Information display method and apparatus for virtual object, storage medium, and electronic device
By setting a second virtual object as a special focus in the virtual game and displaying real-time information using the associated area of behavior and visual controls, the problem of low display efficiency of virtual object information is solved, and the effect of efficiently displaying real-time information without additional operation is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-12-10
- Publication Date
- 2026-06-12
AI Technical Summary
In multiplayer virtual game missions, players need to open the game minimap or information panel to obtain real-time information about other virtual objects. This process is cumbersome and time-consuming, resulting in low efficiency in displaying information about virtual objects.
If the first virtual object does not open the game minimap or information panel, the second virtual object is set to special attention. Real-time information about the second virtual object's participation in virtual game tasks is displayed by showing real-time information in the associated area, including the associated areas of behavior and visual controls.
It enables efficient display of real-time information of other virtual objects without opening the game minimap or information panel, improving information display efficiency and avoiding the inconvenience to the player's gaming experience caused by displaying a large amount of information.
Smart Images

Figure CN122183148A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically, to a method, apparatus, storage medium, and electronic device for displaying information of virtual objects. Background Technology
[0002] In multiplayer virtual game scenarios, if players want to obtain real-time information about other virtual objects, they usually need to open the game minimap or information panel, a cumbersome and time-consuming process that results in low efficiency in displaying virtual object information. Therefore, there is a problem with the low efficiency of virtual object information display.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] This application provides a method, apparatus, storage medium, and electronic device for displaying information of virtual objects, so as to at least solve the technical problem of low information display efficiency of virtual objects.
[0005] According to one aspect of the embodiments of this application, a method for displaying information of virtual objects is provided, comprising: displaying a virtual game task in which at least two virtual objects participate, wherein the at least two virtual objects include a first virtual object and a second virtual object; and, when the second virtual object is set as a virtual object of particular interest to the first virtual object, displaying real-time information of the second virtual object participating in the virtual game task.
[0006] According to another aspect of the embodiments of this application, an information display device for virtual objects is also provided, including: a first display unit for displaying a virtual game task in which at least two virtual objects participate, wherein the at least two virtual objects include a first virtual object and a second virtual object; and a second display unit for displaying real-time information of the second virtual object participating in the virtual game task when the second virtual object is set as a virtual object of particular interest to the first virtual object.
[0007] As an optional solution, the first display unit includes: a first display module for displaying at least one behavior control, wherein the behavior control is used to control the behavior of the first virtual object; the second display unit includes: a second display module for displaying the real-time information in at least one associated area, wherein the associated area is an area that is mutually associated with the position of the behavior control.
[0008] As an optional solution, the second display module includes: a first display submodule, used to display first real-time information in a first associated area, wherein the first associated area is an area that is associated with the position of a first behavior control, the first behavior control is used to control the movement behavior of the first virtual object, and the first real-time information is used to indicate the behavior status of the second virtual object in the process of participating in the virtual game task.
[0009] As an optional solution, the first display module includes: a second display submodule, used to display second real-time information in a second associated area, wherein the second associated area is an area that is associated with the position of a second behavior control, the second behavior control is used to control the movement behavior of the first virtual object, and the second real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the participation of the second virtual object in the virtual game task.
[0010] As an optional solution, the second sub-module includes: a first display sub-unit, used to automatically adjust the movement direction of the first virtual object toward the direction where the second virtual object is located after the second real-time information is displayed in the second associated area and a behavior control instruction triggered by the second behavior control is obtained, and the behavior control instruction points to the second real-time information.
[0011] As an optional solution, the second display module includes: a third display submodule, used to display third real-time information in a third associated area, wherein the third associated area is an area that is related to the position of a third behavior control, the third behavior control is used to control the visual behavior of the first virtual object, and the third real-time information is used to indicate the behavioral state of the second virtual object in the process of participating in the virtual game task.
[0012] As an optional solution, the second display module includes: a fourth display submodule, used to display fourth real-time information in a fourth associated area, wherein the fourth associated area is an area that is related to the position of a fourth behavior control, the fourth behavior control is used to control the visual behavior of the first virtual object, and the fourth real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the participation of the second virtual object in the virtual game task.
[0013] As an optional solution, the fourth sub-module includes: a second display sub-unit, which, after displaying the fourth real-time information in the fourth associated area, automatically adjusts the visual direction of the first virtual object to the direction of the second virtual object when a visual control instruction triggered by the fourth behavior control is obtained and the visual control instruction points to the fourth real-time information.
[0014] As an optional solution, the first display unit includes: a third display module for displaying at least one special attention indicator, wherein the at least one special attention indicator includes a target attention indicator for setting the second virtual object as a virtual object that the first virtual object has special attention to; and a setting module for setting the second virtual object as a virtual object that the first virtual object has special attention to in response to a special attention instruction triggered by the target attention indicator.
[0015] As an optional solution, the above-mentioned setting module includes: a fifth display submodule, used to display a first-state target attention identifier before setting the second virtual object as a virtual object of special attention to the first virtual object, wherein the first-state target attention identifier is used to indicate that the second virtual object is to be set as a virtual object of special attention to the first virtual object; and a sixth display submodule, used to display a second-state target attention identifier after setting the second virtual object as a virtual object of special attention to the first virtual object, wherein the second-state target attention identifier is used to indicate that the second virtual object has been set as a virtual object of special attention to the first virtual object.
[0016] As an optional solution, the sixth display submodule includes: a third display subunit, configured to display a third state target attention identifier after the display of the target attention identifier in the second state, when the first virtual object is set as a virtual object of special attention by the second virtual object, wherein the target attention identifier in the third state is used to indicate that the first virtual object and the second virtual object have been set as special attention to each other.
[0017] As an optional solution, the second display unit includes: a fourth display module, used to display distance prompt information when the distance between the first virtual object and the second virtual object is greater than or equal to a preset threshold, wherein the distance prompt information is used to indicate that the distance between the first virtual object and the second virtual object is far.
[0018] As an optional solution, the fourth display module includes a cancellation submodule, used to cancel the display of the distance prompt information when the distance between the first virtual object and the second virtual object is less than the preset threshold after the distance prompt information is displayed.
[0019] As an optional solution, the first display unit includes: a fifth display module, used to display attention prompt information when the first virtual object is set as a virtual object of special interest to the second virtual object, wherein the attention prompt information is used to prompt the second virtual object to set the first virtual object as a virtual object of special interest.
[0020] As an optional solution, the first display unit includes: a sixth display unit, configured to display a special attention list of the first virtual object in response to a list display request, wherein the special attention list is used to display and manage virtual objects that the first virtual object has and / or is to be given special attention.
[0021] As an optional solution, the second display unit includes: a sixth display module for displaying a first visual element with a first orientation, wherein the first visual element with the first orientation is used to indicate the relative direction between the second virtual object and the first virtual object during the virtual game task; and a seventh display module for displaying a first visual element with a second orientation when the third virtual object is set as a virtual object of particular interest to the first virtual object, wherein the first visual element with the second orientation indicates the relative direction between the third virtual object and the first virtual object during the virtual game task, and the at least two virtual objects include the third virtual object.
[0022] As an optional solution, the second display unit includes: an eighth display module for displaying a second visual element of a first form, wherein the second visual element is used to represent the behavioral state of the second virtual object participating in the virtual game task, and the first form is used to represent a first type of behavioral state; or, a ninth display module for displaying a second visual element of a second form, wherein the second form is used to represent a second type of behavioral state.
[0023] As an optional solution, the second display unit includes: a tenth display module for displaying a third visual element of a first color, wherein the real-time information includes indication information expressed by the third visual element, and the first color is used to represent the second virtual object; and an eleventh display module for displaying a third visual element of a second color when the fourth virtual object is set as a virtual object of particular interest to the first virtual object, wherein the second color is used to represent the fourth virtual object, and the at least two virtual objects include the fourth virtual object.
[0024] According to another aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the information display method for virtual objects as described above.
[0025] According to another aspect of the embodiments of this application, an electronic device is also provided, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the above-described method for displaying information of virtual objects through the computer program.
[0026] In this embodiment of the application, a virtual game task involving at least two virtual objects is displayed, wherein the at least two virtual objects include a first virtual object and a second virtual object; when the second virtual object is set as a virtual object that the first virtual object pays special attention to, real-time information of the second virtual object participating in the virtual game task is displayed.
