Method and device for displaying identification in game and electronic equipment
By using border effects and transparent layers to process the attribute labels of virtual objects in the game, the problem of labels obstructing the view in several special states was solved, resulting in clear status prompts and an improved gaming experience.
Patent Information
- Application Number
- CN202410994643.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-07-23
- Publication Date
- 2026-01-23
AI Technical Summary
In the game, when a virtual character acquires multiple special states, the excessive number of markers obstructs the view, and the conflict between the character model effects and the main color scheme makes it difficult to determine the current state.
By displaying attribute identifiers of virtual objects in the graphical user interface, different display states of the identifier borders can be used to indicate the target game status, including outlining effects, glowing effects, and transparent layer processing, as well as differences in priority and position to distinguish the status.
It saves screen space, helps players clearly understand the status of virtual objects, and enhances the gaming experience.
Smart Images

Figure CN121371618A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically, to a method, apparatus, and electronic device for displaying identifiers in games. Background Technology
[0002] In games, virtual characters often enter special states, such as invincibility or super armor. Related technologies typically display an indicator of the special state near the character's name when in a special state, or display special effects on the character model. However, when a character can acquire multiple special states, displaying multiple indicators near the character's name results in an excessive number of indicators and obstructs the view. When using character model effects to represent special states, since these effects are often used to convey character-related characteristics, and character models usually have a primary color scheme, conflicts between the special state's effect and the primary color scheme of the character model make it difficult for players to determine the character's current state from the effects alone. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide a method, device, and electronic device for displaying icons in games, so as to save screen space while enabling players to clearly understand the status of virtual objects and improve the player's gaming experience.
[0004] In a first aspect, embodiments of this disclosure provide a method for displaying identifiers in a game, which provides a graphical user interface through a terminal device; the method includes: displaying a first virtual object in the graphical user interface, and an attribute identifier for indicating basic attributes of the first virtual object, wherein the attribute identifier includes an identifier border; in response to the first virtual object entering a target game state, adjusting the display state of at least a portion of the identifier border in the attribute identifier based on the target game state, so as to indicate the target game state of the first virtual object through the border of the attribute identifier.
[0005] Secondly, embodiments of this disclosure provide a game identifier display device that provides a graphical user interface via a terminal device. The device includes: an attribute identifier display module for displaying a first virtual object in the graphical user interface, and attribute identifiers for indicating basic attributes of the first virtual object, wherein the attribute identifiers include identifier borders; and an identifier border display adjustment module for adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state in response to the first virtual object entering a target game state, so as to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described method for displaying identifiers in a game.
[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned method for displaying identifiers in a game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned method, apparatus, and electronic device for displaying identifiers in a game display a first virtual object and attribute identifiers for indicating the basic attributes of the first virtual object on a graphical user interface. The attribute identifiers include identifier borders. In response to the first virtual object entering a target game state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state, so as to indicate the target game state of the first virtual object through the borders of the attribute identifiers. This method saves screen space while allowing players to clearly understand the state of the virtual object, thus enhancing the player's gaming experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of this disclosure 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 in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a method for displaying identifiers in a game, as provided in this embodiment of the disclosure;
[0014] Figure 2 A schematic diagram illustrating the attribute identifier provided in an embodiment of this disclosure;
[0015] Figure 3A schematic diagram illustrating another attribute identifier provided in an embodiment of this disclosure;
[0016] Figure 4 A schematic diagram illustrating another attribute identifier provided in an embodiment of this disclosure;
[0017] Figure 5 A schematic diagram illustrating another attribute identifier provided in an embodiment of this disclosure;
[0018] Figure 6 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0019] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0020] Figure 8 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0021] Figure 9 A schematic diagram of the structure of a game identifier display device provided in an embodiment of this disclosure;
[0022] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0024] In games, virtual characters (also known as "virtual objects") can acquire special states, such as invincibility and super armor. While invincible, a character cannot take damage; while in super armor, a character is unaffected by enemy control skills, meaning they cannot be stunned, slowed, or immobilized. In related technologies, an icon indicating the special state is usually displayed near the character's name, or a special effect representing the state is displayed on the character model.
[0025] When using icons displayed near a character's name, if the character has multiple special statuses, displaying icons near the name can result in an excessive number of icons and obstruct the view.
[0026] When using character model effects, it's difficult to simultaneously convey both the character's established traits and common special states, as these effects are often used to communicate those traits. For example, if an invincibility state uses a gold effect, and a hero with a predominantly black color scheme has an invincibility skill, then designing the skill's effect would be challenging to balance both black and gold.
