Data panel display method and device, terminal, storage medium and program product
By displaying gameplay strategies for virtual pets in the defeat data panel, the issue of low usage of the defeat data panel was resolved, improving players' strategic analysis capabilities and user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2026-03-10
AI Technical Summary
In existing technologies, the use of defeat data panels is low, mainly because defeat data panels simply list the defeat data of virtual characters, resulting in a low trigger rate of the panel display controls by players, and failing to effectively help players analyze the reasons for defeat and improve their strategies.
When a virtual character is defeated, the display panel shows controls, and the defeat data panel displays game strategy information through the virtual pet, making the game strategy information related to the reason for the virtual character's defeat, thereby increasing the player's attention and the utilization rate of the panel.
By using virtual pets to display game strategy information, the usage rate of the defeat data panel and the trigger rate of panel display controls were increased, thus improving the user experience.
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Figure CN121623294A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and in particular to a data panel display method, device, terminal, storage medium, and program product. Background Technology
[0002] When a player is defeated in a match, the terminal interface usually displays a resurrection countdown. During the resurrection countdown, the player can trigger the panel display control to view the defeat data panel, analyze the reason for the defeat, and adopt a better strategy after resurrection.
[0003] In related technologies, the defeat data panel is only used to simply list the defeat data of the virtual character, such as the opponent information, the skills used, the damage caused, etc.
[0004] However, simply listing defeat data has little effect on players' gameplay, resulting in a low trigger rate for the panel display controls and thus a low usage rate of the defeat data panel. Summary of the Invention
[0005] This application provides a data panel display method, device, terminal, storage medium, and program product. The technical solution is as follows:
[0006] On one hand, embodiments of this application provide a data panel display method, the method comprising:
[0007] When a virtual character is defeated in a match, a display panel control is triggered to display a defeat data panel. The defeat data panel displays the defeat data of the virtual character, which indicates the attack status of the virtual character before it was defeated.
[0008] In response to a trigger operation on the panel display control, the defeat data panel is displayed;
[0009] In the defeat data panel, game strategy information is displayed through the virtual pets possessed by the virtual character. The game strategy information is related to the reason why the virtual character was defeated.
[0010] On the other hand, embodiments of this application provide a data panel display device, the device comprising:
[0011] The control display module is used to display a control panel when a virtual character is defeated in a match. The control panel is used to trigger the display of a defeat data panel, which is used to display the defeat data of the virtual character. The defeat data is used to indicate the attack status of the virtual character before it was defeated.
[0012] A panel display module is used to display the defeat data panel in response to a trigger operation of the panel display control;
[0013] The panel display module is also used to display game strategy information in the defeat data panel through the virtual pet possessed by the virtual character, and the game strategy information is related to the reason why the virtual character was defeated.
[0014] On the other hand, embodiments of this application provide a terminal, the terminal including a processor and a memory, the memory storing at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the method as described above.
[0015] On the other hand, embodiments of this application provide a computer-readable storage medium storing at least one computer instruction, which is loaded and executed by a processor to implement the method described above.
[0016] On the other hand, embodiments of this application provide a computer program product including computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the methods provided in the various optional implementations of the above aspects.
[0017] In this embodiment, when a virtual character is defeated in a match, a display panel control is activated. When the player triggers the panel display control, a defeat data panel is displayed. The defeat data panel displays defeat data indicating the attack status of the virtual character before its defeat. Simultaneously, match strategy information is displayed through the virtual pet possessed by the virtual character. Since the match strategy information is related to the reason for the virtual character's defeat, displaying it through the virtual pet can increase player attention and provide players with match strategy information related to the reason for the defeat. This allows for more efficient use of the defeat data panel, increasing its usage rate and the trigger rate of the panel display control, thereby improving the user experience. Attached Figure Description
[0018] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying 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.
[0019] Figure 1This is a schematic diagram of a computer system provided in an exemplary embodiment of this application;
[0020] Figure 2 This is a flowchart of a data panel display method provided in an exemplary embodiment of this application;
[0021] Figure 3 This is a schematic diagram of displaying a defeated data panel in response to a trigger operation on a panel display control, provided by an exemplary embodiment of this application.
[0022] Figure 4 This is a schematic diagram illustrating a virtual pet moving from the location of being defeated to the periphery of a panel display control, provided in an exemplary embodiment of this application.
[0023] Figure 5 This is a schematic diagram illustrating how a terminal displays game strategy information via a virtual pet, provided in an exemplary embodiment of this application.
[0024] Figure 6 This is a schematic diagram illustrating different movement effects when the terminal controls the virtual pet to move from the panel display controls to the defeat data panel under different numbers of defeats, according to an exemplary embodiment of this application.
[0025] Figure 7 This is a flowchart of a method for displaying a data panel when a virtual character is defeated for the first time or not during a match, provided by an exemplary embodiment of this application;
[0026] Figure 8 This is a schematic diagram of a strategy configuration table provided in an exemplary embodiment of this application;
[0027] Figure 9 This is a structural block diagram of a data panel display device provided in an exemplary embodiment of this application;
[0028] Figure 10 This is a structural block diagram of a terminal 1000 provided in an exemplary embodiment of this application. Detailed Implementation
[0029] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0030] First, the terms used in the embodiments of this application will be introduced.
[0031] Virtual Character: A character controlled by a player. It can take the form of a virtual person, an anime character, or a virtual animal. Virtual characters can be displayed using two-dimensional or three-dimensional models. For example, in a multiplayer online battle arena (MOBA) game, a virtual character could be a virtual hero. Players can control these virtual characters in gameplay, such as controlling their walking, running, jumping, or attacking actions.
[0032] Virtual pets: A type of virtual property for virtual characters, which can take the form of virtual animals or anime characters. Optionally, players can control their virtual characters to feed, dress up, and interact with their virtual pets. As the number of feeding actions increases, the virtual pet's level also increases. Virtual pets of different levels can have different appearances and possess different skills, such as increasing the virtual character's combat power. Optionally, virtual pets can be assigned to each virtual character by the system, or obtained by virtual characters through completing pet acquisition quests.