[0027] By setting the second virtual object as a specially focused virtual object, real-time information about the second virtual object participating in virtual game tasks can still be displayed even when the first virtual object has not opened the game minimap or information panel. This achieves the goal of efficiently displaying real-time information of other virtual objects without opening the game minimap or information panel. Furthermore, since the specially focused virtual object is displayed, the real-time information of the virtual object is limited, avoiding the inconvenience to the player's game experience caused by displaying a large amount of information in real time. This truly achieves the technical effect of improving the information display efficiency of virtual objects, thereby solving the technical problem of low information display efficiency of virtual objects. Attached Figure Description
[0028] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0029] Figure 1 This is a schematic diagram of an application environment for an optional method for displaying information about virtual objects according to an embodiment of this application;
[0030] Figure 2 This is a schematic diagram of the flow of an optional method for displaying information of a virtual object according to an embodiment of this application;
[0031] Figure 3 This is a schematic diagram of an optional method for displaying information about a virtual object according to an embodiment of this application;
[0032] Figure 4 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0033] Figure 5 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0034] Figure 6 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0035] Figure 7 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0036] Figure 8 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0037] Figure 9 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0038] Figure 10 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0039] Figure 11 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0040] Figure 12 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0041] Figure 13 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0042] Figure 14 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0043] Figure 15 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0044] Figure 16 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0045] Figure 17 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0046] Figure 18 This is a schematic diagram of another optional method for displaying information about a virtual object according to an embodiment of this application;
[0047] Figure 19 This is a schematic diagram of an optional virtual object information display device according to an embodiment of this application;
[0048] Figure 20 This is a schematic diagram of the structure of an optional electronic device according to an embodiment of this application. Detailed Implementation
[0049] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.
[0050] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0051] According to one aspect of the embodiments of this application, a method for displaying information about a virtual object is provided. Optionally, as an optional implementation, the above-described method for displaying information about a virtual object can be applied to, but is not limited to, [examples of other methods]. Figure 1 The environment shown may include, but is not limited to, user equipment 102 and server 112. User equipment 102 may include, but is not limited to, a display 104, a processor 106 and a memory 108. Server 112 includes a database 114 and a processing engine 116.
[0052] The specific process can be summarized in the following steps:
[0053] Step S102: User equipment 102 obtains a request to display information of a virtual object;
[0054] Step S104: Send the virtual object information display request to the server 112 via network 110;
[0055] In steps S106-S108, server 112 displays virtual game tasks involving at least two virtual objects through processing engine 116, and further displays real-time information about the second virtual object participating in the virtual game task if the second virtual object is set as a virtual object of particular interest to the first virtual object.
[0056] In step S110, the information display result of the virtual object is sent to the user device 102 via the network 110. The user device 102 uses the information display result of the virtual object via the processor 106 to display the information display result of the virtual object on the display 104 and store the information display result of the virtual object in the memory 108.
[0057] remove Figure 1 Beyond the examples shown, the terminal devices described above can be terminal devices configured with a target client, including but not limited to at least one of the following: mobile phones (such as Android phones, iOS phones, etc.), laptops, tablets, PDAs, MIDs (Mobile Internet Devices), PADs, desktop computers, smart TVs, etc. The target client can be a video client, instant messaging client, browser client, educational client, etc. The networks described above can include, but are not limited to, wired networks and wireless networks. The wired networks include local area networks (LANs), metropolitan area networks (MANs), and wide area networks (WANs). The wireless networks include Bluetooth, Wi-Fi, and other networks that enable wireless communication. The server described above can be a single server, a server cluster consisting of multiple servers, or a cloud server. The above is merely an example, and no limitations are imposed in this embodiment.
[0058] Alternatively, as an alternative implementation method, such as Figure 2 As shown, the method for displaying information about virtual objects can be executed by an electronic device, such as... Figure 1 The user equipment or server shown includes the following specific steps:
[0059] S202, Display a virtual game task involving at least two virtual objects, wherein the at least two virtual objects include a first virtual object and a second virtual object;
[0060] S204, if the second virtual object is set as a virtual object that the first virtual object pays special attention to, display real-time information of the second virtual object participating in the virtual game task.
[0061] In optional embodiments, virtual objects may be, but are not limited to, various objects created and existing in a virtual form within the context of a virtual game, and may include, but are not limited to, virtual game objects controlled by the player and virtual game objects not controlled by the player.
[0062] It should be noted that players can control virtual objects in a way that is not limited to first-person control, and also in a way that is not limited to third-person control.
[0063] Further examples, such as Figure 3 As shown, game screen 302 is the first-person control mode, and game screen 304 is the third-person control mode.
[0064] In optional embodiments, virtual game tasks may be, but are not limited to, goals or tasks set in a virtual game scene, which users or players need to complete to advance the game process or plot.
[0065] It should be noted that the relationship between the first and second virtual objects can be, but is not limited to, a teammate relationship, or a relationship between opposing factions, or an interaction between a virtual game character and a non-player character (NPC). In a virtual game scenario, players typically need to control virtual objects within the game, performing different interactive actions based on their relationships with other virtual objects to advance the game's progress or storyline.
[0066] To illustrate further, suppose in a competitive game there are two opposing factions, and the first virtual character controlled by the player is a teammate of the second virtual character. In this case, the player needs to control the first virtual character to cooperate with the second virtual character, or perform actions such as following the second virtual character, in order to defeat the opposing faction and advance the game.
[0067] Or, in the aforementioned competitive game scenario, assuming that the first virtual object controlled by the player and the second virtual object are in opposing camps, then the player needs to control the first virtual object to perform actions that can defeat the second virtual object in order to advance the game's progress.
[0068] Alternatively, suppose that in an adventure game scenario, the first virtual object is the virtual object controlled by the player, while the second virtual object is an NPC existing in the game scene. The second virtual object is a key NPC that triggers the subsequent game plot. In this case, the player needs to interact with the second virtual object by controlling the first virtual object to advance the game plot.
[0069] In an optional embodiment, special attention can be understood as players giving higher importance and attention to other virtual objects. Players who make special attention behaviors can be regarded as followers. When followers take actions, the actions or information of the followed objects will be given priority, thereby helping followers make decisions.
[0070] In optional embodiments, real-time information may include, but is not limited to, various data and states dynamically updated by the second virtual object during gameplay. This may include, but is not limited to, information such as the virtual object's movement direction, action type, health, skill cooldown, energy status, equipment information, and game environment status. It should be noted that when the second virtual object is set as a special focus for the first virtual object, the first virtual object will acquire real-time information about the second virtual object. This information may include, but is not limited to, decision-making information such as the second virtual object's movement direction and action type in the game scene, as well as real-time status information such as the second virtual object's health, item usage, and abnormal status, or information about the terrain and environment of the second virtual object's current location. The player-controlled first virtual object can use this real-time information to help the player adjust the first virtual object's movement direction, visual direction, and action strategies to advance the game. Through the embodiments of this application, the second virtual object is set as a virtual object of special interest. Even when the first virtual object does not open the game minimap or information panel, the real-time information of the second virtual object participating in the virtual game task can still be displayed. This achieves the goal of efficiently displaying the real-time information of other virtual objects without opening the game minimap or information panel. Furthermore, since the virtual object of special interest is displayed, the real-time display of virtual object information is limited, avoiding the inconvenience to the player's game experience caused by the real-time display of a large amount of information. Thus, the technical effect of improving the information display efficiency of virtual objects is truly realized.
[0071] As an optional solution, the above-mentioned method for displaying information about virtual objects also includes:
[0072] S1-1, In the process of displaying a virtual game task involving at least two virtual objects, the method further includes: displaying at least one behavior control, wherein the behavior control is used to control the behavior of the first virtual object;
[0073] S1-2, displaying real-time information during the process of the second virtual object participating in the virtual game task, including: displaying real-time information in at least one associated area, wherein the associated area is an area that is related to the position of the behavior control.
[0074] In optional embodiments, the behavior control may be, but is not limited to, controlling the behavior of the first virtual object, and may be, but is not limited to, controlling the movement direction of the first virtual object, and may be, but is not limited to, controlling the behavior type of the first virtual object, such as attacking, releasing skills, standing up, crouching, lying down, etc. It may also be, but is not limited to, controlling the visual direction of the first virtual object. The visual direction may be, but is not limited to, the direction in which the first virtual object controlled by the player obtains visual information, and the visual information may be, but is not limited to, all the information obtained by the first virtual object based on the current visual direction.