[0027] Based on this, the present disclosure provides a method, apparatus, and electronic device for displaying identifiers in games, which can be applied to various game scenarios.
[0028] In one embodiment of this invention, the game identifier display method can run on a local terminal device or a server. When the game identifier display method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0031] See Figure 1First, this invention introduces a method for displaying identifiers in a game, which provides a graphical user interface through a terminal device. The method includes the following steps:
[0032] Step S102: Display a first virtual object and attribute identifiers for indicating the basic attributes of the first virtual object in the graphical user interface, wherein the attribute identifiers include an identifier border.
[0033] The aforementioned first virtual object is usually any virtual object in the game. It can be a virtual object controlled through the aforementioned terminal device, or it can be a virtual object controlled through other terminal devices or the game system. No restrictions are imposed here.
[0034] The aforementioned basic attributes can typically include name, category, faction, health points, attack power, etc. The attribute identifier can indicate a single basic attribute; for example, the attribute identifier might be displayed as a bar, with the length of the bar's color fill representing the virtual object's current health points. An attribute identifier can also indicate multiple basic attributes simultaneously. For instance, when the attribute identifier is displayed in the color corresponding to the virtual object's category and also includes the virtual object's name, the identifier indicates both the name and category—two basic attributes.
[0035] Generally, when the first virtual object exists in the game scene, its basic attributes are already present. When the first virtual object is displayed in the graphical user interface, its attribute identifiers will be shown. When the first virtual object is not a controlled virtual object, its basic attributes can also be displayed if the distance between the first virtual object and a controlled virtual object is less than or equal to a preset distance threshold, or if the first virtual object is within the attack range of a controlled virtual object. Specific settings can be configured according to requirements and are not limited here.
[0036] The aforementioned attribute identifiers can be displayed above the head of the first virtual object. When the display position of the first virtual object changes in the graphical user interface, the attribute identifiers will move accordingly, maintaining the relative positional relationship between the first virtual object's display position and the attribute identifiers. Alternatively, the attribute identifiers can be fixedly displayed at a specific location in the graphical user interface. For example, when there are two opposing factions in a game, the attribute identifiers of virtual objects from one faction can be displayed in the upper left corner of the graphical user interface, while the attribute identifiers of virtual objects from the other faction can be displayed in the upper right corner. Specific settings can be configured according to requirements and are not limited here.
[0037] In step S104, in response to the first virtual object entering the target game state, the display state of at least part of the identifier borders in the attribute identifiers is adjusted based on the target game state, so as to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
[0038] The triggering conditions for the first virtual object to enter the target game state can be various. For example, the first virtual object uses a certain skill or item; or, other virtual objects use a certain skill or item on the first virtual object, etc.
[0039] The game states that the first virtual object can enter are typically multiple. These can be either advantageous or disadvantageous to the first virtual object. Advantageous game states usually reduce damage taken by the first virtual object or prevent it from being controlled. Disadvantageous game states usually increase the damage taken when attacked or reduce its movement speed (e.g., causing stun). One or more of these target game states can be present. When multiple states are present, they can include both advantageous and disadvantageous states simultaneously, or only one or both. The specific settings can be configured according to requirements and are not limited here.
[0040] The border of an attribute marker can initially be colored or transparent; there are no restrictions here. To ensure the attribute marker indicates the target game state, the display state of its border needs to change. Since the first virtual object can typically enter multiple game states, to ensure players can accurately identify the target game state when viewing the marker border, corresponding border effects are usually set for each game state. Different game states typically correspond to different border effects.
[0041] Border effects typically include various types, such as stroke effects, which are similar to adding a border around the current border, or partial stroke effects, which add a partial border, such as... Figure 2 As shown, the left side represents the initial state of the attribute identifier, the middle side represents the display state of the attribute identifier with a full stroke effect, and the right side represents the display state of the attribute identifier with a partial stroke effect. Different stroke colors can correspond to different game states.
[0042] Border effects can also include dashed line effects, which, as the name suggests, display the border as a dashed line. This effect typically corresponds to only one game state. Border effects can also include blinking effects, where the border appears and disappears intermittently. Border effects can also include glowing effects, similar to a halo effect on the outside of the border. In application, different glowing colors can correspond to different game states.