[0033] Match: At least two teams can engage in a match through a match room. Examples include 3v3 and 5v5 matches. Optionally, if a player-controlled virtual character is defeated during a match, the character can revive after a certain respawn time and rejoin the match. The winner is determined when the match ends (e.g., reaching a certain duration or defeating a certain number of enemy virtual characters).
[0034] Defeat Data Panel: When a player-controlled virtual character is defeated, the player can trigger the panel display control to show the defeat data panel. The defeat data panel allows the player to analyze the reasons for the defeat, thus enabling them to adopt better strategies after respawning. Optionally, the defeat data includes information about the opponent who defeated the virtual character, the skills used, the damage dealt, etc.
[0035] In related technologies, defeat data panels are only used to simply list the defeat data of virtual characters, offering little help to players in matches. This results in a low trigger rate for the panel display controls, leading to low usage of the defeat data panel. Furthermore, players may experience frustration after being defeated in a match, preventing them from effectively utilizing the defeat data in the panel for analysis.
[0036] Therefore, in order to increase the trigger rate of the panel display control and thus the usage rate of the data panel, this application proposes a data panel display method, which displays game strategy information through a virtual pet in the defeated data panel, encouraging players to adopt appropriate game strategies to continue the game when they are defeated.
[0037] It should be noted that this application uses a data panel display scheme applied to a multiplayer online battle arena (MOBA) game as an example for illustration, but this does not constitute a limitation on the applicable application scenarios of this application. The method provided in this application can be applied to various applications with defeat data panels. For example, the method provided in this application can also be applied to any of the following programs: Virtual Reality (VR) programs, Augmented Reality (AR) programs, 3D map programs, Virtual Reality games, Augmented Reality games, First-Person Shooter (FPS) games, Third-Person Shooter (TPS) games, and Simulation Games (SLG).
[0038] See Figure 1 , Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application.
[0039] The computer system may include: a first terminal 110, a server 120, and a second terminal 130.
[0040] The first terminal 110 runs an application 111 that supports a virtual environment. This application 111 can be a MOBA game. When the first terminal 110 runs the application 111, the user interface of the application 111 is displayed on the screen of the first terminal 110. The first terminal 110 is the terminal used by the first user 112, who uses the first terminal 110 to control the first virtual character in the game screen.
[0041] The second terminal 130 runs an application 131 that supports a virtual environment, which can be a MOBA game. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. The second terminal 130 is the terminal used by the second user 132, who uses the second terminal 130 to control the second virtual character in the game screen.
[0042] Optionally, the first virtual character controlled by the first user 112 and the second virtual character controlled by the second user 132 can be different virtual characters belonging to the same team in the same game, or they can be different virtual characters in different teams.
[0043] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different. The device types include at least one of the following: smartphones, tablets, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptops, and desktop computers.
[0044] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals can access the server 120. Optionally, one or more terminals may also be terminals corresponding to developers, on which a development and editing platform for applications supporting virtual environments is installed. Developers can edit and update applications on these terminals and transmit the updated application installation packages to the server 120 via wired or wireless networks. The first terminal 110 and the second terminal 130 can download the application installation packages from the server 120 to update the applications.
[0045] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.
[0046] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services for applications that support a 3D virtual environment. Optionally, server 120 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server 120 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0047] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, game service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 loads instructions stored in server 120 and processes data in user account database 123 and game service module 124. User account database 123 stores data about user accounts used by the first terminal 110, second terminal 130, and other terminals, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Game service module 124 provides multiple game rooms for users to play, such as 3v3 and 5v5 games. User-facing I / O interface 125 establishes communication and exchanges data with the first terminal 110 and / or second terminal 130 via wireless or wired network.
[0048] It should be noted that the above embodiments only illustrate the general architecture of a computer system. The system may also include more or fewer components, or combine certain components. This embodiment does not constitute a limitation in this regard.
[0049] See Figure 2 , Figure 2 This is a flowchart of a data panel display method provided in an exemplary embodiment of this application. In some embodiments, the method is executed by a terminal. The method includes the following steps.
[0050] Step 201: When a virtual character is defeated in a match, a panel display control is displayed. The panel display control is used to trigger the display of the defeat data panel. The defeat data panel is used to display the defeat data of the virtual character. The defeat data is used to indicate the attack situation of the virtual character before it was defeated.
[0051] A virtual character is a character controlled by a player. Optionally, a virtual character can be a virtual human, an anime character, or a virtual animal. Optionally, a virtual character can be displayed using a two-dimensional or three-dimensional model. For example, in a multiplayer online tactical battle royale game, the virtual character could be a virtual hero. Players can control the virtual character in matches, such as controlling the character's walking, running, jumping, or attacking behaviors.
[0052] In some embodiments, if a virtual character is defeated in a match, it will be revived after a certain respawn time and rejoin the match.
[0053] Optionally, the terminal determines that the virtual character has been defeated in a match if the conditions for defeat are met. For example, the virtual character is determined to have been defeated if its health points are less than a health point threshold (e.g., 0).
[0054] The panel display control is used to trigger the display of the defeat data panel. In some embodiments, the panel display control can be a standalone control, or it can be a control shared with other functional controls. Optionally, the panel display control is shared with the resurrection countdown control; when the user clicks the resurrection countdown control, the terminal displays the defeat data panel.
[0055] The defeat data panel displays the virtual character's defeat data, indicating the attacks the virtual character suffered before being defeated. Optionally, the defeat data includes information about the opponent who defeated the virtual character, the skills used by the opponent, the damage dealt, etc.
[0056] Optionally, the information about the opponent who defeats the virtual character includes the opponent's name, avatar, or type. Optionally, the skills used by the opponent include the skill name or type. Optionally, the damage dealt includes total damage taken, duration of damage taken, and duration of control effects.
[0057] In one possible scenario, if the number of opponents defeated by the virtual character is greater than or equal to two, the defeat data may also include the percentage of damage each opponent inflicted on the virtual character, or any other possible data reflecting the attack situation of the virtual character before being defeated, without any limitation.
[0058] Step 202: In response to a trigger operation on the panel display control, the defeat data panel is displayed.
