Game prop effect display method and device, electronic equipment and computer readable storage medium
By converting the buff effects of medicines and items in MMO games into a visual display based on health bars, the problem of the inability to intuitively compare the effects of medicines is solved, enabling quick judgment and efficient decision-making, and improving the gaming experience.
Patent Information
- Application Number
- CN202511028744.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-24
- Publication Date
- 2025-10-28
AI Technical Summary
In existing MMO games, the buffs of medicines and items cannot be directly compared, making it difficult for players to quickly determine whether they meet their current health requirements. This leads to inefficient decision-making and negatively impacts the gaming experience.
The buff effects of medicines and items are converted into visual display units based on the player's health bar. These visual display units are then displayed using a graphical user interface with the health bar as the reference, intuitively conveying the buff effects.
Players can quickly determine the match between the effects of items and their own needs, improving decision-making efficiency and gaming experience while reducing cognitive burden.
Smart Images

Figure CN120837918A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically to a method, apparatus, electronic device, and computer-readable storage medium for displaying game prop effects. Background Technology
[0002] In MMO games, there are many types of items with varying buffs. Taking potions as an example, current technology typically helps players choose by displaying the specific buff values in the user interface. For instance, in traditional game interfaces, potions might display specific numerical descriptions such as "Restores 200 HP" or "Restores 50 HP / second over 5 seconds." Players need to read these descriptions to understand the potion's healing effect. While this approach provides detailed information, it has the following technical flaws and problems: First, the information delivery is not intuitive enough. Players often need to read the description to determine whether the potion can meet their current HP replenishment needs, increasing the cognitive burden on players. Second, it's difficult to compare potions with different buffs quickly and intuitively, leading to inefficient selection, especially in tense scenarios like combat where players need to make quick decisions. This inefficient information display severely impacts the gaming experience. Third, from a user experience perspective, players need to spend extra time and effort to understand and compare the effects of different potions, increasing the difficulty of operation and learning costs, and reducing the game's smoothness. Summary of the Invention
[0003] This application provides a method, device, electronic device, and computer-readable storage medium for displaying the effects of game items. It unifies the buff effects corresponding to different types of items into a visual display unit based on the player's health bar. The intuitive conveyance of the buff effects allows players to quickly judge the match between the effects of the items and their own needs, significantly improving the player's decision-making efficiency and gaming experience.
[0004] In a first aspect, embodiments of this application provide a method for displaying the effects of game props. A graphical user interface is provided through a terminal device, on which a list of props and a health bar of a virtual character controlled by the terminal device are displayed. The method includes: determining attribute gain information of at least one target prop in the prop list, the attribute gain information including gain value and gain type; converting the attribute gain information into a visual display unit based on the health bar of the virtual character; and displaying the visual display unit on the graphical user interface with the health bar as the reference.
[0005] Secondly, embodiments of this application provide a device for displaying the effects of game props. A graphical user interface is provided via a terminal device, displaying a list of props and a health bar of a virtual character controlled by the terminal device. The device includes: a determining module for determining attribute gain information of at least one target prop in the prop list, the attribute gain information including a gain value and a gain type; a conversion module for converting the attribute gain information into a visual display unit based on the virtual character's health bar; and a display module for displaying the visual display unit on the graphical user interface based on the health bar.
[0006] Thirdly, embodiments of this application provide an electronic device, which 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 realize the above-mentioned method for displaying game prop effects.
[0007] Fourthly, embodiments of this application provide a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned method for displaying game item effects.
[0008] The method for displaying game item effects provided in this application provides a graphical user interface through a terminal device. The graphical user interface displays an item list and the health bar of a virtual character controlled by the terminal device. The method includes: determining the attribute gain information of at least one target item in the item list, the attribute gain information including gain value and gain type; converting the attribute gain information into a visual display unit based on the virtual character's health bar; and displaying the visual display unit on the graphical user interface with the health bar as the reference.
[0009] This application enables a more intuitive display of game items, allowing players to quickly preview and compare the effects of different items and intuitively determine whether their benefits meet their needs. This improves the intuitiveness and efficiency of the interactive experience and increases the richness and interactivity of the game content.
[0010] Other features and advantages of this application will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the above-described techniques of this application.
[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 This is a flowchart illustrating a method for displaying game item effects provided in an embodiment of this application; Figure 2 This is a schematic diagram of an interface for displaying the effects of game props provided in an embodiment of this application; Figure 3 This is another schematic diagram of the interface for displaying the effects of game props provided in the embodiments of this application; Figure 4 This is another schematic diagram of the interface for displaying the effects of game props provided in the embodiments of this application; Figure 5 This is another interface diagram of the method for displaying game item effects provided in the embodiments of this application. Figure 6 This is a schematic diagram of the structure of the display device for game prop effects provided in the embodiments of this application; Figure 7 This is a structural block diagram of the electronic device provided in the embodiments of this application. Detailed Implementation
[0014] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0015] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0016] It should be understood that in the embodiments of this application, "at least one" refers to one or more, "several" refers to one or more, and "more than" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship. "Contains A, B, and / or C" means containing any one, two, or three of A, B, and C.
[0017] It should be understood that in the embodiments of this 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 that B is determined solely based on A; B can also be determined based on A and / or other information.
[0018] In massively multiplayer online role-playing games (MMOs), items are essential resources for players in combat. Taking potions as an example, current technology typically displays the potion's buff values and effect descriptions directly in the user interface. However, this technology has the following drawbacks and problems: First, the values of different types of potions (such as instant healing and continuous healing) cannot be directly compared, making it difficult for players to quickly determine which potion is more suitable for the current situation. For example, when faced with a potion that "instantly restores 300 health points" and one that "restores 120 health points per second for 3 seconds," players need to mentally calculate which is more effective. Second, there is a lack of intuitive correlation between potion values and the player's current health, making it difficult for players to quickly determine whether the potion is sufficient to meet their current health needs. Especially in intense combat, players do not have enough time for complex numerical calculations, leading to inefficient decision-making.
[0019] Based on the problems described above, this application provides a method, device, electronic device, and computer-readable storage medium for displaying game item effects. It unifies the buff effects of different types of items into a visual display unit based on the player's health bar, intuitively conveying the item's buff effects and enabling players to quickly determine the match between the item's effect and their needs. By using the health bar as a reference point, players can intuitively see the expected change in the health bar after using the item, thus making faster and more accurate decisions. Overall, the technical solution provided by this application significantly improves player decision-making efficiency and gaming experience by improving the way item effects are presented in the game interface.
[0020] The method for displaying game item effects provided in this application embodiment can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, or other terminal device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, 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 as a single server. When the server is software, it can be implemented as multiple software programs or software modules (e.g., software or software modules used to provide distributed services) or as a single software program or software module. This application embodiment does not specifically limit this.
[0021] In one optional embodiment, taking a game as an example, when the method for displaying game item effects runs on a terminal device, the terminal device stores a game application and a virtual game scene. The terminal device interacts with the player through a sender's graphical user interface. The terminal device can provide the sender's graphical user interface to the player in various ways, such as rendering it on the terminal device's screen or presenting it via holographic projection.
[0022] In an optional embodiment, taking cloud gaming as an example, when the method for displaying game item effects runs on a server, this 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 servers and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and operation of the method for controlling vehicles in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. When playing the game, the player operates the client to send instructions to the server. The server controls the game to run according to the instructions, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0023] This application provides a method, apparatus, electronic device, and computer-readable storage medium for displaying game item effects. The apparatus for displaying game item effects can be integrated into a computer device, and the electronic device can be a server, a terminal, or other similar device.
[0024] Figure 1 This is a flowchart illustrating a method for displaying game item effects provided in an embodiment of this application.