[0043] The various border effects mentioned above can be used in combination, and there are no restrictions on this. When multiple border effects need to be added to a border icon, the multiple border effects will usually not overlap, or at least partially overlap. Multiple border effects can be added separately to different positions on the icon's border, such as... Figure 3 As shown, they can also be added sequentially to the outer edge of the identifier border, such as... Figure 4 As shown. The order of addition can be determined according to the generation or disappearance time of the target game state corresponding to each border effect, or according to the preset priority of each target game state. There is no restriction here.
[0044] Target game states typically have preset time limits or preset disappearance trigger conditions. For example, the duration of a target game state can be preset to 10 seconds; after the first virtual object enters the target game state for 10 seconds, it loses that game state. The disappearance trigger condition for a target game state can also be preset to: the virtual object in that game state is attacked a specified number of times, and the types of attacks can also be limited. Alternatively, both implementation and disappearance trigger conditions can be set for the target game state simultaneously; once either condition is met, the first virtual object will lose the target game state. After losing the target game state, the identifier border needs to be adjusted to its initial display state.
[0045] The aforementioned method for displaying identifiers in a game involves displaying a first virtual object and attribute identifiers for indicating the basic attributes of the first virtual object on a graphical user interface. The attribute identifiers include identifier borders. In response to the first virtual object entering a target game state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state, thereby indicating the target game state of the first virtual object through the borders of the attribute identifiers. This method saves screen space while allowing players to clearly understand the state of the virtual object, thus enhancing the player's gaming experience.
[0046] The following embodiments provide a specific method for adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state in response to a first virtual object entering the target game state.
[0047] Once the first virtual object enters the target game state, the display state of the attribute identifier borders can be adjusted directly. Alternatively, the display state of at least a portion of the attribute identifier borders can be adjusted based on the target game state, provided that the first virtual object is also in a combat state. The first virtual object is considered to be in a combat state when attacked by other virtual objects, or when it uses a skill on another virtual object. Specific settings can be configured according to requirements and are not limited here.
[0048] The aforementioned attribute identifiers can be displayed in fixed locations on the graphical user interface (GUI). For example, the character identifiers of each virtual object participating in the game can be displayed in the upper left corner of the GUI, or the avatars of virtual objects belonging to two different game factions can be displayed on the left and right sides of the GUI. The specific settings can be configured according to requirements and are not limited here. Alternatively, the attribute identifiers can be displayed at a designated location on the first virtual object. If the attribute identifiers are displayed at a designated location on the first virtual object, and the display position of the first virtual object changes on the GUI, the display position of the attribute identifiers must also change.
[0049] The aforementioned attribute identifiers are typically used to indicate basic attributes. Common basic attributes include name, avatar, and health points. Therefore, the attribute identifier can be one or more of the first virtual object's name identifier, avatar identifier, and health point identifier. Among them, the health point identifier is often displayed in the form of a "health bar".
[0050] Typically, a corresponding border effect is set for the target game state. This border effect can be a stroke effect, a glow effect, or both. In practice, you can add the border effect corresponding to the target game state to all borders of the attribute identifiers, or you can add the border effect corresponding to the target game state to only some of the identifier borders, depending on your needs.
[0051] In practical applications, to add a border effect, a first transparent layer can be created above the attribute marker. This transparent layer can completely cover the attribute marker or partially cover it, such as... Figure 5 As shown, the shaded area represents the first transparent layer; within the first transparent layer, the area corresponding to at least a portion of the marked border displays the border effect corresponding to the target game state. The first transparent layer must at least cover at least a portion of the marked border area where the border effect is added, such as... Figure 5 As shown, the gray outline indicates the added border effect.
[0052] To differentiate between different game states, different target game states typically correspond to different border effects. For example, one game state might have a stroke effect, while another might have a glow effect. When there are many possible target game states, and commonly used border effects cannot distinguish them, the effect parameters of the border effects corresponding to different target game states can also be different. For example, the stroke color of the stroke effect might be different for different target game states, or the glow color of the glow effect might be different. Different border effects and their effect parameters can also be used simultaneously to differentiate between different game states; there are no restrictions on this.
[0053] When the first virtual object is in multiple target game states that require prompting, in order to make it clear to the player that each target game state is a different target game state, border effects corresponding to those states can be added to the different border parts of the identifier, such as... Figure 3 As shown, or, the distance between the border effect and the marker border can be made different for different target game states, such as... Figure 4 As shown.