[0059] Optionally, the triggering operation for the panel display control can be a click operation, a swipe operation, a touch operation, or other possible triggering operations, without any restrictions.
[0060] The defeat data panel is used to display the defeat data of the virtual character.
[0061] See Figure 3 , Figure 3 This is a schematic diagram illustrating the display of a defeated data panel in response to a trigger operation on a panel display control, provided by an exemplary embodiment of this application.
[0062] like Figure 3As shown, the game interface displays a panel display control 311, which shows the countdown respawn time (e.g., 6 seconds). When the user triggers the panel display control 311, the terminal displays a defeat data panel 312. The defeat data displayed in the defeat data panel 312 includes the virtual character's total damage taken, damage taken duration, information about the opponent who defeated the virtual character, the skills used, and so on. As time progresses, the countdown respawn time gradually decreases (e.g., decreasing to 2 seconds).
[0063] Step 203: In the defeat data panel, display the game strategy information through the virtual pets possessed by the virtual character. The game strategy information is related to the reason why the virtual character was defeated.
[0064] Virtual pets are a type of virtual property for virtual characters, and can take the form of virtual animals or anime characters. Optionally, players can control their virtual characters to feed, dress up, and interact with their virtual pets. Optionally, as the number of feeding operations increases, the virtual pet's level increases; different level virtual pets can have different appearances and possess different skills, such as increasing the virtual character's combat power. Optionally, virtual pets can be assigned to each virtual character by the system, or virtual characters can obtain them by completing pet acquisition quests.
[0065] The game strategy information is related to the reasons why the virtual character was defeated. In some embodiments, the game strategy information includes the reasons that led to the virtual character's defeat, such as the strategy or tactics used by the virtual character, the skills used by the virtual character, the character type of the virtual character, etc. In some embodiments, the game strategy information also includes recommended game strategies for the virtual character, such as strategies, tactics, or skills recommended for the virtual character to use after resurrection based on the reasons for this defeat.
[0066] Regarding the method for determining match strategy information, in one possible implementation, the terminal can determine the match strategy information corresponding to the virtual character's defeat data. For example, the terminal can be configured with a match strategy model (such as an artificial intelligence model). The terminal inputs the virtual character's defeat data and opponent information into the match strategy model to generate recommended match strategy information for the virtual character. In other embodiments, the terminal can also determine the match strategy information based on the virtual character's behavior before being defeated and the location of the defeat, according to a pre-configured correspondence. Alternatively, those skilled in the art can determine the match strategy information in any other possible way, without limitation.
[0067] Regarding the display method of game strategy information, in some embodiments, game strategy information can be displayed using at least one of the following methods: text display, image display, or audio / video display.
[0068] For example, game strategy information can be a text description of why the virtual character was defeated, an image showing recommended tactics for the virtual character, or an audio / video presentation of recommended strategies for the virtual character, etc.
[0069] Regarding the specific methods for displaying match strategy information through virtual pets possessed by virtual characters, in some scenarios, the virtual pet can be displayed around the match strategy information to prompt players to check the match strategy information; in other scenarios, the corresponding animation of the virtual pet can be played to attract players' attention to the match strategy information around the virtual pet; in still other scenarios, the virtual pet can also broadcast the corresponding audio of the match strategy information, without any restrictions.
[0070] like Figure 3 In the middle, the terminal displays game strategy information 314 through the virtual pet 313 of the virtual character in the defeat data panel 312. Figure 3 The game strategy information 314 is displayed as text: "In the first 4 minutes, damage is reduced by 25% when entering the enemy's defensive tower, and tower diving is likely to fail." This is used to inform the virtual character of the reason for being defeated. Therefore, after the virtual character revives, players can avoid using the tower diving strategy in the first 4 minutes of the game, thus making better use of the defeat data panel and improving the user's game experience.
[0071] In summary, when a virtual character is defeated in a match, a display panel control is activated. When the player triggers this control, a defeat data panel is displayed. This panel shows defeat data indicating the attack status of the virtual character before defeat. Additionally, match strategy information is displayed through the virtual pet associated with the character. Since this strategy information is related to the reason for the character's defeat, displaying it through the virtual pet increases player engagement, providing relevant information and making fuller use of the defeat data panel. This increases both the panel's usage rate and the trigger rate of the display control, ultimately improving the user experience.
[0072] To further increase the trigger rate of the panel display controls and thus increase the usage rate of the defeat data panel, in some embodiments, the terminal can display the virtual pet of the virtual character around the panel display controls when the virtual character is defeated in the game, and display the defeat data panel containing the virtual pet in response to the trigger operation of the panel display controls, thereby attracting users to trigger the panel display controls and view the defeat data panel through the virtual pet.
[0073] In one possible implementation, the terminal can display a virtual pet at the location where the virtual character is defeated in a match, and control the virtual pet to move from the location of the defeat to the periphery of the panel display controls.
[0074] The location where a virtual character is defeated can be the character's position on the game interface when the defeat conditions are met. For example, the position of the virtual character when its health drops to 0.
[0075] Regarding the specific method by which the terminal controls the virtual pet to move from the location of defeat to the periphery of the panel display controls, in some embodiments, the terminal can display the model corresponding to the virtual pet at the location of defeat when the virtual character is defeated in the game, and control the model corresponding to the virtual pet to move from the location of defeat to the periphery of the panel display controls; in other embodiments, the terminal can play a pre-set animation, in which the virtual pet is located at the location of defeat at the beginning of the animation, and at the end of the animation, the virtual pet is located at the periphery of the panel display controls, and during the animation, the virtual pet moves from the location of defeat to the periphery of the panel display controls.
[0076] See Figure 4 , Figure 4 This is a schematic diagram of a virtual pet moving from the location of being defeated to the periphery of a panel display control, provided in an exemplary embodiment of this application.
[0077] like Figure 4 As shown, after the virtual character is defeated at location 412, the terminal displays a virtual pet 413 at location 412, and the panel display control 411 displays a countdown timer for resurrection of 10 seconds. The terminal controls the virtual pet 413 to move from location 412 to the periphery of the panel display control 411.