[0025] This application provides a method for displaying the effects of game items. A graphical user interface (GUI) is provided through a terminal device, displaying an item list and the health bar of a virtual character controlled by the terminal device. Figure 1 As shown, the method includes the following specific steps: Step 101: Determine the attribute bonus information of at least one target item in the item list. The attribute bonus information includes the bonus value and the bonus type. Step 102: Based on the virtual character's health bar, convert the attribute bonus information into visual display units; Step 103: Display the visualization unit on the graphical user interface based on the health bar.
[0026] Through the above steps, the game item effect display method provided in this application embodiment unifies the buff effects corresponding to different types of items into a visual display unit based on the player's health bar, intuitively conveying the buff effects of game items, enabling players to quickly judge the matching degree between the item effects and their own needs.
[0027] The steps described above are explained in detail below: Step 101: Determine the attribute bonus information of at least one target item in the item list. The attribute bonus information includes the bonus value and the bonus type.
[0028] A graphical user interface (GUI) is an interface through which a user interacts with a terminal. In this embodiment, the GUI can be used for players to interact with the terminal to implement game logic. The terminal device can be an electronic device with display capabilities, such as a smartphone, tablet, or personal computer.
[0029] A virtual character refers to a game character controlled by a player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a three-dimensional or two-dimensional virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual characters, virtual animals, and virtual machines. The item list is an interactive area in the game interface that displays various available items.
[0030] Optionally, the item list is a functional area in the game interface specifically designed to display the various game items owned by the player. It is usually presented in the form of a list, grid, or other layout, providing players with a convenient interface for managing and using items. For example, in an RPG game, the item list may be displayed as an inventory interface, containing various items such as medicines, equipment, and materials, each with a corresponding icon, name, and basic information.
[0031] Optionally, the item list features interactive functionality, allowing players to interact with items through clicks, drags, and long presses. This enables players to view, use, move, and discard items, providing an intuitive item management experience. For example, players can click on a medicine item in the item list to view its detailed attributes, or drag and drop the item to the quick access bar for rapid use.
[0032] Optionally, the item list supports multiple display modes and sorting methods. Players can categorize and sort items based on criteria such as item type, rarity, and acquisition time. It also supports search and filtering functions to help players quickly find the items they need. For example, in games with a large number of items, players can set filters to display only recovery items, or sort the items by their recovery effect.
[0033] The target prop is a specific prop selected from the prop list to demonstrate the effect.
[0034] Optionally, a target item refers to an item selected by the player through a specific interactive action in the item list. These items will become the objects of subsequent visualization and typically have attribute bonuses such as health restoration or mana restoration. For example, when a player clicks on a health potion in the potion item list, that health potion becomes the target item, and the system will obtain its attribute bonus information for subsequent visualization.
[0035] Optionally, target items can be selected through various interaction methods, including single-click selection, long-press activation, drag-and-drop, and hover triggering. Different interaction methods correspond to different display modes and interactive experiences. For example, players can long-press the view control in the item list to select multiple target items simultaneously, achieving a batch comparison and display effect.
[0036] Optionally, the number of target items can be one or more. When multiple target items are selected, the system can simultaneously process and display the attribute bonus information of multiple items, providing players with a convenient comparison and selection function. For example, players can select three different recovery medicines as target items at the same time, and the system will simultaneously display the visual effects of these three medicines to help players compare effects and make selection decisions.
[0037] Among them, attribute gain information refers to data on the positive impact of the target item on the character's attributes.
[0038] Optionally, attribute bonuses include the specific impact values and methods that the item will have on various character attributes after use. For example, the attribute bonus information of an advanced health potion may include the bonus value of "instantly restores 500 health points" and the bonus type of "instant bonus".
[0039] Optionally, attribute bonus information is stored in the game's item database. Each item has a corresponding attribute bonus configuration. For example, when configuring medicine items, game developers will set specific attribute bonus information for each medicine, including parameters such as recovery value, duration, and type of affected attribute.
[0040] Optionally, attribute bonus information is dynamic and may change due to factors such as character level, equipment bonuses, and skill effects. For example, the same medicine may produce different recovery effects when used by characters of different levels, or it may gain additional recovery bonuses under specific equipment bonuses.
[0041] Among them, the gain value is a specific numerical value that quantifies the strength of the item's effect.
[0042] Optionally, the gain value can be represented in a specific numerical form, providing an accurate calculation basis for subsequent visualization conversion. For example, the gain value of a basic health potion might be "200", indicating that it can restore 200 health points. This specific value will be used to calculate the corresponding visual display length in the health bar.
[0043] Optionally, the buff value can be represented in two ways: an absolute value or a percentage value. An absolute value directly represents the specific amount of recovery, while a percentage value represents the recovery ratio relative to the current attribute limit of the virtual character. The system needs to perform corresponding calculations based on the different value types. For example, the buff value of a certain medicine might be "restores 20% of health," and the system needs to calculate the specific amount of recovery based on the character's current maximum health.
[0044] Optionally, the bonus value may need to take into account other attributes or statuses of the character. For example, in some games, the actual healing effect of medicine may be affected by the character's "healing effect enhancement" attribute, and the system needs to take these bonus factors into account when calculating the final bonus value.
[0045] Optionally, the gain value may also have a range of fluctuation. For example, some items may have an effect range of "restoring 180-220 health points". In this case, the system can choose to display the average, minimum, or maximum value, or use special visual effects (such as gradient fill) to represent this range of fluctuation.
[0046] Among them, the type of enhancement refers to the way and time characteristics of the item's effect.
[0047] In one alternative implementation, the gain type includes instantaneous gain and continuous gain.
[0048] Instant buffs refer to items whose effects take effect immediately and provide all buffs at once.
[0049] For example, a standard "healing potion" might have the effect of "instantly restoring 200 health points," meaning the character's health will immediately increase after use, without any waiting time or duration. This instant-effect characteristic makes instant-effect items particularly suitable for emergency use in urgent situations.
[0050] A sustained buff refers to an item whose effect gradually takes effect over a period of time. For example, a "Regeneration Potion" might have the effect of "restoring 100 health points per second for 5 seconds." After use, the character's health will gradually increase over 5 seconds, restoring a total of 500 health points. This gradual recovery characteristic makes sustained buff items typically have a high total recovery amount, but it takes time for the full effect to take hold.
[0051] Optionally, the gain type can be further subdivided into more specific subtypes, such as instant recovery, continuous recovery, delayed recovery, condition-triggered recovery, etc. Each subtype can have corresponding visualization rules and interactive feedback mechanisms.
[0052] Optionally, the buff type can also include composite buffs, which are items that possess both instantaneous and sustained buff characteristics. For example, some advanced potions might have a composite effect of "instantly restoring 100 health points, and then restoring an additional 50 health points per second for the next 5 seconds." The system needs to be able to identify and process these two parts of the effect separately.
[0053] Step 102: Based on the virtual character's health bar, convert the attribute bonus information into a visual display unit.
[0054] Among them, the health bar refers to the interface element that displays the current health status of the virtual character.
[0055] Optionally, the health bar is an important UI element in the game interface used to visually display the character's health status. It is usually in the form of a horizontal or vertical rectangular progress bar, and uses visual effects such as color fill and length ratio to reflect the ratio between the virtual character's current health and maximum health. For example, when the health is full, the health bar is displayed as green and fully filled; as the health decreases, the filled part shortens accordingly; when the health is critical, it may turn red to alert the player.
[0056] Optionally, the health bar can be displayed in segments, divided into several equal-length grids, each representing a certain amount of health points. This provides a standardized reference unit and display space for visualizing the effects of medicines. For example, a character with a maximum health of 1000 points might have their health bar divided into 10 grids, each representing 100 health points.