[0075] It should be noted that by simultaneously controlling different behavioral components, different complex commands can be obtained, thus enriching the ways in which players can control the first virtual object and better achieve the game's goals or tasks.
[0076] Further examples, such as Figure 4 As shown, there are movement behavior control 402, visual behavior control 404, and attack behavior control 406. Players can manipulate the above three controls to implement commands such as walking, moving the visual direction, and launching attacks.
[0077] In optional embodiments, the associated region may be, but is not limited to, a region that is related to the location of the behavior control, and may be, but is not limited to, a region that is greater than a first preset threshold and less than a second preset threshold from the behavior control.
[0078] It should be noted that by displaying the real-time information of the second virtual object in the associated area of the behavior control, players can notice the real-time information of the second virtual object in a timely manner when controlling the first virtual object through the behavior control. This allows them to obtain the status of the second virtual object and, in turn, help players to make more effective actions to advance the virtual game task by controlling the first virtual object through the behavior control based on the status of the second virtual object.
[0079] Through the embodiments of this application, at least one behavior control is displayed, wherein the behavior control is used to control the behavior of a first virtual object; real-time information is displayed in at least one associated area, wherein the associated area is an area that is related to the position of the behavior control. By displaying real-time information in the associated area, and the associated area being related to the behavior control, the purpose of displaying real-time information around the behavior control is achieved, thereby realizing the technical effect of facilitating players who control the first virtual object to obtain real-time information about the object of interest.
[0080] As an optional solution, real-time information is displayed in at least one associated area, including:
[0081] In the first associated area, first real-time information is displayed. The first associated area is an area that is related to the position of the first behavior control. The first behavior control is used to control the movement behavior of the first virtual object. The first real-time information is used to indicate the behavior status of the second virtual object during the virtual game task.
[0082] In an optional embodiment, the first associated area may be used, but is not limited to, to display first real-time information. The first real-time information may be, but is not limited to, representing the behavioral state of the second virtual object during its participation in a virtual game task through behavioral symbols.
[0083] Further examples, such as Figure 5 As shown, there is a behavior control 502 and an associated area 504, and the associated area 504 contains real-time information 506 and real-time information 508. There is also a behavior control 510 and an associated area 512, and the associated area 512 contains real-time information 514 and real-time information 516. There are also a first virtual object 518 and a second virtual object 520. There are also virtual object status information 522 and virtual object status information 524 in the upper left corner. There is a target attention marker 526 to the right of the virtual object information 524. There is also a behavior control 528 in the lower right corner area.
[0084] Among them, virtual object 520 is located to the right front of virtual object 518, behavior control 502 is used to control the movement of virtual object 518, real-time information 506 and real-time information 508 are located in the upper right corner of behavior control 502, behavior control 510 is used to control the visual direction of virtual object 518, real-time information 514 and real-time information 516 are located in the upper right corner of behavior control 510, virtual object status information 522 corresponds to virtual object 518 and is used to represent the status information of virtual object 518, virtual object status information 524 corresponds to virtual object 520 and is used to represent the status information of virtual object 520, and virtual object status information 522 and virtual status information 524 contain the health bar information and stamina information of virtual object, target attention mark 526 is used to indicate that virtual object 520 is set as a special attention object of virtual object 518, and behavior control 528 is used for virtual object 518 to launch an attack.
[0085] It should be noted that when the relationship between the first virtual object and the second virtual object is that they are in opposing factions, in order to maintain game balance, the real-time information of the second virtual object can only be obtained when the second virtual object is within the observable range of the first virtual object and is not in a hidden state.
[0086] In this embodiment, first real-time information is displayed in a first associated area. The first associated area is an area that is related to the position of a first behavior control. The first behavior control is used to control the movement behavior of a first virtual object. The first real-time information is used to indicate the behavior status of a second virtual object during a virtual game task. By displaying the real-time information of the behavior status of the second virtual object in the associated area, and since the associated area is related to the movement behavior control, the technical objective of displaying the real-time information of the behavior status of the second virtual object in the associated area of the behavior control is achieved. This achieves the technical effect of helping players quickly obtain the behavior status of the second virtual object through the movement behavior control.
[0087] As an optional solution, real-time information is displayed in at least one associated area, including:
[0088] In the second associated area, second real-time information is displayed. The second associated area is an area that is related to the position of the second behavior control. The second behavior control is used to control the movement behavior of the first virtual object. The second real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the virtual game task.
[0089] In optional embodiments, the second associated area may be used, but is not limited to, to display second real-time information. The second real-time information may be, but is not limited to, indicating the relative direction between the second virtual object and the first virtual object during the second virtual object's participation in a virtual game task.
[0090] To further illustrate, the optional based on Figure 5 The scenario shown continues, for example... Figure 6 As shown, there is a behavior control 602, an associated area 604, real-time information 606, a first virtual object 608 and a second virtual object 610. The second virtual object 610 is located to the right front of the first virtual object 608. The real-time information 606 is used to indicate that the second virtual object 610 is located to the right front of the first virtual object 608. Therefore, the real-time information 606 is located to the upper right of the behavior control 602.
[0091] In this embodiment, second real-time information is displayed in a second associated area. This second associated area is related to the position of a second behavior control, which controls the movement of a first virtual object. The second real-time information indicates the relative direction between the second virtual object and the first virtual object during the virtual game task. By displaying real-time information about the relative direction between the second and first virtual objects in the associated area, and since this associated area is related to the behavior control, the technical objective of displaying real-time information about the relative direction between the second and first virtual objects in the associated area of the movement behavior control is achieved. This provides the technical effect of helping players quickly obtain real-time information about the relative direction between the second and first virtual objects through the movement behavior control.
[0092] As an optional approach, after displaying the second real-time information in the second associated area, the method further includes:
[0093] When a behavior control instruction is received that triggers the second behavior control, and the behavior control instruction points to the second real-time information, the movement direction of the first virtual object is automatically adjusted to the direction where the second virtual object is located.
[0094] In optional embodiments, the behavior control instructions may be, but are not limited to, movement direction control instructions and movement behavior control instructions.
[0095] It should be noted that when the real-time information is the position of the second virtual object relative to the first virtual object, after obtaining this position information, in order to reach the virtual game objective more quickly, the player may need to issue movement control commands to the first virtual object to move closer to the second virtual object based on the obtained real-time information. To improve the accuracy of movement, the player can control the behavior of the first virtual object, such as a joystick, by pointing the joystick at the position information of the second virtual object relative to the first virtual object, thereby automatically adjusting the movement direction of the first virtual object towards the second virtual object.
[0096] To further illustrate, the optional based on Figure 6 The scenario shown continues, for example... Figure 7 As shown, the behavior control command is triggered by the behavior control 602. By dragging the behavior control 602 to the real-time information 606, the behavior control command is directed to the real-time information 606, thereby causing the movement direction of the first virtual object 608 to automatically adjust towards the direction where the second virtual object 610 is located.
[0097] Through the embodiments of this application, when a behavior control instruction triggered by the second behavior control is obtained and the behavior control instruction points to the second real-time information, the movement direction of the first virtual object is automatically adjusted towards the direction where the second virtual object is located. This achieves the technical objective of adjusting the movement direction of the first virtual object towards the direction where the second virtual object is located by pointing the behavior control instruction of the movement behavior control to the second real-time information, and realizes the technical effect of quickly adjusting the movement direction of the first virtual object towards the second virtual object.
[0098] As an optional solution, real-time information is displayed in at least one associated area, including:
[0099] In the third associated area, third real-time information is displayed. The third associated area is an area that is related to the position of the third behavior control. The third behavior control is used to control the visual behavior of the first virtual object, and the third real-time information is used to indicate the behavior status of the second virtual object during the virtual game task.
[0100] In optional embodiments, visual behavior may include, but is not limited to, the virtual object being in its current orientation to obtain the maximum visual information, and may also include, but is not limited to, the virtual object changing the orientation in which it obtains visual information.
[0101] In optional embodiments, the third associated area may be used, but is not limited to, to display third real-time information. This third real-time information may, but is not limited to, representing the behavioral state of the second virtual object during its participation in a virtual game task through behavioral symbols.
[0102] To further illustrate, the optional based on Figure 5 The scenario shown continues the example. Figure 8 As shown, there is a behavior control 802, an associated area 804, and real-time information 806. There are also a first virtual object 808 and a second virtual object 810. The real-time information 806 is used to indicate that the second virtual object is attacking during the game task.