[0054] The number of game states that the border effects of the attribute markers can indicate can be pre-limited. When there are multiple target game states, exceeding the limit, it is necessary to determine which target game states the attribute markers should indicate. In specific implementation, the priority of each target game state can be determined first, and this priority is usually pre-set. Then, based on the priorities of multiple target game states, at least some border effects are determined from the pre-set multiple border effects corresponding to each target game state. Generally, the target game states with higher priority are selected as the game states that need to be indicated, and the border effects corresponding to the target game states that need to be indicated can be determined as the border effects to be added to the attribute marker borders. Next, at least some border effects need to be added to at least some of the attribute marker borders and displayed.
[0055] As mentioned above, to ensure players can clearly see different border effects, the distance between the border effects corresponding to different target game states and the marker borders can be varied. This distance can also be related to the priority of each target game state. After determining the priority of each target game state, at least some border effects can be determined from a set of preset border effects corresponding to each target game state, and the distance between each of these border effects and the marker border can be determined. Then, based on the distance between each border effect and the marker border, at least some border effects are added to and displayed for at least some of the marker borders in the attribute markers. Generally, the border effect corresponding to the highest priority target game state can be added to the position closest to the marker border, and so on. Alternatively, the process can be reversed, that is, the border effect corresponding to the lowest priority target game state can be added to the position closest to the marker border; there is no restriction on this.
[0056] When the border indicator can only indicate one target game state, and is currently indicating the first target game state, in response to the first virtual object exiting the first target game state, the first border effect corresponding to the first target game state added to the border indicator is canceled. Then, based on priority, the second target game state is determined from the remaining multiple target game states. Furthermore, while the first virtual object is in the second target game state, the second border effect corresponding to the second target game state is added to the border indicator. This allows the player to determine that the first virtual object is in the second target game state through the border effect of the border indicator. Even after the first virtual object exits the second target game state, the same process can be used to allow the border indicator to indicate other target game states.
[0057] The game typically includes other virtual objects. Let's assume there's a second virtual object, belonging to a different faction than the first. To facilitate aiming and attacking, a crosshair is displayed on the device controlling the second virtual object, indicating its aiming direction.
[0058] When the first virtual object enters the target game state, if the player controls a second virtual object to attack the first virtual object, in response to the second virtual object's attack, a status indicator corresponding to the target game state is displayed at a designated position on the crosshair based on the attack behavior. This designated position can be any of the top, bottom, left, or right positions on the crosshair. The target game state that the first virtual object is in can be one or more. For example... Figure 6 As shown, the circular icon marked with "invincible" is the status icon corresponding to "invincible state," meaning that the attacked virtual object is in an invincible state.
[0059] In response to a specified time elapsed after the attack has been completed, the status indicator corresponding to the attack can be removed to avoid obstructing the player's view. The status indicator can gradually increase in transparency as the attack continues, and then disappear after the specified time has elapsed. Other display methods can also be used; there are no restrictions here.
[0060] Each time an attack occurs, a status indicator corresponding to the target game state of the attacked virtual object is displayed. In the specific implementation, in response to a single attack, a status indicator corresponding to the target game state is displayed at a designated position on the crosshair, ensuring a one-to-one correspondence between the displayed status indicator and the attack. When the status indicator remains on the graphical user interface for a long time and the interval between attack actions is short, multiple status indicators corresponding to attack actions may appear simultaneously on the graphical user interface.
[0061] This disclosure also provides another method for displaying identifiers in games. This method in... Figure 1 Implemented based on the method shown.
[0062] This method uses a blood bar outline to display special states, and sets different display priorities for the outline based on the importance of different states, thereby reducing obstruction of the field of view.
[0063] like Figure 7 As shown, the display styles of the three health bars A, B, and C represent the corresponding virtual characters in the following situations: no special state, one special state, and two special states, respectively.
[0064] Style B demonstrates using a health bar outline to represent special states, with different colors corresponding to different states. If only this method is used to represent special states, it is necessary to prioritize the special states that may occur simultaneously, displaying the higher-priority states first.
[0065] Style C demonstrates two ways to represent special states: using a health bar outline stroke and a health bar outline glow. This approach can be used when several special states need to be displayed simultaneously.
[0066] The outline and glow of the health bar can be dynamic effects or static images; the core principle is that one will be displayed on the outer layer of another. Theoretically, more layers can be added on top of this.
[0067] When a player hits a character with a special status effect, a special icon will appear near the crosshair. Since it only appears upon hit and the duration is short, it won't significantly affect the player's field of vision.