[0057] Optionally, the health bar supports multi-layered information display. In addition to the basic current health display, it can also overlay additional information such as expected recovery effect, damage preview, and shield value, providing players with a richer status perception experience. For example, when a player previews the effect of a potion, the health bar will temporarily display the possible health state after using the potion, helping the player make better decisions.
[0058] Among them, the visualization display unit refers to the collection of elements that transform the attribute bonus information of props into intuitive visual representations.
[0059] Optionally, a visualization unit is an interface element that converts abstract attribute gain values into visual graphics. For example, an item that "restores 300 health points" might have a visualization unit that is a bar-shaped graphic with the same style as the health bar but a different color, and its length intuitively represents the proportion of the restored amount to the character's maximum health.
[0060] Optionally, the visualization units can have different visual characteristics to distinguish different types of gain effects. For example, instantaneous recovery effects may use a single solid-filled cell, while continuous recovery effects may use multiple consecutive cells and be accompanied by animation effects to represent the gradual recovery process.
[0061] Optionally, the visual display unit can also use different colors, textures, or patterns to represent different types of buff effects, helping players quickly distinguish between different types of item effects. For example, health restoration might use green, mana restoration might use blue, attack power buffs might use red, and defense power buffs might use yellow.
[0062] Step 103: Display the visualization unit on the graphical user interface based on the health bar.
[0063] Among them, displaying visual units based on health bars refers to a display method that visually links the visual display units with the character's health bars.
[0064] Displaying information based on a health bar means that the size, proportion, or position of the visual display unit is determined relative to the virtual character's current health bar. For example, an item that restores 20% of maximum health will have its visual display unit covering 20% of the currently empty portion of the health bar, visually showing the expected fullness of the health bar after use.
[0065] Optionally, the display based on the health bar can adopt various visual representations. For example, the visual display unit can be directly superimposed on the empty part of the health bar, using a semi-transparent effect to distinguish the current health and the expected recovery amount; alternatively, an auxiliary bar of the same length as the health bar can be displayed below or above the health bar, marking the position and range of the expected recovery amount on the auxiliary bar.
[0066] Optionally, displaying items based on health bars also needs to consider handling special cases. For example, when the recovery amount of an item exceeds the current health deficit, the visualization unit may need to use special markers (such as overflow indicators) to indicate potential resource waste; when multiple items are previewed simultaneously, different colors or layering effects may be needed to distinguish the expected recovery effects of different items.
[0067] Through the steps described above, this application provides a method for intuitively displaying the effects of game items. Players no longer need to read and calculate abstract numerical values to understand item effects, but can directly perceive the changes in the health bar after using the item in a visual way. This health bar-based display method establishes a direct visual connection between item effects and the character's current state, significantly reducing the player's cognitive burden and improving information acquisition efficiency and decision-making speed.
[0068] In an optional implementation, based on the virtual character's health bar, attribute gain information is converted into a visual display unit, including: dividing the virtual character's health bar into several corresponding segments, wherein each segment corresponds to a gain within one second, the visual display unit includes at least one segment, the number of segments is determined based on the gain type, and the length of the segment is determined based on the ratio of the gain value of the target item to the health bar value of the controlled virtual character.
[0069] Here, "grid" refers to the multiple visual units into which the health bar is divided.
[0070] Optionally, "segmentation" refers to dividing the health bar into multiple independent but visually connected regional units based on the time dimension. For example, a recovery effect lasting 5 seconds would correspond to 5 segments, with each segment representing the amount of health restored per second. This time-based division method allows the visualization to intuitively reflect the time characteristics of the item's effect.
[0071] Optionally, the visual representation of the grid can take various forms, including but not limited to grid lines, color blocks, and border markings. For example, there can be subtle dividing lines between the grids, or each grid can have its own independent border outline; different grids can also be visually distinguished by gradient colors or alternating color blocks to enhance the recognizability of time units.
[0072] Optionally, the size of the grid can be equal or vary according to specific rules. For example, under standard conditions, the five grids that continuously restore health over 5 seconds may be of equal size; however, in special designs, if the amount of health restored by the item varies over different seconds (e.g., more health is restored in the first second and then gradually decreases), the size of the grids can be adjusted according to the proportion of the health restored, more accurately reflecting the actual health restored effect.
[0073] The term "each segment corresponds to a one-second gain" means that a single segment represents the attribute gain effect produced by the item within one second.
[0074] Each segment corresponds to a gain within one second, which is a standardized time mapping relationship. For example, as... Figure 3 As shown, an item that "restores 100 health points per second for 5 seconds" will correspond to 5 segments, with each segment representing a recovery amount of 100 health points, visually demonstrating the recovery effect per second.
[0075] The number of segments determined by the gain type refers to determining the number of segments in the visualization unit based on the time characteristics of the prop effect.
[0076] Optionally, when the gain type is instantaneous gain, the number of segments is 1. For example, a potion that "instantly restores 200 health points" will have a visualization unit containing only 1 segment, representing the one-time restoration effect. This single-segment design intuitively expresses the immediacy of instantaneous gains.
[0077] Optionally, when the gain type is continuous gain, the number of segments equals the duration in seconds. For example, a regeneration agent that "recovers 100 units / second over 5 seconds" would have a visualization unit containing 5 segments, each representing the recovery amount per second. This multi-segment design accurately reflects the temporal distribution characteristics of the continuous gain effect.
[0078] Optionally, when an item has both an instantaneous buff and a sustained buff, the number of segments is the duration in seconds plus 1. For example, such as... Figure 3 As shown, Medicine 4 is a composite effect potion that "instantly restores 20%, then continuously restores 50% over 5 seconds." Its visual display unit contains four sections: the first section represents the instantaneous restoration, and the following five sections represent the continuous restoration. This modular section design can fully express the multiple effects of complex items.
[0079] The length of the grid is determined by the ratio of the target item's bonus value to the controlled virtual character's health bar value. This means that the visual length of the grid is directly related to the relative proportion of the item's bonus and the controlled virtual character's full health bar value.
[0080] Optionally, the calculation of the grid length needs to take into account the limitations of display space. For example, when the gain value is very small (such as only restoring 1% of the maximum health per second), the system may set a minimum visible length to ensure that even a small recovery effect can be noticed by the player; when the gain value exceeds the current health bar gap, the system may use a special marker to indicate the overflow portion to avoid confusion caused by the visual representation exceeding the health bar range.
[0081] In an optional implementation, converting the attribute gain information into a visualization unit based on the controlled virtual character's health bar includes: when the gain type is an instantaneous gain, the visualization unit includes one segment, the length of which is determined based on the ratio of the gain value of the target item to the health bar value of the virtual character; when the gain type is a continuous gain, the visualization unit includes multiple segments, the number of segments is determined based on the duration of the continuous gain in seconds, and the length of each segment is determined based on the ratio of the gain value per unit time to the health bar value of the virtual character.
[0082] When the gain type is instantaneous gain, the visualization display unit includes a single grid, which means that the instantaneous effect of the prop is visually represented as a single, complete grid unit.
[0083] The single-grid design of instant boosts intuitively reflects the "one-time effect" characteristic. For example, a healing potion that "instantly restores 200 points" will have its visual display unit as a continuous, single grid without internal divisions, visually conveying the concept of "overall one-time restoration".
[0084] Optionally, the individual panes for instant boosts can employ special visual processing to emphasize their "instant" nature. For example, this pane might use more vibrant colors, higher opacity, or added visual enhancements such as shimmering edges to create a clear contrast with the panes for sustained boosts, helping players instantly identify instant boost items during a quick glance.
[0085] The length of the grid is determined by the ratio of the target item's bonus value to the controlled virtual character's health bar value. This means that the visual length of the grid is directly related to the relative proportion of the item's bonus and the controlled virtual character's full health bar value.