[0103] Through the embodiments of this application, third real-time information is displayed in the third associated area. The third associated area is an area that is related to the position of the third behavior control. The third behavior control is used to control the visual behavior of the first virtual object, and the third real-time information is used to represent the behavior status of the second virtual object during the virtual game task. This achieves the technical objective of displaying the real-time behavior status information of the second virtual object in the associated area of the visual control, and realizes the technical effect of helping players quickly obtain the behavior status of the second object through the visual behavior control.
[0104] As an optional solution, real-time information is displayed in at least one associated area, including:
[0105] In the fourth associated area, fourth real-time information is displayed. The fourth associated area is an area that is related to the position of the fourth behavior control. The fourth behavior control is used to control the visual behavior of the first virtual object. The fourth real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the virtual game task.
[0106] In an optional embodiment, the fourth associated region may be used, but is not limited to, to display fourth real-time information. This fourth real-time information may be, but is not limited to, an identifier indicating the relative direction between the second virtual object and the first virtual object during the second virtual object's participation in a virtual game task.
[0107] To further illustrate, the optional based on Figure 5 The scenario shown continues, for example... Figure 9 As shown, there is a behavior control 902, an associated area 904, and real-time information 906. There is also a first virtual object 908 and a second virtual object 910. The real-time information 906 is used to indicate the relative direction between the second virtual object and the first virtual object during the game task. The virtual object 910 is located to the right front of the first virtual object 908. Therefore, the real-time information 906 is located to the upper right of the behavior control 902.
[0108] Through the embodiments of this application, fourth real-time information is displayed in the fourth associated area. The fourth associated area is an area that is related to the position of the fourth behavior control. The fourth behavior control is used to control the visual behavior of the first virtual object. The fourth real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the participation of the second virtual object in the virtual game task. This achieves the technical objective of displaying the real-time information of the relative position of the second virtual object relative to the first virtual object in the associated area of the visual control, and realizes the technical effect of helping players quickly obtain the real-time information of the relative direction between the second virtual object and the first virtual object through the visual behavior control.
[0109] As an optional approach, after displaying the fourth real-time information in the fourth associated area, the method also includes:
[0110] When a visual control instruction is received that triggers the fourth behavior control, and the visual control instruction points to the fourth real-time information, the visual direction of the first virtual object is automatically adjusted to the direction where the second virtual object is located.
[0111] In optional embodiments, visual control instructions may include, but are not limited to, adjusting the direction in which the virtual object acquires visual information.
[0112] It should be noted that when the real-time information is the position information of the second virtual object relative to the first virtual object, after obtaining the position information of the second virtual object relative to the first virtual object, if the player needs to adjust the visual direction so that the visual direction is towards the second virtual object, it can be done by controlling the behavior control of the first virtual object, such as the visual control, and pointing the visual control towards the direction of the second virtual object relative to the first virtual object, so that the visual direction of the first virtual object is automatically adjusted towards the direction of the second virtual object.
[0113] To further illustrate, the optional based on Figure 9 The scenario shown continues, for example... Figure 10 As shown, the visual control command is triggered by the behavior control 902. By dragging the behavior control 902 to the real-time information 906, the visual control command is directed to the real-time information 906. This is represented by dragging the behavior control 902 to the real-time information 906, thereby automatically adjusting the visual direction of the first virtual object towards the direction of the second virtual object.
[0114] Through the embodiments of this application, when a visual control instruction triggered by the fourth behavior control is obtained and the visual control instruction points to the fourth real-time information, the visual direction of the first virtual object is automatically adjusted towards the direction of the second virtual object. This achieves the technical objective of adjusting the movement direction of the first virtual object towards the direction of the second virtual object by pointing the visual control instruction of the visual behavior control to the second real-time information, and realizes the technical effect of quickly adjusting the visual direction of the first virtual object towards the second virtual object.
[0115] As a sustainable approach, the method also includes the following steps when displaying a virtual game task involving at least two virtual objects:
[0116] S2-1, display at least one special attention identifier, wherein the at least one special attention identifier includes a target attention identifier for the virtual object that sets the second virtual object as a special attention of the first virtual object;
[0117] S2-2, in response to the special attention instruction triggered by the target attention identifier, the second virtual object is set as the virtual object that the first virtual object pays special attention to.
[0118] In optional embodiments, the special attention identifier may be, but is not limited to, a target attention identifier for virtual objects that are set as special attention by the first virtual object. The target attention identifier may be, but is not limited to, used to indicate whether the first virtual object has paid attention to the second virtual object, and may also be, but is not limited to, used to set the second virtual object as special attention by the first virtual object.
[0119] In optional embodiments, the special attention instruction may be used, but is not limited to, to set the second virtual object as a virtual object of special attention of the first virtual object, and may also be used, but is not limited to, to cancel the special attention of the first virtual object to the second virtual object.
[0120] Further examples, such as Figure 11 As shown, there are virtual object status information 1102 and virtual object status information 1104, which are used to represent the status information of virtual object 1106 and virtual object 1108, respectively. There is a target attention icon 1110 to the right of virtual object status information 1104, which is used to indicate that virtual object 1104 has not been set as a special attention object of virtual object 1102. Virtual object 1108 can be set as a special attention object of virtual object 1106 by clicking the target attention icon.
[0121] It should be noted that during the game, for certain tactical considerations, it may be necessary to pay close attention to the second virtual object or frequently obtain its real-time information. In this case, special attention can be paid to the second virtual object, and its real-time information can be highlighted.
[0122] Through the embodiments of this application, at least one special attention identifier is displayed, wherein the at least one special attention identifier includes a target attention identifier for setting a second virtual object as a virtual object that is specially paid attention to by a first virtual object; in response to a special attention instruction triggered by the target attention identifier, the second virtual object is set as a virtual object that is specially paid attention to by the first virtual object, thereby achieving the technical objective of quickly paying special attention to other virtual objects through the target attention identifier, and realizing the technical effect of making it more convenient to pay special attention to other virtual objects through the target attention identifier.
[0123] As an optional solution, the above-mentioned method for displaying information about virtual objects includes:
[0124] S3-1, before setting the second virtual object as a virtual object of particular interest to the first virtual object, the method further includes: displaying a target interest identifier of a first state, wherein the target interest identifier of the first state is used to indicate that the second virtual object is to be set as a virtual object of particular interest to the first virtual object;
[0125] S3-2, after setting the second virtual object as a virtual object of special interest to the first virtual object, the method further includes: displaying a target interest identifier of the second state, wherein the target interest identifier of the second state is used to indicate that the second virtual object has been set as a virtual object of special interest to the first virtual object.
[0126] It should be noted that, in order to highlight the changes before and after special attention, the display status of the target attention marker is different before and after the second virtual object is set as the first virtual object.
[0127] To further illustrate, the optional based on Figure 11 The scenario shown continues, for example... Figure 12 As shown, after clicking the target attention identifier 1110, the virtual object 1106 is set as the special attention of the virtual object 1108. Then, the target attention identifier 1110 is changed to the target attention identifier 1112. The target attention identifier 1112 is used to indicate that the virtual object 1106 has set the virtual object 1108 as the object of special attention.
[0128] According to the embodiments of this application, before setting the second virtual object as a virtual object of special interest to the first virtual object, the method further includes: displaying a target attention identifier in a first state, wherein the target attention identifier in the first state is used to indicate that the second virtual object is to be set as a virtual object of special interest to the first virtual object; after setting the second virtual object as a virtual object of special interest to the first virtual object, the method further includes: displaying a target attention identifier in a second state, wherein the target attention identifier in the second state is used to indicate that the second virtual object has been set as a virtual object of special interest to the first virtual object. By using target attention identifiers in different states, the technical objective of clearly indicating whether a specific virtual object has been specially paid attention to is achieved, realizing the technical effect of facilitating players to manage specially paid objects.
[0129] As an optional approach, after displaying the target attention marker in the second state, the method further includes:
[0130] When the first virtual object is set as a virtual object that the second virtual object pays special attention to, a target attention indicator in the third state is displayed, wherein the target attention indicator in the third state is used to indicate that the first virtual object and the second virtual object have been set as special attention to each other.
[0131] It should be noted that when the second virtual object is set as a special focus object of the first virtual object, and the first virtual object is also set as a special focus object by the second virtual object, a target display icon in the third state will be displayed, indicating that the first virtual object and the second virtual object are mutually focused objects, thereby increasing the player's enthusiasm for paying special attention to other virtual objects.