[0068] like Figure 8 As shown, the enemy character is currently invincible. When the player controls the virtual character to hit this invincible character, the crosshair will simultaneously display the regular hit feedback, i.e., the X-shaped graphic in Figure N, and the invincibility icon, i.e., the shield-shaped icon in Figure N.
[0069] A standard hit notification indicates that the player hit the character, while an invincibility icon indicates that although the character was hit, no damage was dealt because the character was invincible.
[0070] The invincibility icon will disappear after a short time, such as 0.5 seconds, because it may need to be followed by feedback for the next hit.
[0071] In practice, the conditions for triggering feedback can vary. For example, the feedback for the health bar outline can only be displayed after a hit, not necessarily continuously; the feedback for the crosshair icon can also be displayed when the crosshair is aimed at the character, not necessarily after a hit.
[0072] For the above method embodiments, see Figure 9 The illustrated device is a game icon display device that provides a graphical user interface via a terminal device; the device includes:
[0073] The attribute identifier display module 902 is used to display a first virtual object in a graphical user interface, and attribute identifiers for indicating the basic attributes of the first virtual object, wherein the attribute identifiers include an identifier border.
[0074] The identifier border display adjustment module 904 is used to adjust the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state in response to the first virtual object entering the target game state, so as to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
[0075] The aforementioned in-game identifier display device displays a first virtual object and attribute identifiers for indicating the basic attributes of the first virtual object on a graphical user interface. The attribute identifiers include identifier borders. In response to the first virtual object entering a target game state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state, so that the borders of the attribute identifiers indicate the target game state of the first virtual object. This method saves screen space while allowing players to clearly understand the state of the virtual object, thus enhancing the player's gaming experience.
[0076] The aforementioned identifier border display adjustment module is also used to: in response to the first virtual object entering the target game state and the first virtual object being in a combat state, adjust the display state of at least some of the identifier borders in the attribute identifiers based on the target game state.
[0077] The aforementioned attribute identifiers are displayed in a fixed location on the graphical user interface; or, the attribute identifiers are displayed in a specified location on the first virtual object.
[0078] The aforementioned attribute identifiers include at least one of the following: the name identifier, avatar identifier, and health identifier of the first virtual object.
[0079] The aforementioned target game state has a corresponding border effect; the aforementioned identifier border display adjustment module is also used to: add border effects corresponding to the target game state to at least some of the identifier borders in the attribute identifiers.
[0080] The aforementioned identifier border display adjustment module is also used to: generate a first transparent layer on top of the attribute identifier; and display the border effect corresponding to the target game state in the area corresponding to at least part of the identifier border in the first transparent layer.
[0081] The border effects mentioned above include at least one of the following effects: outline effect and glow effect.
[0082] In the aforementioned device, the border effects are different for different target game states, or the effect parameters of the border effects are different for different target game states.
[0083] When there are multiple target game states, the aforementioned identifier border display adjustment module is further used to: determine the priority corresponding to each target game state; based on the priority of multiple target game states, determine at least some border effects from multiple preset border effects corresponding to each target game state; add at least some border effects to at least some of the identifier borders in the attribute identifiers and display them.
[0084] In the aforementioned device, the border effects corresponding to different target game states are added to different border portions of the identifier border, or the distance between the border effects corresponding to different target game states and the identifier border is different.
[0085] In the aforementioned device, when the distance between the border effect corresponding to different target game states and the identifier border is different, the step of adjusting the display state of at least a portion of the identifier borders in the attribute identifier based on the target game state includes: determining the priority of each target game state; determining at least a portion of the border effects from a preset set of multiple border effects corresponding to each target game state based on the priority of multiple target game states, and determining the distance between the at least a portion of the border effects and the identifier border respectively; adding at least a portion of the border effects to the at least a portion of the identifier borders in the attribute identifier according to the distance and displaying them.
[0086] The aforementioned apparatus further includes: a first effect cancellation module, configured to, in response to the first virtual object exiting the first target game state, cancel the first border effect corresponding to the first target game state added to the identifier border; determine a second target game state from multiple target game states based on priority; and add a second border effect corresponding to the second target game state to the identifier border while the first virtual object is in the second target game state.
[0087] The game also includes a second virtual object; the second virtual object and the first virtual object belong to different game factions; a crosshair is displayed on the terminal device of the second virtual object, which is used to indicate the aiming direction of the second virtual object; the device also includes: a status indicator display module, which is used to display the status indicator corresponding to the target game state at a designated position of the crosshair based on the attack behavior when the first virtual object enters the target game state, in response to the second virtual object performing an attack behavior on the first virtual object.