[0086] Optionally, for a fixed-value instantaneous buff, the formula for calculating the segment length is: Segment Length = Total Empty Bar Length × (Buff Value ÷ Full Health Bar Value). For example, when a character's maximum health is 1000 points and their current health is 1000 points, using a healing potion that instantly restores 200 points will result in a segment length of 20% of the total empty health bar. This proportional calculation ensures a precise correspondence between the visual display and the actual in-game values.
[0087] Optionally, for instantaneous gains with percentage values, the grid length calculation will be directly based on the percentage value. For example, a potion that "instantly restores 20%" will have its grid length calculated directly as the corresponding proportion of the empty health bar.
[0088] Optionally, the calculation of the grid length also takes into account special cases. For example, when the gain value exceeds the current health bar's empty space (excessive recovery), the system may use special visual effects (such as gradient colors or dashed borders) to mark the overflow, or directly limit the grid to the health bar's range and add a "+" sign to indicate that there is additional recovery that is not displayed. This special handling ensures that the visualization accurately conveys effective information in various situations.
[0089] When the gain type is continuous gain, the visualization display unit includes multiple segments, which means that the continuously effective item effect is visually represented as a series of continuous segment units.
[0090] The multi-cell design of continuous gain intuitively reflects the time characteristics of "gradual effect". For example, as Figure 3 Medicine 3 in the game is a potion that "restores 100 HP / s over 5 seconds". Its visual display unit consists of 5 consecutive but clearly separated segments, each segment representing the restoration effect over one second, and each segment is 10% the length of an empty slot. This multi-segment design allows players to intuitively understand the duration and distribution characteristics of the item's effect.
[0091] Optionally, the multi-segmented effects of sustained gain can employ a progressive visual design to reinforce the concept of "sustainability." For example, these segments might use gradient colors or a light-to-dark fill effect to represent the accumulation of effects over time; or the borders of each segment might be slightly different, creating a visual rhythm. This progressive design helps players understand the temporal sequence and accumulation process of the effects.
[0092] The number of segments, determined by the duration of the sustained gain in seconds, means that the number of segments in the visualization unit directly corresponds to the duration of the item effect. The length of each segment, determined by the ratio of the gain value per unit time to the health bar value of the controlled virtual character, means that the visual length of each segment is directly related to the relative proportion of the recovery per second to the full health bar value of the controlled virtual character.
[0093] Optionally, the number of segments for a sustained buff is equal to the duration of the effect in seconds. For example, a potion that "lasts for 3 seconds and restores 120 points per second" would have a visual representation of the 3-second duration consisting of 3 segments.
[0094] Optionally, for each segment of the continuous buff, its length is calculated using the following formula: Segment Length = Total Length of Empty Gauge × (Buff Value per Second ÷ Full Health Bar Value). For example, when a character's maximum health is 1000 points, using a continuous healing potion that restores 100 health points per second for 5 seconds, this is converted into 5 segments, with each segment's length approximately 10% of the empty health bar. This calculation method ensures that the segment length accurately reflects the relative proportion of the health restored per second.
[0095] Optionally, the multi-segmentation of sustained gain can be adjusted according to changes in the actual recovery amount. For example, if an item's effect is "instantly recovers 20%, then continuously recovers 50 / s over 5 seconds," then the instant recovery portion is converted into the first segment, with a length of 20% of the empty slot; the sustained recovery portion is divided into 5 segments, each with a length of 5% of the empty slot. This flexible segmentation design ensures that the visualization can accurately represent various complex sustained gain effects.
[0096] Optionally, the system may set a minimum visible length for each grid. For example, for items with extremely small healing amounts (such as a weak regeneration effect that restores only 1% of maximum health per second), even if the grid should be very short proportionally, the system will ensure that the grid reaches a certain minimum visible length, and may use color depth or other visual elements to represent the difference in actual healing amount. This processing ensures that even a weak healing effect can be clearly identified.
[0097] Through the steps described above, this application designs distinct visual representations for the effects of different types of items. This differentiated design based on effect type allows players to easily identify the characteristics of different items. In actual game scenarios, this intuitive visual distinction greatly improves players' decision-making efficiency during intense battles. For example, when a player character is at low health and facing enemy attacks, they can immediately identify which potion provides immediate and substantial recovery, avoiding delays caused by reading and calculating numerical descriptions. Similarly, when choosing which items to carry during the preparation phase, players can quickly compare the total recovery amount and time distribution of different potions based on this visual display, allowing them to create the item combination most suitable for their combat style.
[0098] In an optional implementation, displaying visual display units on a graphical user interface based on a health bar includes: displaying the visual display units in the empty slots of the health bar with preset display effects according to the segment length and number of the visual display units, wherein the preset display effects include colors, patterns or animations.
[0099] The preset display effect refers to the visual presentation form set in advance by the system, which includes at least one of color, pattern or animation.
[0100] Optionally, when the default display effect is color, different types of items can correspond to different colors. For example, health recovery items can be displayed in red, mana recovery items in blue, and defense buff items in yellow.
[0101] Optionally, color representation can include gradients, variations in brightness, or special effects. For example, instantaneous boosts might use highly saturated pure colors; sustained boosts might use gradients from light to dark; higher-quality props might use more complex color effects, such as multiple gradients, metallic sheen, or fluorescent effects. These rich color representations enhance visual depth and provide more information for differentiation.
[0102] Optionally, when the default display effect is a pattern, the pattern can be a texture or decorative element that fills the grid. For example, health restoration effects might use a heart pattern or blood droplet texture; mana restoration effects might use a star pattern or magic rune; and defensive buff effects might use a shield pattern or metal texture. These intuitive pattern designs further enhance the visual differences between different types of item effects, making them easy to identify quickly.
[0103] Optionally, the complexity and detail of the pattern can reflect the quality or intensity of the item's effect. For example, basic potions might use simple dotted or line textures; intermediate potions might use more complex grid or wavy patterns; and advanced potions might use intricate patterns or special designs. This hierarchical pattern design provides additional visual information, helping players assess the item's value.
[0104] Optionally, when the default display effect is animation, the time-related characteristics of the item's effect can be represented through animation. For example, instantaneous buff items might use rapid flashes or pulse animations; continuous buff items might use flowing, ripple, or gradual fill animations; and composite effect items might combine multiple animation effects. These dynamic representations intuitively demonstrate the time-related characteristics of the item's effect, allowing players to understand whether the effect takes effect immediately or requires time to accumulate without reading text descriptions.
[0105] Optionally, the speed and rhythm of the animation effects can convey additional timing information. For example, a standard continuous recovery effect might use a uniform fill speed; an increasing recovery effect (such as less recovery in the early stages and more recovery in the later stages) might use an accelerated fill animation; and a decreasing recovery effect might use a decelerated fill animation. These varying animation rhythms accurately reflect the actual recovery patterns of different items.
[0106] Optionally, animations can also include special effects elements to enhance visual appeal and information delivery. For example, premium props may have added light, particle, or energy flow effects; rare props may have unique visual sequences or transformation effects; and key props may have special animated cues before and after use.
[0107] In addition, preset display effects can include various combinations of the above methods, which will not be elaborated here.
[0108] Following the aforementioned implementation method, the calculated grid length and quantity of the visualized display units are presented in the form of health bars, filling the empty health slots, according to the preset display effect. This multi-layered visual expression method greatly improves the efficiency and intuitiveness of information transmission, allowing players to quickly understand the key characteristics of item effects without reading detailed descriptions. In actual game scenarios, especially in tense combat or competitive environments, this visual information transmission method can significantly reduce the cognitive burden and decision-making time of players, improving the smoothness of the game experience.