[0078] Regarding the specific method by which the terminal controls the virtual pet to move from the location of being defeated to the periphery of the panel display control, in some embodiments, the terminal can control the virtual pet to move from the location of being defeated to the periphery of the panel display control based on the number of times the virtual character is defeated, wherein different numbers of being defeated correspond to different movement effects during the movement process.
[0079] For example, when the virtual character is defeated once, the terminal can control the virtual pet to use a first movement effect (e.g., quickly move to the periphery of the panel display control) during movement; when the virtual character is defeated twice or more, the terminal can control the virtual pet to use a second movement effect (e.g., slowly move to the periphery of the panel display control while making a comforting expression), thereby further increasing the probability of the user triggering the panel display control when the virtual character is defeated a high number of times.
[0080] Regarding the specific method by which the terminal controls the virtual pet to move from the location of being defeated to the periphery of the panel display controls, in some other embodiments, the terminal may control the virtual pet to move from the location of being defeated to the periphery of the panel display controls within a movement time based on the resurrection time.
[0081] Among them, movement time is positively correlated with resurrection time, which is the time between the moment a virtual character resurrects and the moment they are defeated in a match.
[0082] In some scenarios, the respawn time for virtual characters of different levels after being defeated in a match may vary. For example, a level 10 virtual character may have a respawn time of 20 seconds, while a level 20 virtual character may have a respawn time of 10 seconds. For virtual characters with shorter respawn times, the movement time of their virtual pets needs to be relatively shorter, so that users have more time to view the defeat data panel.
[0083] Therefore, for virtual characters with longer resurrection times, the terminal can determine a relatively longer movement time for their virtual pets; conversely, for virtual characters with shorter resurrection times, the terminal can determine a relatively shorter movement time for their virtual pets. For example, if a virtual character's resurrection time is 20 seconds, the terminal determines the movement time for the virtual pet from its defeated location to the perimeter of the panel display controls to be 3 seconds; if a virtual character's resurrection time is 10 seconds, the terminal determines the movement time for the virtual pet from its defeated location to the perimeter of the panel display controls to be 1 second.
[0084] In some embodiments, after controlling the virtual pet to move from the location of being defeated to the periphery of the panel display control, the terminal can also control the virtual pet to perform guiding actions on the panel display control, so as to further increase the probability of the panel display control being triggered.
[0085] The guiding action is used to guide the trigger panel display controls.
[0086] For example only, the guiding action can be a pointing action where the virtual pet points to the control on the panel, or a circling action where the virtual pet circles around the control on the panel.
[0087] By guiding users through actions, the probability of them triggering the panel display controls can be further increased, thereby increasing the usage rate of the data panel.
[0088] In this embodiment, when a virtual character is defeated in a match, the terminal controls the virtual pet of the virtual character to move from the location of the defeat to the periphery of the panel display control. This can enhance the player's attention to the panel display control. By controlling the virtual pet to perform guiding actions, the player can be further guided to trigger the panel display control, thereby increasing the trigger rate of the panel display control and thus increasing the usage rate of the defeat data panel.
[0089] After the player triggers the panel display control, the terminal displays the defeat data panel, and in the defeat data panel, the virtual pet of the virtual character displays the game strategy information.
[0090] Regarding the specific method by which the terminal displays match strategy information through a virtual pet, in some embodiments, the terminal controls the virtual pet to move from the panel display controls to the match strategy bar in the defeat data panel, so as to guide the player to view the match strategy bar; when the virtual pet moves to the match strategy bar, the match strategy information is displayed through the virtual pet in the match strategy bar.
[0091] See Figure 5 , Figure 5 This is a schematic diagram illustrating how a terminal displays game strategy information via a virtual pet, as provided in an exemplary embodiment of this application.
[0092] like Figure 5 As shown, after the user triggers the panel display control 511, the terminal controls the virtual pet 512 to move from the panel display control 511 to the game strategy bar 514 in the defeat data panel 513, so as to guide the player to view the game strategy bar 514.
[0093] Regarding the specific method of controlling the virtual pet to move from the panel display controls to the game strategy bar in the defeat data panel, in some embodiments, the terminal can control the virtual pet to move from the panel display controls to the game strategy bar in the defeat data panel based on the number of times the virtual character is defeated, wherein different numbers of defeats correspond to different movement effects during the movement process.
[0094] For example, when the virtual character is defeated once, the terminal can control the virtual pet to use the first movement effect (e.g., quickly move to the game strategy bar) during movement; when the virtual character is defeated twice or more, the terminal can control the virtual pet to use the second movement effect (e.g., slowly move to the game strategy bar while making a comforting expression), thereby further increasing the probability of the user viewing the game strategy bar in the defeat data panel when the virtual character is defeated a high number of times.
[0095] See Figure 6 , Figure 6This is an exemplary embodiment of the present application, illustrating how the terminal controls the virtual pet to move from the panel display controls to the defeat data panel with different movement effects under different numbers of defeats.
[0096] like Figure 6 As shown, when defeated a few times (e.g., less than twice), the terminal-controlled virtual pet 612-1 moves from the panel display control 611 to the game strategy bar 613 in the defeat data panel using movement effect A. Movement effect A refers to the virtual pet moving with a cheerful expression. When defeated a lot (e.g., more than twice), the terminal-controlled virtual pet 612-2 moves from the panel display control 611 to the game strategy bar 613 in the defeat data panel using movement effect B. Movement effect B refers to the virtual pet moving with a sad expression.
[0097] It should be noted that, Figure 6 The example only illustrates the different movement effects of the virtual pet under different numbers of defeats. In addition to the virtual pet using different expressions, different movement effects can also be manifested in different movement speeds, different postures, different movement paths, etc., and there are no restrictions on this.
[0098] In one possible scenario, the terminal can also count the reasons why the virtual character is defeated. When the number of times the virtual character is defeated reaches a threshold based on the same reason, the terminal can update the movement effect of the virtual pet and use the new movement effect to control the virtual pet to move from the panel display control to the game strategy bar in the defeat data panel.