[0088] The aforementioned status indicator display module is also used to: in response to a single occurrence of an attack, display a status indicator corresponding to the target game state once at a designated position on the crosshair, so that the display of the status indicator corresponds one-to-one with the attack.
[0089] The aforementioned device further includes: an identifier cancellation display module, used to cancel the display of the status identifier corresponding to the attack behavior in response to a specified time elapsed after the attack behavior has been completed.
[0090] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the identifier display method in the above-mentioned game, for example:
[0091] A first virtual object is displayed in a graphical user interface, along with attribute identifiers for indicating the basic attributes of the first virtual object, wherein the attribute identifiers include identifier borders; in response to the first virtual object entering a target game state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
[0092] The above methods save screen space while allowing players to clearly understand the state of virtual objects, thus enhancing the player's gaming experience.
[0093] Optionally, the step of adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state in response to the first virtual object entering the target game state includes: adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state when the first virtual object enters the target game state and the first virtual object is in a combat state.
[0094] Optionally, the attribute identifiers are displayed at a fixed location in the graphical user interface; or, the attribute identifiers are displayed at a specified location on the first virtual object.
[0095] Optionally, the aforementioned attribute identifiers may include at least one of the following: the name identifier, avatar identifier, and health identifier of the first virtual object.
[0096] Optionally, the target game state has a corresponding border effect; the step of adjusting the display state of at least some of the borders in the attribute identifiers based on the target game state includes: adding a border effect corresponding to the target game state to at least some of the borders in the attribute identifiers.
[0097] Optionally, the above steps of adding a border effect corresponding to the target game identifier to at least part of the identifier border in the attribute identifier include: generating a first transparent layer on top of the attribute identifier; and displaying the border effect corresponding to the target game state in the area corresponding to at least part of the identifier border in the first transparent layer.
[0098] Optionally, the border effects mentioned above may include at least one of the following effects: outline effect and glow effect.
[0099] Optionally, in the above method, the border effects corresponding to different target game states are different, or the effect parameters of the border effects corresponding to different target game states are different.
[0100] Optionally, when the aforementioned target game states include multiple states, the step of adjusting the display state of at least some of the identifier borders in the attribute identifiers based on the target game states includes: determining the priority corresponding to each target game state; determining at least some of the border effects from a set of preset border effects corresponding to each target game state based on the priority of the multiple target game states; adding at least some of the border effects to the at least some of the identifier borders in the attribute identifiers and displaying them.
[0101] Optionally, in the above method, the border effects corresponding to different target game states are added to different border parts of the identifier border, or the border effects corresponding to different target game states are at different distances from the identifier border.
[0102] Optionally, in the above method, when the distance between the border effect corresponding to different target game states and the identifier border is different, the step of adjusting the display state of at least some of the identifier borders in the attribute identifier based on the target game state includes: determining the priority of each target game state; determining at least some of the border effects from a set of preset border effects corresponding to each target game state based on the priority of multiple target game states, and determining the distance between the at least some border effects and the identifier border respectively; adding at least some border effects to the at least some identifier borders in the attribute identifier according to the distance and displaying them.
[0103] Optionally, the above method further includes: in response to the first virtual object exiting the first target game state, canceling the first border effect corresponding to the first target game state added to the identifier border; determining a second target game state from multiple target game states based on priority; and adding a second border effect corresponding to the second target game state to the identifier border while the first virtual object is in the second target game state.
[0104] Optionally, the game also includes a second virtual object; the second virtual object and the first virtual object belong to different game factions; a crosshair is displayed on the terminal device of the second virtual object, which is used to indicate the aiming direction of the second virtual object; the method also includes: when the first virtual object enters the target game state, in response to the second virtual object performing an attack on the first virtual object, displaying a status indicator corresponding to the target game state at a designated position of the crosshair based on the attack behavior.
[0105] Optionally, the step of displaying a status identifier corresponding to the target game state at a designated position on the crosshair based on the attack behavior includes: in response to a single occurrence of the attack behavior, displaying a status identifier corresponding to the target game state once at a designated position on the crosshair, so that the display of the status identifier corresponds one-to-one with the attack behavior.
[0106] Optionally, the above method further includes: in response to a specified time elapsed after the attack has been executed, canceling the display of the status flag corresponding to the attack.
[0107] See Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the label display method in the game described above.
[0108] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0109] The memory 101 may include high-speed random access memory (RAM) or 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10The 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.