[0132] To further illustrate, the optional based on Figure 5 The scenario shown continues, for example... Figure 13As shown, there are virtual objects 1302 and 1304, and there is also a target attention identifier 1306. The target attention identifier 1306 is used to identify that virtual objects 1302 and 1304 are objects of special attention to each other.
[0133] In this embodiment, when a first virtual object is set as a virtual object that a second virtual object has a special focus on, a target focus identifier in a third state is displayed. This third-state target focus identifier indicates that the first virtual object and the second virtual object have mutually set each other as special focuses. This achieves the technical objective of displaying different states for target focus identifiers based on mutual and one-way focus, thereby increasing players' enthusiasm for mutual focus.
[0134] As an optional approach, the method further includes the following steps in displaying real-time information about the second virtual object participating in a virtual game task:
[0135] If the distance between the first virtual object and the second virtual object is greater than or equal to a preset threshold, a distance prompt message is displayed, which is used to indicate that the distance between the first virtual object and the second virtual object is too far.
[0136] In optional embodiments, the distance prompt information may, but is not limited to, indicating that the distance between the first virtual object and the second virtual object is far, or may, but is not limited to, indicating the actual distance between the first virtual object and the second virtual object.
[0137] To further illustrate, the optional based on Figure 5 The scenario shown continues, for example... Figure 14 As shown, there are virtual objects 1402 and 1404. The distance between virtual objects 1404 and 1402 exceeds a preset threshold. There is also a distance prompt message 1406, which is used to indicate that the distance between virtual object 1404 and virtual object 1402 is too far.
[0138] It should be noted that when the second virtual object is set as the special focus object of the first virtual object, when the second virtual object is too far away from the first virtual object, the player will be constantly reminded that the first virtual object is too far away from the second virtual object, prompting the player to control the first virtual object to keep up with the second virtual object, so as to prevent the first or second virtual object from encountering the enemy's virtual characters when it is alone.
[0139] In this embodiment, when the distance between the first virtual object and the second virtual object is greater than or equal to a preset threshold, a distance prompt is displayed. This distance prompt indicates that the distance between the first and second virtual objects is too far. This achieves the technical objective of automatically displaying a distance prompt when the distance between the second and first virtual objects is too great, thus helping players monitor their teammates' movements in real time.
[0140] As an optional approach, after displaying the distance indicator, the method also includes:
[0141] If the distance between the first virtual object and the second virtual object is less than a preset threshold, the distance prompt information will be canceled.
[0142] It should be noted that if the distance between the first virtual object and the second virtual object is always greater than the preset threshold, the player will be continuously prompted that the distance between the first virtual object and the second virtual object is too far until the distance between the first virtual object and the second virtual object is less than the preset threshold. Then the distance prompt information will be canceled to avoid causing unnecessary interference to the player.
[0143] Through the embodiments of this application, when the distance between the first virtual object and the second virtual object is less than a preset threshold, the display of the distance prompt information is canceled. This achieves the technical objective of canceling the display of the distance prompt information when the first virtual object and the second virtual object are no longer far apart, thus avoiding unnecessary interference to the player.
[0144] As an alternative approach, the method further includes, in the process of displaying a virtual game task involving at least two virtual objects:
[0145] When the first virtual object is set as a virtual object that the second virtual object pays special attention to, a attention prompt message is displayed, which is used to prompt the second virtual object to set the first virtual object as a virtual object that it pays special attention to.
[0146] In an optional embodiment, the attention prompt message may be, but is not limited to, a attention prompt message displayed to the player controlling the first virtual object when the first virtual object is set as a special attention for the second virtual object, and may be, but is not limited to, used to indicate that the second virtual object has given special attention to the first virtual object.
[0147] To further illustrate, the optional based on Figure 5 The scenario shown continues, for example... Figure 15As shown, there are virtual objects 1502 and 1504, and there is also a target attention identifier 1506. Virtual object 1504 sets virtual object 1502 as a special attention object, and the target attention identifier 1506 is used to indicate that virtual object 1502 has been given special attention by virtual object 1504.
[0148] It should be noted that when the second virtual object pays special attention to the first virtual object, a follow notification message will be displayed to the player controlling the first virtual object, indicating that the player is being followed by the second virtual object. This follow notification message can encourage the player controlling the first virtual object to follow the second virtual object in return, thereby promoting better cooperation between the two virtual objects.
[0149] In this embodiment, when a first virtual object is set as a specially followed virtual object by a second virtual object, a follow notification message is displayed. This message prompts the second virtual object to set the first virtual object as a specially followed object. Once the first virtual object is specially followed by the second virtual object, the player controlling the first virtual object is shown information indicating that the second virtual object has followed the first virtual object. This achieves the technical objective of displaying a follow notification message after the first virtual object is specially followed, and effectively increases the player's motivation to follow the second virtual object.
[0150] As an alternative approach, the method further includes, in the process of displaying a virtual game task involving at least two virtual objects:
[0151] In response to a list display request, a special attention list for the first virtual object is displayed, wherein the special attention list is used to display and manage virtual objects that the first virtual object has and / or is to be given special attention.
[0152] In an optional embodiment, the list display request may be, but is not limited to, a request to display a special attention list of the first virtual object.
[0153] In an optional embodiment, the special attention list is used to display and manage virtual objects that the first virtual object has and / or needs to be given special attention;
[0154] When the Special Attention List is used to manage the virtual objects that the first virtual object has specially paid attention to, the player controlling the first virtual object can unpay special attention to the virtual objects that have been specially paid attention to in the Special Attention List. After unpaying special attention, the first virtual object will no longer receive real-time information about the virtual objects that have been unpaid special attention to.
[0155] When the Special Attention List is used to manage the virtual objects that the first virtual object needs to pay special attention to, the player controlling the first virtual object can pay special attention to the virtual objects that need to pay special attention to in the Special Attention List. After paying special attention, the first virtual object will receive real-time information about the virtual objects that need to be paid special attention to.
[0156] When the Special Attention List is used to manage the virtual objects that the first virtual object has already paid special attention to and the virtual objects that are yet to be paid special attention to, the player controlling the first virtual object can unpay special attention to the virtual objects that have already been paid special attention to in the Special Attention List, and can also pay special attention to the virtual objects that are yet to be paid special attention to in the Special Attention List.
[0157] Through the embodiments of this application, in response to a list display request, a special attention list of the first virtual object is displayed. The special attention list is used to display and manage virtual objects that the first virtual object has and / or is to be given special attention. This achieves the technical objective of uniformly managing special attention objects by using a special attention list, and improves the technical effect of enhancing the user experience.
[0158] As an alternative approach, methods for displaying information about virtual objects include:
[0159] Displaying real-time information of the second virtual object participating in the virtual game task includes: displaying a first visual element with a first orientation, wherein the orientation of the real-time information first visual element is used to indicate the relative orientation between the second virtual object and the first virtual object during the virtual game task.
[0160] When the third virtual object is set as a virtual object of particular interest to the first virtual object, the method further includes: displaying a first visual element with a second orientation, wherein the orientation of the second visual element is used to indicate the relative orientation between the third virtual object and the first virtual object during the participation of the third virtual object in the virtual game task, and at least two virtual objects include the third virtual object.
[0161] In optional embodiments, the first visual element may be, but is not limited to, a shape, color, icon, or other identifier used to indicate relative direction. The first visual element of the first orientation may be, but is not limited to, used to indicate the relative direction of the second virtual object relative to the first virtual object in the associated area of the behavior control during the second virtual object's participation in the virtual game task.
[0162] The first visual element of the second orientation can, but is not limited to, indicate the relative orientation of the third virtual object to the first virtual object in the associated area of the behavior control during the process of the third virtual object participating in the virtual game task.
[0163] To further illustrate, the optional based on Figure 5 The scenario shown continues, for example... Figure 16 As shown, there are virtual objects 1602, 1604, and 1606, as well as virtual object information 1608, 1610, and 1612, and target attention markers 1614 and 1616. When virtual object 1602 simultaneously sets both virtual objects 1604 and 1606 as "special attention," the real-time information 1610 and 1612, based on different orientations, respectively indicate the relative importance of virtual object 1606 compared to virtual objects. The direction of object 1602 and the direction of virtual object 1604 relative to virtual object 1602 are defined. Virtual object status information 1608, virtual object status information 1610, and virtual object status information 1612 are used to represent the status information of virtual object 1602, virtual object 1604, and virtual object 1606, respectively. Target attention identifier 1614 is used to indicate that virtual object 1602 has followed virtual object 1604, and target attention identifier 1616 is used to indicate that virtual object 1602 has followed virtual object 1606.