[0099] Regarding the specific method by which the terminal controls the virtual pet to move from the panel display controls to the game strategy bar in the defeat data panel, in some other embodiments, the terminal can control the virtual pet to move from the panel display controls to the game strategy bar in the defeat data panel within the movement time based on the resurrection time.
[0100] Among them, movement time is positively correlated with resurrection time, which is the time between the moment a virtual character resurrects and the moment they are defeated in a match.
[0101] In some scenarios, the respawn time for virtual characters of different levels after being defeated in a match may vary. For example, a level 10 virtual character might have a respawn time of 20 seconds, while a level 20 virtual character might have a respawn time of 10 seconds. For virtual characters with shorter respawn times, their virtual pets need to have relatively shorter movement times so that users have more time to view the match strategy section in the defeat data panel.
[0102] Therefore, for virtual characters with longer resurrection times, the terminal can determine a relatively longer movement time for their virtual pets; conversely, for virtual characters with shorter resurrection times, the terminal can determine a relatively shorter movement time for their virtual pets. For example, if a virtual character's resurrection time is 20 seconds, the terminal determines the movement time for the virtual pet from the panel display controls to the game strategy bar to be 2 seconds; if a virtual character's resurrection time is 10 seconds, the terminal determines the movement time for the virtual pet from the panel display controls to the game strategy bar to be 1 second.
[0103] To improve the efficiency of players viewing match strategy information in the match strategy section, in some embodiments, the terminal can determine the display method of match strategy information based on the resurrection time, and display the match strategy information through the virtual pets of the virtual character in the defeat data panel.
[0104] In one possible scenario, if the resurrection time is less than a first time threshold, the terminal determines that the display method is an image display.
[0105] For illustrative purposes only, the first duration threshold is 5 seconds.
[0106] When the resurrection time is less than the first time threshold, the terminal displays the game strategy information in the form of images. Therefore, players can quickly and intuitively obtain the game strategy information they need from the images (such as the reason for being defeated, or the recommended tactics after resurrection, etc.) without having to read lengthy text, watch videos, or listen to audio, thus achieving high efficiency in displaying game strategy information.
[0107] In one possible scenario, if the terminal determines that the display method is at least one of audio display and video display when the resurrection duration is greater than or equal to a first duration threshold and less than a second duration threshold, and the second duration threshold is greater than the first duration threshold.
[0108] For illustrative purposes only, the second duration threshold is 10 seconds.
[0109] When the resurrection time is greater than or equal to the first time threshold and less than the second time threshold, players have relatively sufficient time to watch videos or listen to audio. Therefore, audio and video display can be used to present the game strategy information to players in a more three-dimensional and diverse way, taking into account both the viewing time and the viewing effect of the game strategy information.
[0110] In one possible scenario, if the resurrection duration is greater than or equal to the second duration threshold, the terminal determines that the display method is text display.
[0111] If the respawn time is greater than or equal to the second time threshold, players have ample time to read the text. Therefore, text-based displays can be used to present game strategy information to players.
[0112] In this embodiment, the terminal displays game strategy information in different ways based on different respawn times, which can ensure that players can view the game strategy information within the specified respawn time, and has a high efficiency in displaying game strategy information. At the same time, using different display methods to display game strategy information can also improve the richness of game strategy information, thereby increasing the usage rate of the defeat data panel.
[0113] In some embodiments, the terminal displays the virtual pet of the virtual character around the panel display control only when the virtual character is defeated for the first time in a match, and controls the virtual pet to move from the panel display control to the match strategy bar in the defeat data panel, thereby increasing the trigger rate of the panel display control and the usage rate of the defeat data panel through the virtual pet.
[0114] In some embodiments, when the virtual character is not defeated for the first time, the terminal directly displays the virtual pet in the game strategy bar of the defeat data panel, and displays game strategy information through the virtual pet. This saves the time of displaying the virtual pet around the panel display control and controlling the virtual pet to move from the panel display control to the game strategy bar, allowing players to have more time to view the game strategy information and improving the display efficiency of the game strategy information.
[0115] See Figure 7 , Figure 7 This is a flowchart illustrating a method for displaying a data panel when a virtual character is defeated for the first time or not during a match, according to an exemplary embodiment of this application. The flowchart includes the following steps.
[0116] Step 710: The virtual character is defeated in the game.
[0117] In some embodiments, the terminal displays a game interface, allowing players to control virtual characters in a virtual environment within the game interface. The terminal determines that the virtual character has been defeated in the game if certain conditions are met, such as health points decreasing to 0.
[0118] Step 720: Determine if the virtual character is being defeated for the first time.
[0119] Regarding the specific method for determining whether a virtual character has been defeated for the first time, in some embodiments, the terminal can record the number of times the virtual character has been defeated using a defeat count identifier. For example, if the defeat count identifier is 1, the virtual character is determined to have been defeated for the first time; if the defeat count identifier is greater than 1, the virtual character is determined to have been defeated multiple times.
[0120] Regarding the specific method for determining whether a virtual character has been defeated for the first time, in some embodiments, the terminal controls the virtual pet's movement through animation playback. Therefore, the terminal can also determine whether the virtual character has been defeated for the first time or not based on whether the animation has already been played. For example, if the terminal has already played an animation showing the virtual pet moving from the periphery of the panel display controls to the game strategy bar, the virtual character is determined to have not been defeated for the first time; or, if the terminal has already played an animation showing the virtual pet moving from the location of defeat to the periphery of the panel display controls, the virtual character is determined to have not been defeated for the first time. If the terminal has not played the virtual pet's animation, the virtual character is determined to have been defeated for the first time.
[0121] If the virtual character is defeated for the first time, proceed with steps 731 to 771.
[0122] In some embodiments, when a virtual character is defeated for the first time in a match, the terminal displays the virtual pet that the virtual character possesses around the panel display controls. The process of displaying the virtual pet around the panel display controls includes steps 731 to 741.
[0123] Step 731: Display the virtual pet at the location where the virtual character was defeated.
[0124] Optionally, the terminal can display a two-dimensional or three-dimensional model of the virtual pet at the location where the virtual character is defeated.
[0125] Step 741: Control the virtual pet to move from the location where it was defeated to the periphery of the panel display controls.