[0110] The processor 100 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 100 or by instructions in software form. The processor 100 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. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0111] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the identification display method in the above-mentioned game.
[0112] This disclosure provides a method, apparatus, and electronic device for displaying identifiers in a game, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the preceding method embodiments, for example:
[0113] A first virtual object is displayed in a graphical user interface, along with attribute identifiers for indicating the basic attributes of the first virtual object, wherein the attribute identifiers include identifier borders; in response to the first virtual object entering a target game state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
[0114] The above methods save screen space while allowing players to clearly understand the state of virtual objects, thus enhancing the player's gaming experience.
[0115] Optionally, the step of adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state in response to the first virtual object entering the target game state includes: adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state when the first virtual object enters the target game state and the first virtual object is in a combat state.
[0116] Optionally, the attribute identifiers are displayed at a fixed location in the graphical user interface; or, the attribute identifiers are displayed at a specified location on the first virtual object.
[0117] Optionally, the aforementioned attribute identifiers may include at least one of the following: the name identifier, avatar identifier, and health identifier of the first virtual object.
[0118] Optionally, the target game state has a corresponding border effect; the step of adjusting the display state of at least some of the borders in the attribute identifiers based on the target game state includes: adding a border effect corresponding to the target game state to at least some of the borders in the attribute identifiers.
[0119] Optionally, the above steps of adding a border effect corresponding to the target game identifier to at least part of the identifier border in the attribute identifier include: generating a first transparent layer on top of the attribute identifier; and displaying the border effect corresponding to the target game state in the area corresponding to at least part of the identifier border in the first transparent layer.
[0120] Optionally, the border effects mentioned above may include at least one of the following effects: outline effect and glow effect.
[0121] Optionally, in the above method, the border effects corresponding to different target game states are different, or the effect parameters of the border effects corresponding to different target game states are different.
[0122] Optionally, when the aforementioned target game states include multiple states, the step of adjusting the display state of at least some of the identifier borders in the attribute identifiers based on the target game states includes: determining the priority corresponding to each target game state; determining at least some of the border effects from a set of preset border effects corresponding to each target game state based on the priority of the multiple target game states; adding at least some of the border effects to the at least some of the identifier borders in the attribute identifiers and displaying them.
[0123] Optionally, in the above method, the border effects corresponding to different target game states are added to different border parts of the identifier border, or the border effects corresponding to different target game states are at different distances from the identifier border.
[0124] Optionally, in the above method, when the distance between the border effect corresponding to different target game states and the identifier border is different, the step of adjusting the display state of at least some of the identifier borders in the attribute identifier based on the target game state includes: determining the priority of each target game state; determining at least some of the border effects from a set of preset border effects corresponding to each target game state based on the priority of multiple target game states, and determining the distance between the at least some border effects and the identifier border respectively; adding at least some border effects to the at least some identifier borders in the attribute identifier according to the distance and displaying them.
[0125] Optionally, the above method further includes: in response to the first virtual object exiting the first target game state, canceling the first border effect corresponding to the first target game state added to the identifier border; determining a second target game state from multiple target game states based on priority; and adding a second border effect corresponding to the second target game state to the identifier border while the first virtual object is in the second target game state.
[0126] Optionally, the game also includes a second virtual object; the second virtual object and the first virtual object belong to different game factions; a crosshair is displayed on the terminal device of the second virtual object, which is used to indicate the aiming direction of the second virtual object; the method also includes: when the first virtual object enters the target game state, in response to the second virtual object performing an attack on the first virtual object, displaying a status indicator corresponding to the target game state at a designated position of the crosshair based on the attack behavior.
[0127] Optionally, the step of displaying a status identifier corresponding to the target game state at a designated position on the crosshair based on the attack behavior includes: in response to a single occurrence of the attack behavior, displaying a status identifier corresponding to the target game state once at a designated position on the crosshair, so that the display of the status identifier corresponds one-to-one with the attack behavior.
[0128] Optionally, the above method further includes: in response to a specified time elapsed after the attack has been executed, canceling the display of the status flag corresponding to the attack.
[0129] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0130] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0131] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include 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 disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0132] In the description of this disclosure, 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, and are only for the convenience of describing this disclosure 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, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0133] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. 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 disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for displaying identifiers in a game, characterized in that, The method includes providing a graphical user interface via a terminal device; the method includes: The graphical user interface displays a first virtual object and attribute identifiers for indicating the basic attributes of the first virtual object, wherein the attribute identifiers include an identifier border; In response to the first virtual object entering the target game state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state, so as to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
2. The method according to claim 1, characterized in that, The step of adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state in response to the first virtual object entering the target game state includes: In response to the first virtual object entering the target game state and the first virtual object being in a combat state, the display state of at least a portion of the identifier borders in the attribute identifiers is adjusted based on the target game state.