[0164] It should be noted that by using first visual elements with different orientations, players controlling the first virtual object can better distinguish real-time information from the second and third virtual objects when the first virtual object is paying special attention to both. The first visual elements can use different shapes or colors to distinguish real-time information from the second and third virtual objects.
[0165] This application embodiment displays a first visual element with a first orientation, wherein the orientation of the first visual element in real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the virtual game task; it also displays a first visual element with a second orientation, wherein the orientation of the second visual element is used to indicate the relative direction between the third virtual object and the first virtual object during the virtual game task, wherein at least two virtual objects include the third virtual object. When simultaneously focusing on both the second and third virtual objects, the real-time information of the second and third virtual objects is represented using the corresponding orientation information based on their orientation relative to the first virtual object. This achieves the technical objective of allowing users to simultaneously focus on multiple virtual objects, and improves the efficiency of users obtaining real-time information about multiple virtual objects.
[0166] As an optional approach, real-time information about the second virtual object participating in virtual game tasks can be displayed, including:
[0167] S4-1, Displaying a second visual element of the first form, wherein the second visual element is used to represent the behavioral state of the second virtual object during its participation in a virtual game task, and the first form is used to represent a first type of behavioral state; or...
[0168] S4-2, showing the second visual element of the second form, wherein the second form is used to represent the behavioral state of the second type.
[0169] In optional embodiments, the second visual element may be, but is not limited to, symbols such as flames, shields, footprints, and water droplets. It may be used, but is not limited to, to indicate the behavior state of the second virtual object when the second virtual object is set as the object of attention of the first virtual object. For example, flames may be used to indicate firing behavior, shields may be used to indicate defensive behavior, footprints may be used to indicate walking behavior, and water droplets may be used to indicate that the second virtual object is under attack.
[0170] It should be noted that by using different symbols to represent different behavioral states, the player controlling the first virtual object can be provided with real-time information on the behavioral state of the virtual object they are interested in. This real-time information helps the player controlling the first virtual object to make decisions to advance the game.
[0171] Through the embodiments of this application, a second visual element of a first form is displayed, wherein the second visual element is used to represent the behavioral state of the second virtual object during the virtual game task, and the first form is used to represent a first type of behavioral state; or, a second visual element of a second form is displayed, wherein the second form is used to represent a second type of behavioral state. This achieves the technical objective of using visual elements of different forms to represent the behavioral state of the second virtual object, and realizes the technical effect of helping players obtain the behavioral state of the second virtual object more quickly.
[0172] As an optional solution, the above-mentioned method for displaying information about virtual objects also includes:
[0173] Displaying real-time information about the second virtual object participating in a virtual game task includes: displaying a third visual element of a first color, wherein the real-time information includes indication information expressed by the third visual element, and the first color is used to represent the second virtual object;
[0174] When the fourth virtual object is set as a virtual object of particular interest to the first virtual object, the method further includes: displaying a third visual element of a second color, wherein the second color is used to represent the fourth virtual object, and at least two virtual objects include the fourth virtual object.
[0175] It should be noted that when both the second and fourth virtual objects are set as special objects of interest of the first virtual object, different colors are needed to distinguish the real-time information from the second and fourth virtual objects, and the colors used for distinction are related to the second and fourth virtual objects.
[0176] To further illustrate, the optional based on Figure 16 The scenario shown continues the example. Figure 17 As shown, there are virtual objects 1702, 1704, and 1706. When virtual object 1702 sets both virtual object 1704 and virtual object 1706 as special attention, the real-time information of virtual object 1706 and the real-time information of virtual object 1704 are represented by real-time information 1708 and real-time information 1710 of different colors, respectively.
[0177] In this embodiment, a third visual element of a first color is displayed, wherein the real-time information includes indication information expressed by the third visual element, and the first color is used to represent a second virtual object; a third visual element of a second color is displayed, wherein the second color is used to represent a fourth virtual object, and at least two virtual objects include the fourth virtual object. By using different colors to represent different virtual objects, the technical objective of displaying multiple real-time information of different colors to represent different virtual objects is achieved when the player is simultaneously focusing on multiple virtual objects. This avoids confusion for the player, preventing them from not being able to distinguish which virtual character each piece of real-time information corresponds to.
[0178] As an optional approach, the aforementioned method for displaying virtual object information can be applied to a shooting game (FPS) scenario. This involves displaying real-time information about a second virtual object participating in a virtual game mission. The method includes displaying a third visual element of a first color, where the real-time information includes indicative information expressed by the third visual element, and the first color represents the second virtual object. If the third virtual object is set as a virtual object that the first virtual object is particularly interested in, the method further includes displaying a third visual element of a second color, where the second color represents a fourth virtual object, and at least two virtual objects include the fourth virtual object. By using different colors to represent different virtual objects, multiple pieces of real-time information are generated when the player is simultaneously focused on multiple virtual objects, preventing player confusion.
[0179] In existing FPS games, players' field of vision typically only covers a broad area of the battlefield, with teammate status information relying on minimaps or icons, lacking specificity. Current technology often prevents players from dynamically monitoring specific teammates, and the information displayed is often blurry. This lack of information, particularly in emergency situations (such as sudden enemy attacks) requiring rapid coordination, hinders tactical coordination. Existing teammate status display mechanisms in games are mostly based on global team data, failing to provide players with targeted tracking of specific teammates. This mechanism is significantly limited; in scenarios requiring close cooperation, players cannot use HUDs (Heads-Up Displays) to locate nearby teammates' status and positions in real time, making timely decision-making difficult.
[0180] To address the aforementioned issues, an optional embodiment provides a mechanism for paying special attention to teammates during in-game combat. The specific implementation steps are as follows: Players can select specific teammates via a quick follow button next to their teammate information and add them to a special attention group. The system will update and display the location and status of these teammates in real time. Players can more intuitively see the action indicators of these followed teammates and their relative positions to themselves on the HUD's directional and view knobs. The status information of specially followed teammates will be displayed on the player's interface with higher priority, including through highlighting, color changes, or other visual means, so that players can quickly obtain this information. The system will provide detailed status feedback for each subscribed teammate. For example, when a teammate fires or is injured, the relevant action indicators will be displayed on the HUD's view and directional knobs, allowing players to understand their teammates' status at any time. The specially followed teammate indicators on the HUD's view and directional knobs are magnetic, facilitating quick movement to the specially followed teammate or switching perspectives. When a player is far from a specially followed teammate, the system will prompt the player to pay attention to this information through an information bar and make corresponding tactical adjustments. Once a teammate is followed by another player, a notification will appear in their information panel, allowing the teammate to "follow back" them based on their own considerations. At any point in the game, players and teammates can change their special attention group members at any time, flexibly adapting to different stages of the match.
[0181] In an optional embodiment, players can add a teammate to their "Special Attention" group by clicking the quick follow button next to the teammate's information in the teammate information area displayed on the interface. This operation does not require opening any additional menus and can be completed directly on the current screen. When the player clicks the follow button, the system will automatically mark the teammate as "Special Attention" and immediately update the display in the HUD.
[0182] In an optional embodiment, within the HUD interface, players can more intuitively view information about their focused teammates using indicators on the directional and view knobs. The system continuously displays the relative position and action status of these focused teammates on these knobs, using highlighting, symbols, and other visual effects to prioritize this key information on the interface. In addition to the continuously displayed teammate position indicators, the relevant knobs also display action symbols such as firing and being injured, helping players quickly grasp changes in the battle situation. The indicators for focused teammates have an adhesive design, allowing players to quickly adjust their view or movement direction. During the game, players can modify the members of their focused team at any time via shortcuts, flexibly adding or removing teammates.
[0183] In an optional implementation, when a player's distance from a teammate they are particularly interested in increases to a certain range, the system will automatically display a notification in the information bar, helping the player to keep track of their teammate's movements in real time. The player can use this notification to determine whether they need to adjust their movement route or tactics. This notification will remain in the information bar until the player returns to a closer distance with their teammate.
[0184] In an optional embodiment, when a teammate is added to a player's special attention group, the system will display a notification in the teammate's interface information bar, clearly indicating that the player has followed them. The teammate can then "follow back" by clicking the follow button in their teammate information area, adding the teammate to their own special attention list. After clicking the follow button, the system will update the teammate's HUD status display to ensure that the teammate can access the player's status information.