[0126] In one possible approach, the terminal can move the two-dimensional or three-dimensional model corresponding to the virtual pet from the location where it was defeated to the periphery of the panel display controls. Alternatively, the terminal can play an animation in which the virtual pet is located at the location where it was defeated at the beginning of the animation and at the location where it is located at the periphery of the panel display controls at the end of the animation, during which the virtual pet moves from the location where it was defeated to the periphery of the panel display controls.
[0127] Step 751: In response to a trigger operation on the panel display control, the defeat data panel is displayed.
[0128] In some embodiments, the defeat data panel displays defeat data for the virtual character, such as information about the opponent who defeated the virtual character, the skills used, the damage caused, and so on.
[0129] Step 761: Move the virtual pet from the panel display controls to the match strategy bar in the defeat data panel.
[0130] In some embodiments, the terminal can move the two-dimensional or three-dimensional model corresponding to the virtual pet from the periphery of the panel display control to the game strategy bar. Alternatively, the terminal can play an animation in which the virtual pet is located at the periphery of the panel display control at the beginning of the animation and at the end of the animation in the game strategy bar. During the animation, the virtual pet moves from the periphery of the panel display control to the game strategy bar.
[0131] Step 771: In the game strategy section, display game strategy information through virtual pets.
[0132] Optionally, the terminal will display the virtual pet around the game strategy information to prompt players to view the game strategy information.
[0133] Optionally, an animation corresponding to the virtual pet can be played to attract players' attention to the game strategy information surrounding the virtual pet.
[0134] Optionally, the terminal can broadcast audio corresponding to game strategy information via a virtual pet.
[0135] In some embodiments, if the virtual character is not being defeated for the first time, steps 732 to 742 are performed.
[0136] Step 732, in response to a trigger operation on the panel display control, display the defeat data panel.
[0137] Step 742: In the game strategy section, display game strategy information through virtual pets.
[0138] In some embodiments, if the virtual character is not defeated for the first time, a virtual pet is displayed in the game strategy section of the defeat data panel, and game strategy information is displayed through the virtual pet.
[0139] In this embodiment, the terminal only displays the virtual pet of the virtual character around the panel display control when the virtual character is defeated for the first time in a match. It also controls the virtual pet to move from the panel display control to the match strategy bar in the defeat data panel. This increases the trigger rate of the panel display control and the usage rate of the defeat data panel. When the virtual character is not defeated for the first time, the virtual pet is directly displayed in the match strategy bar of the defeat data panel, and match strategy information is displayed through the virtual pet. This saves time compared to displaying the virtual pet around the panel display control and controlling its movement, allowing players more time to view match strategy information and improving the efficiency of its display.
[0140] Regarding the method for determining match strategy information, in some embodiments, the terminal can determine match strategy information based on the character state data before the virtual character is defeated, and display the match strategy information in the defeat data panel through the virtual pet possessed by the virtual character.
[0141] Optionally, the virtual character's state data before being defeated includes at least one of the following: location of defeat, character behavior, number of times defeated, character level, character type, character equipment, and character items.
[0142] Regarding the specific method for determining match strategy information based on the character state data before the virtual character is defeated, in one possible implementation, a match strategy model is deployed in the terminal or backend server. The terminal inputs the character state data before the virtual character is defeated into the match strategy model to generate match strategy information recommended for the virtual character.
[0143] In one possible scenario, the game strategy model can be an artificial intelligence model capable of generating text, images, and videos. In some embodiments, the terminal can also first determine the display method (such as text display, image display, or audio / video display) of the game strategy information based on the respawn time, and then input the determined display method as a prompt into the game strategy model capable of generating text, images, and videos, so as to prompt the game strategy model to generate the game strategy information corresponding to the display method.
[0144] In some possible implementations, the terminal can also determine the game strategy information based on the character state data before the virtual character is defeated, and the attack situation before the virtual character is defeated (i.e., defeat data), without any restrictions.
[0145] In some embodiments, the terminal can determine the game strategy information based on the character state data of the virtual character before it is defeated, through a strategy configuration table.
[0146] In some embodiments, the terminal determines the game strategy information based on the location of defeat and the character's behavior, according to the strategy configuration table. The strategy configuration table is used to configure the correspondence between the location of defeat, the character's behavior, and the game strategy information.
[0147] See Figure 8 , Figure 8 This is a schematic diagram of a strategy configuration table provided in an exemplary embodiment of this application.
[0148] like Figure 8 As shown, the strategy configuration table specifies the correspondence between the location of defeat M, the character behavior N, and the game strategy information P.
[0149] Optionally, the location of the defeat can be the location where the virtual character's health is reduced to 0, the character's behavior can be the behavior (including skills, actions or tactics) adopted by the virtual character before being defeated, and the game strategy information can be the reason for being defeated or the recommended tactics, strategies or skills to be adopted after resurrection.
[0150] The virtual character adopts different character behaviors in different locations where they are defeated, corresponding to different game strategy information, among which the strategy configuration table can be pre-configured and determined.
[0151] For example, if the location of defeat is M1 and the character's behavior is N1, the corresponding game strategy information can be recorded as P11 = M1 + N1; if the location of defeat is M2 and the character's behavior is N1, the corresponding game strategy information can be recorded as P21 = M2 + N1... and so on. If the location of defeat is Mm and the character's behavior is Nn, the corresponding game strategy information can be recorded as Pmn = Mm + Nn.
[0152] It should be noted that the above explanation only uses character status data, including the location of defeat and character behavior, as an example to illustrate how to determine match strategy information according to the strategy configuration table. Those skilled in the art will understand that other possible character status data (such as the number of times defeated) can also be used to jointly determine match strategy information.
[0153] In some embodiments, the terminal can determine the game strategy information based on the location of the defeat, the character's behavior, and the number of times the character is defeated, according to the strategy configuration table.
[0154] The strategy configuration table is used to configure the correspondence between the location of defeat, character behavior, number of times defeated, and game strategy information. When the location of defeat and character behavior are the same, different numbers of times defeated correspond to different game strategy information.