[0109] In one optional implementation, the preset display effect is determined based on the gain type: when the gain type is instantaneous gain, the preset display effect is a static display effect that fills in real time; when the gain type is continuous gain, the preset display effect is a dynamic display effect that fills in grid by grid.
[0110] In this context, the static display effect of instant filling refers to the visual display unit being presented in a fully filled state without any gradual process or dynamic changes. For example, a healing potion that "instantly restores 200 health points" will be displayed as a fully filled color block, indicating that the health points will immediately increase by this amount after use, rather than gradually recovering. This static display intuitively expresses the temporal characteristic of "instantaneous".
[0111] Optionally, static display effects can be enhanced with a brief entrance animation to increase visual impact. For example, the frames of an instant recovery effect might appear as a quick flash, pop, or pulse, lasting approximately 0.2-0.3 seconds, before remaining static.
[0112] Optionally, static displays can include rich visual elements to differentiate between different levels of instant effects. For example, a regular healing potion might use a plain solid color; a high-level healing potion might add a simple halo or edge glow effect; and a super-level healing potion might use more saturated colors and more pronounced lighting effects. These visual differences help players quickly identify instant healing effects of varying intensities.
[0113] Among them, the dynamic display effect of filling cell by cell refers to the visual presentation of the restoration effect being displayed sequentially in chronological order.
[0114] Optionally, a grid-by-grid dynamic display effect refers to the visual display units being gradually filled in an animated manner, simulating the recovery process in the actual game. For example, for Medicine 3, a regeneration potion that "restores 100 points per second for 5 seconds," the visual display units would be displayed as 5 consecutive grids. These grids would not fill simultaneously, but rather fill in sequentially at regular intervals (e.g., 0.5 seconds), visually demonstrating the continuous recovery process. This dynamic display intuitively expresses the "continuous" time characteristic.
[0115] Optionally, the dynamic effect of fill-by-fill can also include rich visual expressions to enhance the user experience. For example, fill-by-fill may be accompanied by subtle light effects or ripples; the fill process may present a flowing or pulsating effect; and the filled cells may form a sharp visual contrast with the unfilled cells.
[0116] In actual game scenarios, this differentiated visual presentation helps players quickly identify the basic type of items during a rapid browsing session. They can even determine the efficacy of items and medicines without carefully observing the specific number and length of the panels, significantly improving the speed and efficiency of information acquisition.
[0117] In an optional implementation, the method includes: when the target prop has both instantaneous gain and sustained gain, the display effect of the visualization unit includes a static display effect and multiple dynamic display effects.
[0118] Among them, having both instantaneous and sustained gains means that the item has a composite effect.
[0119] Optionally, a composite effect item refers to an item that has both an immediate effect and a gradual effect that takes effect over time. For example, Figure 3 The fourth item in the game has the effect of "instantly restoring 100 health points, and then restoring an additional 50 health points per second for the next 5 seconds." This item combines the characteristics of both instant and continuous healing, thus satisfying the needs for both immediate health replenishment and sustained recovery.
[0120] Optionally, multi-effect items often possess unique strategic value in game design. For example, they may appear as higher-tier or rarer items, commanding higher prices or being more difficult to obtain; they may be particularly suitable for certain combat scenarios that require consideration of both short-term and long-term effects; they may be rewards for specific missions or special items from limited-time events. This multi-faceted nature gives these items a unique positioning and value within the game.
[0121] The visual display unit includes static display effects and multiple dynamic display effects, which means that the visual expression of composite prop effects combines two different display methods.
[0122] Optionally, the visualization of composite props may utilize two different visual representations simultaneously. For example, such as... Figure 3 As shown, Medicine 4 is a potion that "instantly restores 100 health points and restores an additional 50 health points per second for the next 5 seconds". Its visual display unit will contain a large cell with a static fill effect (representing the instant restoration of 100 health points) and three small cells with a dynamic cell-by-cell fill effect (representing the continuous restoration of 50 health points per second).
[0123] Optionally, to enhance visual differentiation, different colors or visual treatments can be used to distinguish different effect parts within the same item. For example, the instant recovery part might use a brighter red and light effects; the continuous recovery part might use a softer pink and ripple animations; there might also be subtle dividing lines or transition effects between the two parts. This visual differentiation design helps players clearly identify the different functional components of a composite item.
[0124] Optionally, the display order and timing of composite effects will simulate the actual in-game effect sequence. For example, in the preview animation, the instant recovery portion (the static fill effect appears immediately) will be shown first, followed by the frame-by-frame fill animation of the continuous recovery portion. This consistent display helps players accurately understand the effects of items in actual use, providing more precise reference information for decision-making.
[0125] Figure 2 A schematic diagram of an interface for displaying game prop effects provided in an embodiment of this application.
[0126] This application provides a method for displaying the effects of game props, determining the attribute gain information of at least one target prop in the prop list, including: in response to a trigger operation of a viewing control in the prop list, determining all props in the prop list as target props; and displaying the visualization unit on a graphical user interface based on a health bar, including: providing health bars corresponding to the target props in the graphical user interface, and displaying the visualization unit of the target props on the health bars.
[0127] Among them, the view control refers to the interface interaction element used to activate a specific view function.
[0128] Optionally, the viewing control could be a dedicated button in the item list interface, such as a button labeled "Effect Preview" or "Comparison Mode." For example, in the game's medicine interface, there might be a button with a preview icon; clicking or long-pressing this button would enter the item effect preview mode.
[0129] Optionally, the viewing control can also be designed in a context-sensitive manner. For example, when a player's character is in a low-health state (e.g., below 30%), the system may automatically display a flashing "Recommended Recovery Items" button next to the item list. Clicking this button allows for a quick preview of the effects of all recovery items. This intelligent viewing control design enhances the contextual adaptability of the interface.
[0130] The triggering operation refers to the activation operation performed by the player on the viewing control.
[0131] Optionally, the trigger action can be a mouse click or a touchscreen tap. For example, such as Figure 2 As shown, when a user clicks the "Effect Preview" button on the interface, the system immediately responds and switches to batch preview mode; or the user clicks the settings icon in the item list and selects "Show Effect Comparison" from the pop-up options.
[0132] Optionally, the trigger action can be a key press and hold. For example, when browsing the item list, a user presses and holds the Alt or Shift key, and the system displays a preview of the effects of all items while the key is pressed. When the key is released, it automatically returns to the normal display mode. This temporary trigger method based on key state is particularly suitable for scenarios that require quick switching between viewing options, such as quickly evaluating multiple items during combat.
[0133] Optionally, the triggering action can also be a combination of gestures or multi-step operations. For example, the user can first click the "Sort" button in the list, select "Sort by Effect," and then automatically enter batch preview mode and rearrange the items according to effect strength; or the user can select the "Strategy Planning" option in the battle preparation interface, and the system will expand a special view to display the effect previews of all available items simultaneously. This combination of operation design is suitable for more complex game scenarios, and can organically combine the batch preview function with other related functions (such as sorting, filtering, or strategy planning).
[0134] By triggering the view button, all items in the item list can be selected as the target item.
[0135] Optionally, the system will scan all items in the current item list and mark all items with attribute bonuses as target items. For example, in a mixed inventory containing weapons, armor, consumables, and quest items, it will automatically identify and select all consumables with recovery or bonus effects, such as various potions, food, or special items, while ignoring other items without direct attribute bonuses.
[0136] Optionally, the system may also support user-defined filtering criteria. For example, games may allow users to narrow down the scope of batch previews through tag systems, category selection, or search functions, such as "show the effects of health restoration items" or "compare items with rarity up to epic level." This customizable filtering mechanism enhances the flexibility and usability of the batch preview function, allowing users to focus on the most relevant information.
[0137] The provision of health bars for each target item in the graphical user interface and the display of the target item's visual display unit on the health bars refer to creating a dedicated visual display area for each target item.
