancy heat map for the virtual backpack according to the space occupancy status.
11. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 9 is executed.
12. A computer-readable storage medium, characterized in that A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 9.