3. The method according to claim 1, characterized in that, The attribute identifier is displayed in a fixed position in the graphical user interface; Alternatively, the attribute identifier may be displayed at a specified location on the first virtual object.
4. The method according to claim 1, wherein the attribute identifier includes at least one of the following: the name identifier, avatar identifier, and health identifier of the first virtual object.
5. The method according to claim 1, wherein the target game state has a corresponding border effect; The step of adjusting the display state of at least a portion of the identifier borders in the attribute identifiers based on the target game state includes: Add the border effect corresponding to the target game state to at least part of the border of the attribute identifier.
6. The method according to claim 5, characterized in that, The step of adding the border effect corresponding to the target game identifier to at least a portion of the identifier borders in the attribute identifier includes: A first transparent layer is generated on top of the attribute identifier; The border effect corresponding to the target game state is displayed in the area corresponding to the at least part of the identifier border in the first transparent layer.
7. The method according to claim 5, characterized in that, The border effect includes at least one of the following effects: outline effect and glow effect.
8. The method according to claim 5, characterized in that, Different target game states correspond to different border effects, or the effect parameters of the border effects correspond to different target game states.
9. The method according to claim 8, characterized in that, When the target game state includes multiple states, the step of adjusting the display state of at least some of the identifier borders in the attribute identifiers based on the target game state includes: Determine the priority of each of the target game states; Based on the priority of the multiple target game states, at least some of the border effects are determined from a set of preset border effects corresponding to each of the target game states. Add the border effect to at least a portion of the border of the attribute identifier and display it.
10. The method according to claim 8, characterized in that, Different target game states correspond to different border effects added to different border portions of the identifier border, or the border effects corresponding to different target game states are at different distances from the identifier border.
11. The method according to claim 10, characterized in that, When the distance between the border effect corresponding to different target game states and the identifier border is different, the step of adjusting the display state of at least some of the identifier borders in the attribute identifier based on the target game state includes: Determine the priority of each of the target game states; Based on the priority of multiple target game states, at least a portion of the border effects are determined from multiple preset border effects corresponding to each target game state, and the distances of the at least a portion of the border effects to the identifier border are determined respectively. Based on the distance, add the border effect of at least part of the border in the attribute identifier and display it.
12. The method according to claim 9 or 11, characterized in that, The method further includes: In response to the first virtual object exiting the first target game state, the first border effect corresponding to the first target game state added to the identifier border is canceled; Based on the priority, a second target game state is determined from the plurality of target game states; While the first virtual object is in the second target game state, a second border effect corresponding to the second target game state is added to the identifier border.
13. The method according to any one of claims 1-11, characterized in that, The game also includes a second virtual object; the second virtual object belongs to a different game faction than the first virtual object; a crosshair is displayed on the terminal device of the second virtual object, and the crosshair is used to indicate the aiming direction of the second virtual object; The method further includes: When the first virtual object enters the target game state, in response to the second virtual object performing an attack on the first virtual object, a status identifier corresponding to the target game state is displayed at a designated position on the crosshair based on the attack.
14. The method according to claim 13, characterized in that, The step of displaying a status identifier corresponding to the target game state at a designated position on the crosshair based on the attack behavior includes: In response to a single occurrence of the attack, a status indicator corresponding to the target game state is displayed once at a designated position on the crosshair, so that the display of the status indicator corresponds one-to-one with the attack.
15. The method according to claim 14, characterized in that, The method further includes: In response to the completion of the attack after a specified time, the status identifier corresponding to the attack is removed from the display.
16. A display device for an identifier in a game, characterized in that, A graphical user interface is provided via a terminal device; the device includes: An attribute identifier display module is used to display a first virtual object in the graphical user interface, and an attribute identifier for indicating the basic attributes of the first virtual object, wherein the attribute identifier includes an identifier border; The identifier border display adjustment module is used to adjust the display state of at least a portion of the identifier borders in the attribute identifiers in response to the first virtual object entering the target game state, so as to indicate the target game state of the first virtual object through the borders of the attribute identifiers.
17. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the in-game identifier display method according to any one of claims 1-15.
18. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the identifier display method in the game as described in any one of claims 1-15.