[0138] Optionally, the system will generate a miniature health bar element next to or inside each item in the item list. For example, in the backpack grid view, a small health bar may appear below each item icon, showing the item's recovery effect; in the list view, a health bar element may be added next to each row of item information to visually preview the item's effect.
[0139] Optionally, the system may reorganize the interface layout and create a dedicated comparison view. For example, when the batch preview function is activated, the original item list may be transformed into a tabular layout, with each row corresponding to one item, including the item icon, name, and a standardized health bar element. All health bars use the same scale, making it easy to intuitively compare the effects and characteristics of different items.
[0140] Figure 3A schematic diagram of an interface for displaying game prop effects provided in an embodiment of this application.
[0141] In an optional implementation, a health bar corresponding to the target item is provided in the graphical user interface, and a visual display unit of the target item is displayed on the health bar, including: hiding the item information of the target item, providing the health bar corresponding to the target item in the item information, and displaying the visual display unit of the target item on the health bar.
[0142] Among them, item information refers to the various descriptive contents originally displayed in the item list.
[0143] Optionally, item information typically includes text and graphic elements such as the item's name, icon, brief description, quantity statistics, rarity indicator, and price tag. For example, in a list view, each row might contain the item's name, brief description, quantity, and value. This information is fundamental for players to identify and manage items.
[0144] Optionally, the content and level of detail of item information may depend on the complexity of the game and the design of the item system. For example, in a simple action game, item information may only include the name and a simple icon; in a complex role-playing game, item information may include detailed attribute values, usage restrictions, durability, source background, and other multi-dimensional data.
[0145] Among them, hiding the item information of the target item refers to the system temporarily removing the content that is normally displayed.
[0146] When the batch preview function is activated, the system temporarily hides the original text descriptions and some graphic elements in the item slots or list rows to make room for the health bar display. For example, non-critical information such as item names, descriptions, and price tags will be temporarily removed, but basic identifying elements of the items (such as the main icon) may be retained so that users can still identify each item. This selective hiding ensures a balance between interface simplicity and information relevance.
[0147] The provision of a health bar corresponding to the target item in the item information section, and the display of a visual unit, refers to placing the corresponding health bar element in the original display area of the item information.
[0148] For example, in the backpack slots, the lower half that originally displayed the item name and quantity might be replaced with a small health bar, showing a preview of the item's recovery effect; in the shop list, the area that originally displayed the item description and price might become a standardized health bar, showing the item's effect strength. This "in-situ replacement" design maintains the stability of the interface structure and reduces the user's cognitive burden.
[0149] Optionally, the replaced health bar element will adopt a visual design that coordinates with the overall game interface. For example, the style, color, and animation effects of the health bar will match the game's art style; at the same time, health bars for different types of items (such as instant recovery, continuous recovery, or combined effects) will use a consistent visual language, making it easy for users to quickly identify and compare them. This visual consistency enhances the aesthetics of the interface and the harmony of the user experience.
[0150] Optionally, the replacement process may include intelligent layout adjustments. For example, when the original item information area is small, the system may appropriately expand the display area or adjust the position of surrounding elements to ensure sufficient visibility of the health bar preview; when more detailed effect information needs to be displayed, the system may dynamically adjust the visibility or position of other interface elements to provide more space for key information. This intelligent layout ensures clear and effective information display under various interface conditions.
[0151] The above implementation provides an intuitive comparison of effects by temporarily hiding regular item information and displaying a health bar preview in its original position, without altering the overall interface structure. This design is particularly suitable for space-constrained interface environments, such as mobile games or complex games with dense interface elements.
[0152] In an optional implementation, the method further includes: in response to an end command of the triggering operation, canceling the display of the health bar corresponding to the target item and restoring the display of the item information of the target item.
[0153] The end command for triggering the operation refers to the user's signal indicating that the preview is complete.
[0154] Optionally, the termination command can be the reactivation of the same control. For example, the user can click the "Preview" button again or press the same shortcut key combination again to switch back to the normal display mode.
[0155] Optionally, the end command can be releasing the previously held button or touch. For example, when a user is holding down the Alt key to view batch previews, releasing the Alt key will automatically end the preview mode; or on touchscreen devices, ending the long-press gesture will return to normal display. This state-based temporary preview mode is particularly suitable for scenarios that require quick switching between views, providing a smooth and natural operation.
[0156] Optionally, the end command can also be clicking the "Close," "Back," or other explicit navigation controls on the interface. For example, preview mode might display an explicit "Return to Normal View" button; or the user can click on a blank area at the edge of the interface to close preview mode.
[0157] Canceling the display of the target item's health bar refers to the process of removing temporarily added preview elements.
[0158] Optionally, the system will smoothly remove all previously displayed health bar elements. For example, the health bars may disappear with a fade-out animation; or the entire preview layer may slide out of view with a slide-out animation. This dynamic transition provides clear feedback on state changes, enhancing the smoothness of interface operation.
[0159] Optionally, the cancellation process may include state memory functionality. For example, the system may remember the user's browsing position or selection state in preview mode, maintaining the same scroll position or retaining the selected state when returning to the regular view. This state continuation design reduces the user's need for relocation and provides a more consistent user experience.
[0160] Among them, restoring the display of the target item's item information refers to the process of the system re-presenting the original content.
[0161] Optionally, all previously hidden item information elements will be restored. For example, item names, descriptions, price tags, and other previously existing information will be re-displayed with a fade-in effect; the interface layout will smoothly transition back to its original state, and each element will be restored to its position and style before the preview.
[0162] Optionally, the restored display may be adapted to the user's current intent. For example, if the user selected a specific item in preview mode, returning to the normal view would automatically expand the item's details; if the user was comparing items in a store context, returning to the normal view might emphasize the price and the buy button. This context-aware restoration enhances the responsiveness and intelligence of the interface.
[0163] Figure 4 A schematic diagram of an interface for displaying game prop effects provided in an embodiment of this application.
[0164] In an optional implementation, determining the attribute gain information of at least one target item in the item list includes: in response to a drag operation on at least one target item in the item list, displaying a visualization unit corresponding to the attribute gain information of the target item in the health bar area of the virtual character, wherein the drag operation is dragging the target item to the health bar area of the controlled virtual character.
[0165] Among them, dragging operation refers to the interactive behavior of users moving prop elements to a new position through continuous gestures.
[0166] Optionally, dragging can be a direct operation performed using a pointer device such as a mouse or touchscreen. For example, using a mouse, press and hold the left mouse button on the item icon while moving the mouse to drag the icon to the character's portrait or health bar area; or on a touchscreen, press and hold the item icon with your finger and slide it to the target location.
[0167] Dragging the target item to the health bar area of the controlled virtual character refers to the specific action of the user specifying the target of the item application.
[0168] The health bar area of a controlled virtual character can be a clearly defined target area in the game interface. For example, the health bar displaying health points in the character status panel; the status indicator area around the character's portrait; or the HUD element in the main interface that displays the character's current status. These clear visual elements provide users with a clear drag-and-drop target, enhancing the precision of their actions.
[0169] Optionally, the system may offer intelligent target recognition to enhance the user experience. For example, when an item is dragged into a general area of a character model, the system can automatically recognize the intent and highlight the relevant health bar area; or when there are multiple possible target characters (such as party members), the system will intelligently determine the most likely target based on the dragging path and position. This intelligent recognition reduces the need for precise positioning, making the operation smoother and more natural.
[0170] Optionally, the drag target area may vary depending on the game genre and interface design. For example, in a first-person game, the health bar area might be a HUD element at the edge of the screen; in a strategy game, it might be the status bar above the selected character's head; and in a multi-character team game, it might be the character's portrait in the team panel. This flexible target definition ensures that the drag operation can adapt to various game genres and interface layouts.