[0155] For example, if the location of the defeat is M1, the character's behavior is N1, and the number of times the character is defeated is 1, the corresponding game strategy information may be information instructing the virtual character to take the initiative to attack; while if the location of the defeat is M1, the character's behavior is N1, and the number of times the character is defeated is 5, the corresponding game strategy information may be information instructing the virtual character to defend.
[0156] In this embodiment, based on the location of the defeat and the character's behavior, the corresponding game strategy information is determined through the correspondence between the location of the defeat, the character's behavior, and the game strategy information configured in the strategy configuration table. Furthermore, the game strategy information is displayed to the player through a virtual pet in the defeat data panel, which can improve the richness of the data in the defeat data panel, thereby increasing the trigger rate of the panel display control and the usage rate of the defeat data panel.
[0157] See Figure 9 , Figure 9 This is a structural block diagram of a data panel display device provided in an exemplary embodiment of this application. The device includes:
[0158] The control display module 901 is used to display a control panel when a virtual character is defeated in a game. The control panel is used to trigger the display of a defeat data panel, which is used to display the defeat data of the virtual character. The defeat data is used to indicate the attack status of the virtual character before it was defeated.
[0159] The panel display module 902 is used to display the defeat data panel in response to a trigger operation of the panel display control;
[0160] The panel display module 902 is also used to display game strategy information in the defeat data panel through the virtual pet possessed by the virtual character, and the game strategy information is related to the reason why the virtual character was defeated.
[0161] Optionally, the panel display module 902 is used for:
[0162] Control the virtual pet to move from the panel display controls to the game strategy bar in the defeat data panel;
[0163] When the virtual pet moves to the game strategy bar, the game strategy information is displayed in the game strategy bar through the virtual pet.
[0164] Optionally, the panel display module 902 is used for at least one of the following:
[0165] Based on the number of times the virtual character is defeated, the virtual pet is controlled to move from the panel display control to the game strategy bar in the defeat data panel, wherein different numbers of defeats correspond to different movement effects during the movement process;
[0166] Based on the resurrection duration, the virtual pet is controlled to move from the panel display control to the game strategy bar in the defeat data panel within the movement duration. The movement duration is positively correlated with the resurrection duration, which is the time between the virtual character's resurrection time and the time of being defeated in the game.
[0167] Optionally, the panel display module 902 is used for:
[0168] When the virtual character is defeated for the first time in a match, control the virtual pet to move from the panel display controls to the match strategy bar in the defeat data panel;
[0169] If the virtual character is defeated for the first time, the virtual pet is displayed in the game strategy section of the defeat data panel; the game strategy information is displayed through the virtual pet.
[0170] Optionally, the panel display module 902 is used for:
[0171] Based on the resurrection duration, the display method of the game strategy information is determined, wherein the resurrection duration is the time between the resurrection time and the defeat time of the virtual character in the game;
[0172] In the defeat data panel, the game strategy information is displayed through the virtual pet possessed by the virtual character, using the aforementioned display method.
[0173] Optionally, the panel display module 902 is used for:
[0174] If the resurrection time is less than a first time threshold, the display method is determined to be image display;
[0175] If the resurrection duration is greater than or equal to the first duration threshold and less than the second duration threshold, the display method is determined to be at least one of audio display and video display, and the second duration threshold is greater than the first duration threshold.
[0176] If the resurrection duration is greater than or equal to the second duration threshold, the display method is determined to be text display.
[0177] Optionally, the control display module 901 is used for:
[0178] If the virtual character is defeated in a match, the virtual pet possessed by the virtual character is displayed around the panel display controls;
[0179] Optionally, the panel display module 902 is used for:
[0180] In response to the trigger operation of the panel display control, the defeat data panel containing the virtual pet is displayed.
[0181] Optionally, the control display module 901 is used for:
[0182] If the virtual character is defeated in a match, the virtual pet is displayed at the location where the virtual character was defeated.
[0183] Control the virtual pet to move from the location where it was defeated to the periphery of the panel display controls.
[0184] Optionally, the control display module 901 is used for at least one of the following:
[0185] Based on the number of times the virtual character is defeated, the virtual pet is controlled to move from the location of the defeat to the periphery of the panel display control, wherein different numbers of defeats correspond to different movement effects during the movement process;
[0186] Based on the resurrection duration, the virtual pet is controlled to move from the location of being defeated to the periphery of the panel display control within the movement duration. The movement duration is positively correlated with the resurrection duration, which is the time between the virtual character's resurrection time and the time of being defeated in the game.
[0187] Optionally, the control display module 901 is used for:
[0188] The virtual pet is controlled to perform a guiding action on the panel display control, the guiding action being used to trigger the panel display control.
[0189] Optionally, the control display module 901 is used for:
[0190] If the virtual character is defeated for the first time in a match, the virtual pet possessed by the virtual character will be displayed around the panel display controls.
[0191] Optionally, the panel display module 902 is used for:
[0192] The game strategy information is determined based on the character state data of the virtual character before it is defeated;
[0193] In the defeat data panel, the game strategy information is displayed through the virtual pet possessed by the virtual character.
[0194] Optionally, the character status data includes the location of the defeat and the character's behavior. The panel display module 902 is used for:
[0195] Based on the location of the defeat and the character's behavior, the game strategy information is determined according to the strategy configuration table, which is used to configure the correspondence between the location of the defeat, the character's behavior, and the game strategy information.
[0196] Optionally, the character status data also includes the number of times the character has been defeated. The panel display module 902 is used for:
[0197] Based on the location of defeat, the character's behavior, and the number of times the character was defeated, the game strategy information is determined according to the strategy configuration table. The strategy configuration table is used to configure the correspondence between the location of defeat, the character's behavior, the number of times the character was defeated, and the game strategy information.
[0198] In cases where the location of the defeat and the character's behavior are the same, different numbers of defeats correspond to different game strategy information.
[0199] See Figure 10 , Figure 10 This is a structural block diagram of a terminal 1000 provided in an exemplary embodiment of this application. The terminal 1000 can be a portable mobile terminal, such as a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, or Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 1000 may also be referred to as a user device, portable terminal, or other names.
[0200] Typically, terminal 1000 includes a processor 1001 and a memory 1002.