[0185] In an optional embodiment, this embodiment proposes a mechanism design that pays special attention to teammates during in-game combat. The technical implementation of this embodiment is as follows:
[0186] 1. Add teammates to special attention
[0187] Players can select a specific teammate and add them to their special attention group using the quick follow button next to the teammate information bar. The system will monitor the player's actions and update the special attention list upon receiving a teammate's request. Subsequently, the system will collect the teammate's location and status in real time to ensure synchronized data display.
[0188] 2. Update HUD interface
[0189] Once a teammate is added to the special attention group, the system will immediately display their relative position, direction, and action status on the direction and view knobs of the HUD interface using icons and symbols. Each icon will be dynamically updated based on the relative position of the teammate and the player, ensuring the real-time nature and accuracy of the information. When a teammate experiences a significant status change (such as being injured or firing), a visual cue will be displayed on the HUD interface.
[0190] 3. Notify of distance changes
[0191] During combat, if the distance between a player and a teammate they are particularly interested in increases to a certain threshold, the system will automatically alert the player via an information bar, suggesting appropriate tactical adjustments. This alert will be automatically triggered when the teammate's position changes significantly and will persist until the distance between the player and teammate narrows back to within the threshold.
[0192] 4. Triggering and feedback of the return-to-the-books function
[0193] When a teammate is followed by another player, the system will display a notification in the teammate's profile information bar, indicating that the player has followed them. The teammate can then add that player to their special attention group using the follow button in their teammate information area. This action will update the teammate's special attention list and simultaneously display the player's status and location on the teammate's HUD.
[0194] 5. Dynamically adjust the special attention group
[0195] Players can modify the members of their "Special Attention Group" at any time during the game using the quick attention button. The system will then synchronously update the real-time data and status of these special attention group members. Adjustments to the special attention list will be made through a quick menu on the HUD, allowing players to flexibly add or remove teammates to meet tactical needs at different stages of the match.
[0196] In optional embodiments, such as Figure 18 As shown, the specific steps are as follows:
[0197] S1802, Player's "Follow Teammate" Button Input Detected: The system detected that a player clicked the quick follow button next to a teammate's information area, triggering the special follow mechanism. At this time, the system records the player's action and begins processing the request;
[0198] S1804, Subscribe to teammates' location and status information: After the player clicks the special attention button, the system will subscribe to the relative location information and real-time status of the teammates being followed, including key information such as actions, firing, and injuries, and ensure that this data is synchronized to the client in a timely manner and displayed in real time on the player's HUD;
[0199] S1806, Notifying teammates that they have been specially followed by the player: When a player successfully adds a teammate to the special attention group, the system will send a notification to that teammate, indicating that they have been set as a special attention target by the player, and at the same time display relevant prompt information in the teammate's information bar;
[0200] S1808, Teammate position indicators are displayed on the direction and view knobs: The system will display the relative position of teammates of particular interest on the direction and view knobs of the HUD interface in real time, using dynamic indicators to help players quickly identify the location of their teammates;
[0201] S1810, the direction knob and view knob display the teammate's action status: when you pay special attention to changes in the actions of teammates (such as firing, being injured, etc.), the system will immediately display the corresponding action status indicator on the direction knob and view knob of the HUD interface, and remind the player to pay attention through highlighting, symbols and other means.
[0202] S1812, Distance to teammate exceeds threshold: The system continuously monitors the distance between the player and the teammate they are paying special attention to, determining whether the distance exceeds a preset threshold. If it does, the system will prepare to trigger a notification.
[0203] S1814, the information bar continuously displays a prompt: if the distance between the player and the specially focused teammate exceeds the threshold, execute S1816; otherwise execute S1818.
[0204] S1816, the system will display a continuous distance change prompt in the information bar, reminding players to adjust their tactics accordingly;
[0205] S1818: The notification will be removed once the distance between the player and the teammate they are paying special attention to returns to normal.
[0206] In optional embodiments, the above-described method for displaying information about virtual objects can be applied not only to FPS games but also to other types of real-time team battle games.
[0207] Through the embodiments of this application, a special attention mechanism is designed to significantly improve players' information acquisition efficiency, collaborative response capabilities, and tactical operational flexibility during in-game combat, reducing misjudgments and enhancing teamwork. This mechanism allows players to quickly focus on the location and status of specific teammates, thereby optimizing tactical decision-making, promoting effective teamwork, and improving the overall combat experience.
[0208] It is understood that in the specific embodiments of this application, data such as user information are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0209] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0210] According to another aspect of the embodiments of this application, an information display device for virtual objects is also provided for implementing the above-described information display method for virtual objects. For example... Figure 19 As shown, the device includes:
[0211] The first display unit 1902 is used to display a virtual game task involving at least two virtual objects, wherein the at least two virtual objects include a first virtual object and a second virtual object;
[0212] The second display unit 1904 is used to display real-time information about the second virtual object participating in a virtual game task when the second virtual object is set as a virtual object of particular interest to the first virtual object.
[0213] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0214] As an optional solution, the first display unit 1902 includes: a first display module for displaying at least one behavior control, wherein the behavior control is used to control the behavior of the first virtual object; the second display unit 1904 includes: a second display module for displaying real-time information in at least one associated area, wherein the associated area is an area that is mutually associated with the position of the behavior control.
[0215] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0216] As an optional solution, the second display module includes: a first display submodule, used to display first real-time information in a first associated area, wherein the first associated area is an area that is associated with the position of a first behavior control, the first behavior control is used to control the movement behavior of a first virtual object, and the first real-time information is used to indicate the behavior status of a second virtual object during its participation in a virtual game task.
[0217] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0218] As an optional solution, the first display module includes: a second display submodule, used to display second real-time information in a second associated area, wherein the second associated area is an area that is associated with the position of a second behavior control, the second behavior control is used to control the movement behavior of the first virtual object, and the second real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the participation of the second virtual object in the virtual game task.
[0219] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0220] As an optional solution, the second submodule includes: a first display subunit, used to automatically adjust the movement direction of the first virtual object toward the direction where the second virtual object is located after the second real-time information is displayed in the second associated area and a behavior control instruction triggered by the second behavior control is obtained, and the behavior control instruction points to the second real-time information.
[0221] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0222] As an optional solution, the second display module includes: a third display submodule, used to display third real-time information in a third associated area, wherein the third associated area is an area that is related to the position of a third behavior control, the third behavior control is used to control the visual behavior of the first virtual object, and the third real-time information is used to indicate the behavioral state of the second virtual object during the virtual game task.
[0223] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0224] As an optional solution, the second display module includes: a fourth display submodule, used to display fourth real-time information in a fourth associated area, wherein the fourth associated area is an area that is related to the position of the fourth behavior control, the fourth behavior control is used to control the visual behavior of the first virtual object, and the fourth real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the participation of the second virtual object in the virtual game task.
[0225] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0226] As an optional solution, the fourth submodule includes: a second display subunit, which, after displaying the fourth real-time information in the fourth associated area, automatically adjusts the visual direction of the first virtual object to the direction of the second virtual object when a visual control instruction triggered by the fourth behavior control is obtained and the visual control instruction points to the fourth real-time information.
[0227] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0228] As an optional solution, the first display unit 1902 includes: a third display module for displaying at least one special attention indicator, wherein the at least one special attention indicator includes a target attention indicator for setting the second virtual object as a virtual object that is specially paid attention to by the first virtual object; and a setting module for setting the second virtual object as a virtual object that is specially paid attention to by the first virtual object in response to a special attention instruction triggered by the target attention indicator.
[0229] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0230] As an optional solution, the setting module includes: a fifth display submodule, used to display a first-state target attention identifier before setting the second virtual object as a virtual object of special attention by the first virtual object, wherein the first-state target attention identifier is used to indicate that the second virtual object is to be set as a virtual object of special attention by the first virtual object; and a sixth display submodule, used to display a second-state target attention identifier after setting the second virtual object as a virtual object of special attention by the first virtual object, wherein the second-state target attention identifier is used to indicate that the second virtual object has been set as a virtual object of special attention by the first virtual object.
[0231] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0232] As an optional solution, the sixth display submodule includes: a third display subunit, used to display a third state target attention identifier after displaying the target attention identifier of the second state, when the first virtual object is set as a virtual object of special attention by the second virtual object, wherein the target attention identifier of the third state is used to indicate that the first virtual object and the second virtual object have been set as special attention to each other.