[0171] Among them, the visualization unit that displays the attribute bonus information of the target item in the health bar area of the virtual character refers to the process of the system providing a real-time preview.
[0172] Optionally, when an item is dragged above the health bar area but not yet released, a preview effect will be displayed immediately. For example, a semi-transparent filled area will appear on the health bar, showing the expected health recovery after using the item; detailed panels and animations may also be displayed to indicate whether the recovery is immediate or continuous.
[0173] Optionally, the visual presentation of the preview should maintain consistency with the final result. For example, the fill color, animation effects, and panel design displayed in the preview may be exactly the same as the restoration effect displayed after actually using the prop, except that it may be indicated by a semi-transparent or special border to show that it is a preview. This visual consistency establishes predictability for the user's system behavior, enhancing confidence and accuracy in operation.
[0174] Through the above implementation method, users can preview the effect of a prop before actually using it by simply dragging and dropping, ensuring that they choose the prop that is most suitable for the current situation.
[0175] Figure 5A schematic diagram of an interface for displaying game prop effects provided in an embodiment of this application.
[0176] In an optional implementation, the method further includes: in response to an end command of the drag operation, using a target item on the controlled virtual character, restoring the controlled virtual character's health based on the attribute bonus information of the target item, and displaying it on the controlled virtual character's health bar.
[0177] The end command for dragging operations refers to the user's confirmation signal to use the item.
[0178] Optionally, the end command is usually to release the previously pressed mouse button or finger touch. For example, after a user drags an item to the target health bar area and then releases the left mouse button or lifts their finger off the touchscreen, the system interprets this as a confirmation command to use the item.
[0179] Optionally, the system may provide additional confirmation mechanisms to prevent accidental operations. For example, for rare or important items, a confirmation dialog box may pop up after dragging and dropping, requiring the user to confirm their intention again; or the system may require the user to stay in the target area for a specific time (such as 0.5 seconds) before it is considered a valid operation.
[0180] Specifically, when a target item is used on a controlled virtual character, restoring the virtual character's health based on the item's attribute bonus information refers to modifying the virtual character's health value according to the item's defined restoration mechanism. For example, for instant restoration items, the character's current health value is immediately increased by a specified amount; for continuous restoration items, health value is increased in installments over a specified time period; and for combined items, both instant and continuous restoration effects are combined.
[0181] Optionally, the system may implement intelligent recovery logic to maximize the value of items. For example, for continuous recovery effects, if a character reaches full health during the effect's duration, the system may retain the remaining recovery effect to deal with potential subsequent damage; for multi-target recovery items, the system may prioritize distributing the recovery effect to the teammate with the lowest percentage of health.
[0182] The display on the health bar of the controlled virtual character refers to the visual feedback provided by the system.
[0183] Optionally, the system will dynamically update the health bar display to reflect the recovery process. For example, for instant recovery, the health bar will quickly fill to the new value with a rapid animation; for continuous recovery, the health bar will steadily increase over time, possibly accompanied by a slight pulsating effect. This dynamic visual feedback intuitively demonstrates the actual performance of the item's effect, enhancing the game's immersion and clarity of feedback.
[0184] Optionally, the visual display of the recovery effect may include a variety of auxiliary elements. For example, the recovery value may be briefly displayed as floating text; the increase in health may be accompanied by special light or particle effects; different types of recovery may have unique visual identifiers (such as green for normal recovery and gold flash for critical hit recovery). These visual elements enhance the richness and information of the feedback, enabling players to accurately understand the actual effect of the item.
[0185] Through the above implementation method, users can preview the effects of items through intuitive drag-and-drop operations. Once satisfied, they can immediately apply the effect after completing the operation. The entire process is intuitive, efficient, and responsive. This design is particularly suitable for combat scenarios that require quick decisions or strategy games that require precise resource management.
[0186] Figure 6 This is a schematic diagram of the structure of the virtual booth display device provided in the embodiments of this application.
[0187] Based on the above method embodiments, this application also provides a device for displaying game item effects, which provides a graphical user interface through a terminal device. The graphical user interface displays an item list and a health bar of a virtual character controlled by the terminal device. See [link to related documentation]. Figure 6 The device includes: The device 300 includes the following modules: The determining module 301 is used to determine the attribute gain information of at least one target item in the item list. The conversion module 302 is used to convert attribute gain information into visual display units based on the health bar of a virtual character. Display module 303 is used to display a visual display unit on a graphical user interface with a health bar as the reference.
[0188] The game item display device provided in this application embodiment realizes the intuitive display of game items, enabling players to quickly preview and compare the effects of different items, intuitively judge whether their buff effects meet their own needs, thereby improving the intuitiveness and efficiency of the interactive experience, and increasing the richness and interactivity of game content.
[0189] The game prop display device provided in this application embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the embodiment of the display device can be referred to the corresponding content in the aforementioned display method embodiment.
[0190] Figure 7 This is a structural block diagram of the electronic device provided in the embodiments of this application.
[0191] This application also provides an electronic device, such as... Figure 7The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of a method for displaying the effects of game props: determining the attribute gain information of at least one target prop in the prop list, the attribute gain information including gain value and gain type; converting the attribute gain information into a visual display unit based on the virtual character's health bar; and displaying the visual display unit on the graphical user interface with the health bar as the reference.
[0192] Optionally, based on the virtual character's health bar, the attribute gain information is converted into a visual display unit, including: dividing the virtual character's health bar into several corresponding segments, where each segment corresponds to a gain within one second, and the visual display unit includes at least one segment, the number of segments is determined based on the gain type, and the length of the segment is determined based on the ratio of the gain value of the target item to the value of the virtual character's health bar.
[0193] Optionally, the gain type includes instantaneous gain and continuous gain.
[0194] Optionally, based on the virtual character's health bar, converting attribute gain information into visual display units includes: when the gain type is an instantaneous gain, the visual display unit includes one segment, the length of which is determined based on the ratio of the gain value of the target item to the health bar value of the virtual character; when the gain type is a continuous gain, the visual display unit includes multiple segments, the number of segments is determined based on the duration of the continuous gain in seconds, and the length of each segment is determined based on the ratio of the gain value per unit time to the health bar value of the virtual character.
[0195] Optionally, a visual display unit based on a health bar can be displayed on the graphical user interface, including: Based on the grid length and number of the visualization display units, the health bar is displayed in the empty slots with preset display effects, which include colors, patterns, or animations.
[0196] Optionally, the preset display effect is determined based on the gain type: when the gain type is instantaneous gain, the preset display effect is a static display effect that fills in real time; when the gain type is continuous gain, the preset display effect is a dynamic display effect that fills in grid by grid.
[0197] Optionally, the method further includes: when the target item has both instantaneous and sustained gain, the display effect of the visualization unit includes static display effect and multiple dynamic display effects.
[0198] Optionally, determining the attribute gain information of at least one target item in the item list includes: in response to a trigger operation of the viewing control in the item list, determining all items in the item list as target items; and displaying a visualization unit on the graphical user interface based on a health bar, including: providing health bars corresponding to the target items in the graphical user interface and displaying the visualization unit of the target items on the health bars.
[0199] Optionally, the graphical user interface provides health bars corresponding to the target items and displays visual display units of the target items on the health bars, including: hiding the item information of the target items, providing health bars corresponding to the target items in the item information, and displaying visual display units of the target items on the health bars.
[0200] Optionally, the method further includes: in response to the end command of the triggering operation, canceling the display of the health bar corresponding to the target item and restoring the display of the item information of the target item.