[0201] Processor 1001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1001 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1001 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1001 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1001 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.
[0202] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1002 are used to store at least one instruction, which is executed by the processor 1001 to implement the game configuration setting method provided in the embodiments of this application.
[0203] In some embodiments, the terminal 1000 may also optionally include: a peripheral device interface 1003 and at least one peripheral device.
[0204] Peripheral interface 1003 can be used to connect at least one input / output (I / O) related peripheral device to processor 1001 and memory 1002. In some embodiments, processor 1001, memory 1002 and peripheral interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1001, memory 1002 and peripheral interface 1003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0205] Those skilled in the art will understand that Figure 10The structure shown does not constitute a limitation on terminal 1000 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0206] This application also provides a computer-readable storage medium storing at least one computer instruction, which is loaded and executed by a processor to implement the method described in the above embodiments. Optionally, the computer-readable storage medium may include ROM, RAM, solid-state drives (SSDs), or optical discs, etc. The RAM may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).
[0207] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the various optional implementations of the above aspects.
[0208] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A data panel display method characterized by, The method comprises: In the case that the virtual character is defeated in the game, a panel display control is displayed, the panel display control is used to trigger the display of a defeat data panel, the defeat data panel is used to show defeat data of the virtual character, and the defeat data is used to indicate attack conditions before the virtual character is defeated; In response to the triggering operation of the panel display control, the defeat data panel is displayed; In the defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character.
2. The method of claim 1, wherein, The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character.
3. The method of claim 2, wherein, The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character.
4. The method of claim 2, wherein, The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character.
5. The method according to any one of claims 1 to 4, characterized in that, The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character.
6. The method of claim 5, wherein, The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual character, and the game strategy information is related to a reason for the defeat of the virtual character. The defeat data panel, game strategy information is shown by a virtual pet possessed by the virtual In a case where the resurrection duration is greater than or equal to the first duration threshold and less than a second duration threshold, the display mode is determined to be at least one of audio display and video display, the second duration threshold being greater than the first duration threshold; In a case where the resurrection duration is greater than or equal to the second duration threshold, the display mode is determined to be text display.
7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In a case where the virtual character is defeated in the game, the virtual pet possessed by the virtual character is displayed on the periphery of the panel display control; The display of the defeat data panel in response to the triggering operation on the panel display control includes: The display of the defeat data panel containing the virtual pet in response to the triggering operation on the panel display control.
8. The method of claim 7, wherein, The display of the virtual pet possessed by the virtual character on the periphery of the panel display control in a case where the virtual character is defeated in the game includes: In a case where the virtual character is defeated in the game, the virtual pet is displayed at the defeated location of the virtual character; The virtual pet is controlled to move from the defeated location to the periphery of the panel display control.
9. The method of claim 8, wherein, The control of the virtual pet to move from the defeated location to the periphery of the panel display control includes at least one of: Based on the number of defeats of the virtual character, the virtual pet is controlled to move from the defeated location to the periphery of the panel display control, wherein different defeat numbers correspond to different movement effects in the movement process; Based on the resurrection duration, the virtual pet is controlled to move from the defeated location to the periphery of the panel display control within a movement duration, the movement duration being positively correlated with the resurrection duration, the resurrection duration being the duration between the resurrection time and the defeat time of the virtual character in the game.
10. The method of claim 8, wherein, After the control of the virtual pet to move from the defeated location to the periphery of the panel display control, the method further includes: The virtual pet is controlled to perform a guiding action on the panel display control, the guiding action being used to guide the triggering of the panel display control.
11. The method of claim 7, wherein, The display of the virtual pet possessed by the virtual character on the periphery of the panel display control in a case where the virtual character is defeated in the game includes: In a case where the virtual character is defeated in the game for the first time, the virtual pet possessed by the virtual character is displayed on the periphery of the panel display control.
12. The method according to any one of claims 1 to 11, characterized in that, The display of the game strategy information in the defeat data panel through the virtual pet possessed by the virtual character includes: Based on the character state data before the defeat of the virtual character, the game strategy information is determined; The game strategy information is displayed in the defeat data panel through the virtual pet possessed by the virtual character.
13. The method of claim 12, wherein, The character state data includes a defeated location and a character behavior, and the determination of the game strategy information based on the character state data before the defeat of the virtual character includes: The game strategy information is determined according to a strategy configuration table based on the defeated location and the character behavior, the strategy configuration table being used for configuring the corresponding relationship among the defeated location, the character behavior and the game strategy information.
14. The method of claim 13, wherein, The character state data further includes defeated times, and the game strategy information is determined according to the strategy configuration table based on the defeated location, the character behavior and the defeated times, the strategy configuration table being used for configuring the corresponding relationship among the defeated location, the character behavior, the defeated times and the game strategy information. The game strategy information is determined according to the strategy configuration table based on the defeated location, the character behavior and the defeated times, the strategy configuration table being used for configuring the corresponding relationship among the defeated location, the character behavior, the defeated times and the game strategy information. In the case that the defeated location and the character behavior are the same, different defeated times correspond to different game strategy information.
15. A data panel display device characterized by comprising: The device includes: The control display module is configured to display a panel display control in the case that the virtual character is defeated in the game, the panel display control being used to trigger display of a defeat data panel, the defeat data panel being used to show defeat data of the virtual character, the defeat data being used to indicate the attack condition before the virtual character is defeated. The panel display module is configured to display the defeat data panel in response to the triggering operation on the panel display control. The panel display module is further configured to show game strategy information in the defeat data panel through a virtual pet possessed by the virtual character, the game strategy information being related to the reason why the virtual character is defeated.
16. A terminal, characterized by The terminal includes a processor and a memory; the memory stores at least one computer instruction, the at least one computer instruction being used to be executed by the processor to implement the data panel display method according to any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one computer instruction, the computer instruction being loaded and executed by the processor to implement the data panel display method according to any one of claims 1 to 14.
18. A computer program product, characterised in that, The computer program product includes computer instructions stored in a computer readable storage medium; the processor of the terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the terminal executes the data panel display method according to any one of claims 1 to 14.