[0201] Optionally, determining the attribute gain information of at least one target item in the item list includes: in response to a drag operation on at least one target item in the item list, displaying a visualization unit corresponding to the attribute gain information of the target item in the health bar area of the virtual character, wherein the drag operation is dragging the target item to the health bar area of the virtual character.
[0202] Optionally, the method further includes: in response to the end command of the drag operation, using the target item on the virtual character, restoring the virtual character's health based on the attribute bonus information of the target item, and displaying it on the virtual character's health bar.
[0203] exist Figure 6 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0204] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0205] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the information interaction method of the aforementioned embodiment.
[0206] This application also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement a method for displaying the effects of game items. The method specifically includes: determining attribute gain information of at least one target item in an item list, the attribute gain information including gain value and gain type; converting the attribute gain information into a visual display unit based on the health bar of a virtual character; and displaying the visual display unit on a graphical user interface with the health bar as a reference.
[0207] Optionally, based on the virtual character's health bar, the attribute gain information is converted into a visual display unit, including: dividing the virtual character's health bar into several corresponding segments, where each segment corresponds to a gain within one second, and the visual display unit includes at least one segment, the number of segments is determined based on the gain type, and the length of the segment is determined based on the ratio of the gain value of the target item to the value of the virtual character's health bar.
[0208] Optionally, the gain type includes instantaneous gain and continuous gain.
[0209] Optionally, based on the virtual character's health bar, converting attribute gain information into visual display units includes: when the gain type is an instantaneous gain, the visual display unit includes one segment, the length of which is determined based on the ratio of the gain value of the target item to the health bar value of the virtual character; when the gain type is a continuous gain, the visual display unit includes multiple segments, the number of segments is determined based on the duration of the continuous gain in seconds, and the length of each segment is determined based on the ratio of the gain value per unit time to the health bar value of the virtual character.
[0210] Optionally, a visual display unit based on a health bar can be displayed on the graphical user interface, including: Based on the grid length and number of the visualization display units, the health bar is displayed in the empty slots with preset display effects, which include colors, patterns, or animations.
[0211] Optionally, the preset display effect is determined based on the gain type: when the gain type is instantaneous gain, the preset display effect is a static display effect that fills in real time; when the gain type is continuous gain, the preset display effect is a dynamic display effect that fills in grid by grid.
[0212] Optionally, the method further includes: when the target item has both instantaneous and sustained gain, the display effect of the visualization unit includes static display effect and multiple dynamic display effects.
[0213] Optionally, determining the attribute gain information of at least one target item in the item list includes: in response to a trigger operation of the viewing control in the item list, determining all items in the item list as target items; and displaying a visualization unit on the graphical user interface based on a health bar, including: providing health bars corresponding to the target items in the graphical user interface and displaying the visualization unit of the target items on the health bars.
[0214] Optionally, the graphical user interface provides health bars corresponding to the target items and displays visual display units of the target items on the health bars, including: hiding the item information of the target items, providing health bars corresponding to the target items in the item information, and displaying visual display units of the target items on the health bars.
[0215] Optionally, the method further includes: in response to the end command of the triggering operation, canceling the display of the health bar corresponding to the target item and restoring the display of the item information of the target item.
[0216] Optionally, determining the attribute gain information of at least one target item in the item list includes: in response to a drag operation on at least one target item in the item list, displaying a visualization unit corresponding to the attribute gain information of the target item in the health bar area of the virtual character, wherein the drag operation is dragging the target item to the health bar area of the virtual character.
[0217] Optionally, the method further includes: in response to the end command of the drag operation, using the target item on the virtual character, restoring the virtual character's health based on the attribute bonus information of the target item, and displaying it on the virtual character's health bar.
[0218] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps described in these embodiments do not limit the scope of this application.
[0219] Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0220] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0221] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application 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 can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the scope of the technology disclosed in this application, or make equivalent substitutions for some of the technical features. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application.
Claims
1. A method for displaying the effects of game items, comprising providing a graphical user interface through a terminal device, wherein the graphical user interface displays an item list and a health bar of a virtual character controlled by the terminal device, characterized in that, The method includes: determining attribute gain information for at least one target item in the item list, wherein the attribute gain information includes a gain value and a gain type; Based on the virtual character's health bar, the attribute gain information is converted into a visual display unit; the visual display unit is then displayed on the graphical user interface with the health bar as the reference.
2. The display method according to claim 1, characterized in that, The process of converting the attribute gain information into a visual display unit based on the virtual character's health bar includes: The virtual character's health bar is divided into several corresponding segments, each segment corresponding to a gain within one second. The visualization unit includes at least one of the segments, the number of segments is determined based on the gain type, and the length of the segment is determined based on the ratio of the gain value of the target item to the health bar value of the virtual character.
3. The display method according to claim 2, characterized in that, The gain types include instantaneous gain and continuous gain.
4. The display method according to claim 3, characterized in that, The process of converting the attribute gain information into a visual display unit based on the virtual character's health bar includes: When the gain type is instantaneous gain, the visualization unit includes a grid, the length of which is determined based on the ratio of the gain value of the target item to the health bar value of the virtual character. When the gain type is a continuous gain, the visualization unit includes multiple segments. The number of segments is determined based on the duration of the continuous gain in seconds, and the length of each segment is determined based on the ratio of the gain value per unit time to the health bar value of the virtual character.
5. The method according to claim 3, characterized in that, The visualization unit displayed on the graphical user interface based on the health bar includes: The visual display units are displayed in the empty slots of the health bar according to the grid length and number of the units, with preset display effects including colors, patterns, or animations.
6. The method according to claim 5, characterized in that, The preset display effect is determined based on the gain type: When the gain type is instantaneous gain, the preset display effect is a static display effect that is filled in real time; When the gain type is continuous gain, the preset display effect is a dynamic display effect that fills in grid by grid.
7. The method according to claim 6, characterized in that, The method further includes: When the target item has both instantaneous and sustained gain, the display effect of the visualization unit includes the static display effect and multiple dynamic display effects.
8. The display method according to claim 1, characterized in that, Determining the attribute gain information of at least one target item in the item list includes: In response to a trigger operation on the view control in the item list, all items in the item list are identified as the target item; The visualization unit displayed on the graphical user interface based on the health bar includes: The graphical user interface provides health bars corresponding to the target items, and displays a visual display unit of the target items on the health bars.
9. The display method according to claim 8, characterized in that, The method of providing health bars corresponding to the target items in the graphical user interface and displaying the visual display unit of the target items on the health bars includes: The item information of the target item is hidden, and a health bar corresponding to the target item is provided in the item information. A visual display unit of the target item is displayed on the health bar.
10. The display method according to claim 9, characterized in that, The method further includes: In response to the end command of the triggering operation, the display of the health bar corresponding to the target item is canceled, and the item information of the target item is restored.
11. The display method according to claim 1, characterized in that, Determining the attribute gain information of at least one target item in the item list includes: In response to a drag operation on at least one target item in the item list, a visualization unit corresponding to the attribute bonus information of the target item is displayed in the health bar area of the virtual character, wherein the drag operation is to drag the target item to the health bar area of the virtual character.
12. The display method according to claim 10, characterized in that, The method further includes: In response to the end command of the drag operation, the target item is used on the virtual character, and the virtual character's health is restored based on the attribute bonus information of the target item, and displayed on the virtual character's health bar.
13. A device for displaying the effects of game props, providing a graphical user interface via a terminal device, the graphical user interface displaying a list of props and a health bar of a virtual character controlled by the terminal device, characterized in that, The device includes: The determination module is used to determine the attribute gain information of at least one target item in the item list, wherein the attribute gain information includes a gain value and a gain type; A conversion module is used to convert the attribute gain information into a visual display unit based on the health bar of the virtual character; a display module is used to display the visual display unit on the graphical user interface with the health bar as the reference.
14. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 10.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 10.