[0233] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0234] As an optional solution, the second display unit 1904 includes: a fourth display module, used to display distance prompt information when the distance between the first virtual object and the second virtual object is greater than or equal to a preset threshold, wherein the distance prompt information is used to indicate that the distance between the first virtual object and the second virtual object is too far.
[0235] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0236] As an optional solution, the fourth display module includes a cancellation submodule, which is used to cancel the display of the distance prompt information when the distance between the first virtual object and the second virtual object is less than a preset threshold after the distance prompt information has been displayed.
[0237] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0238] As an optional solution, the first display unit 1902 includes: a fifth display module, used to display attention prompt information when the first virtual object is set as a virtual object of special attention by the second virtual object, wherein the attention prompt information is used to prompt the second virtual object to set the first virtual object as a virtual object of special attention.
[0239] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0240] As an optional solution, the first display unit 1902 includes: a sixth display unit, configured to display a special attention list of the first virtual object in response to a list display request, wherein the special attention list is used to display and manage virtual objects that the first virtual object has and / or is to be given special attention.
[0241] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0242] As an optional solution, the second display unit 1904 includes: a sixth display module for displaying a first visual element facing a first direction, wherein the first visual element facing a first direction is used to indicate the relative direction between the second virtual object and the first virtual object during the virtual game task; and a seventh display module for displaying a first visual element facing a second direction when the third virtual object is set as a virtual object of particular interest to the first virtual object, wherein the first visual element facing a second direction indicates the relative direction between the third virtual object and the first virtual object during the virtual game task, and at least two virtual objects include the third virtual object.
[0243] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0244] As an optional solution, the second display unit 1904 includes: an eighth display module for displaying a second visual element of a first form, wherein the second visual element is used to represent the behavioral state of the second virtual object participating in a virtual game task, and the first form is used to represent a first type of behavioral state; or, a ninth display module for displaying a second visual element of a second form, wherein the second form is used to represent a second type of behavioral state.
[0245] For specific implementation examples, please refer to the example shown in the virtual object information display method; these examples will not be repeated here.
[0246] As an optional solution, the second display unit 1904 includes: a tenth display module for displaying a third visual element of a first color, wherein the real-time information includes indication information expressed by the third visual element, and the first color is used to represent a second virtual object; and an eleventh display module for displaying a third visual element of a second color when a fourth virtual object is set as a virtual object of particular interest to the first virtual object, wherein the second color is used to represent the fourth virtual object, and at least two virtual objects include the fourth virtual object.
[0247] For specific implementation examples, please refer to the examples shown in the above-described method for displaying information about virtual objects; these examples will not be repeated here.
[0248] According to another aspect of the embodiments of this application, an electronic device for implementing the above-described information display method for virtual objects is also provided. This electronic device may, but is not limited to, […]. Figure 1 The user equipment 102 or server 112 shown in the figure, in this embodiment, is taken as an example of an electronic device, namely user equipment 102. Further, as shown in the figure... Figure 20 As shown, the electronic device includes a memory 2002 and a processor 2004. The memory 2002 stores a computer program, and the processor 2004 is configured to execute the steps in any of the above method embodiments via the computer program.
[0249] In an optional embodiment, the aforementioned electronic device may be located in at least one of a plurality of network devices in a computer network.
[0250] In an optional embodiment, the processor described above may be configured to perform the following steps via a computer program:
[0251] S1, displaying a virtual game task involving at least two virtual objects, wherein the at least two virtual objects include a first virtual object and a second virtual object;
[0252] S2, when the second virtual object is set as a virtual object that the first virtual object pays special attention to, displays real-time information about the second virtual object participating in the virtual game task.
[0253] Alternatively, as those skilled in the art will understand, Figure 20 The structure shown is for illustrative purposes only. Figure 20 This does not limit the structure of the aforementioned electronic devices. For example, the electronic device may also include components that are more... Figure 20 The more or fewer components shown (such as network interfaces, etc.), or having the same Figure 20 The different configurations shown.
[0254] The memory 2002 can be used to store software programs and modules, such as the program instructions / modules corresponding to the virtual object information display method and device in this embodiment. The processor 2004 executes various functional applications and data processing by running the software programs and modules stored in the memory 2002, thereby realizing the aforementioned virtual object information display method. The memory 2002 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 2002 may further include memory remotely located relative to the processor 2004, and these remote memories can be connected to electronic devices via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Specifically, the memory 2002 may be used, but is not limited to, to store information such as virtual objects, virtual game tasks, and real-time information. As an example, such as... Figure 20 As shown, the memory 2002 may include, but is not limited to, the first display unit 1902 and the second display unit 1904 in the information display device for the virtual object. Furthermore, it may include, but is not limited to, other module units in the information display device for the virtual object, which will not be elaborated upon in this example.
[0255] Optionally, the aforementioned transmission device 2006 is used to receive or send data via a network. Specific examples of the network may include wired and wireless networks. In one example, the transmission device 2006 includes a Network Interface Controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In another example, the transmission device 2006 is a Radio Frequency (RF) module used for wireless communication with the Internet.
[0256] In addition, the aforementioned electronic device also includes: a display 2008 for displaying information such as the aforementioned virtual objects, virtual game tasks, and real-time information; and a connection bus 2010 for connecting the various module components in the aforementioned electronic device.
[0257] In other embodiments, the aforementioned user equipment or server can be a node in a distributed system, wherein the distributed system can be a blockchain system, which is a distributed system formed by connecting multiple nodes through network communication. The nodes can form a peer-to-peer network, and any form of computing device, such as a server, user equipment, or other electronic device, can become a node in the blockchain system by joining this peer-to-peer network.
[0258] According to one aspect of this application, a computer program product is provided, comprising a computer program / instructions containing program code for performing the methods shown in the flowchart. In such embodiments, the computer program can be downloaded and installed from a network via a communication component, and / or installed from a removable medium. When the computer program is executed by a central processing unit, it performs various functions provided in embodiments of this application.
[0259] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0260] It should be noted that the computer system of the electronic device is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.
[0261] A computer system includes a Central Processing Unit (CPU), which performs various appropriate actions and processes based on programs stored in Read-Only Memory (ROM) or loaded from RAM. ROM also stores various programs and data required for system operation. The CPU, ROM, and RAM are interconnected via a bus. Input / output interfaces (I / O interfaces) are also connected to the bus.
[0262] The following components are connected to the input / output interface: input sections including keyboards, mice, etc.; output sections including cathode ray tubes (CRTs), liquid crystal displays (LCDs), and speakers; storage sections including hard drives; and communication sections including network interface cards such as LAN cards and modems. The communication section performs communication processing via a network such as the Internet. Drives are also connected to the input / output interface as needed. Removable media, such as disks, optical discs, magneto-optical discs, semiconductor memories, etc., are installed on the drive as needed so that computer programs read from them can be installed into the storage section as required.
[0263] Specifically, according to embodiments of this application, the processes described in the various method flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication component, and / or installed from a removable medium. When the computer program is executed by a central processing unit, it performs various functions defined in the system of this application.
[0264] According to one aspect of this application, a computer-readable storage medium is provided, wherein a processor of a computer device reads 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 alternative implementations described above.
[0265] In an optional embodiment, the computer-readable storage medium described above may be configured to store a computer program for performing the following steps:
[0266] S1, displaying a virtual game task involving at least two virtual objects, wherein the at least two virtual objects include a first virtual object and a second virtual object;
[0267] S2, when the second virtual object is set as a virtual object that the first virtual object pays special attention to, displays real-time information about the second virtual object participating in the virtual game task.
[0268] Optionally, in embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0269] In optional embodiments, those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware of an electronic device. The program can be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc.
[0270] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0271] If the integrated units in the above embodiments are implemented as software functional units and sold or used as independent products, they can be stored in the aforementioned computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application.
[0272] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0273] In the several embodiments provided in this application, it should be understood that the disclosed user equipment can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some interfaces; indirect couplings or communication connections between units or modules may be electrical or other forms.
[0274] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0275] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0276] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.
Claims
1. A method for displaying information about a virtual object, characterized in that, include: Display a virtual game task involving at least two virtual objects, wherein the at least two virtual objects include a first virtual object and a second virtual object; When the second virtual object is set as a virtual object that the first virtual object pays special attention to, real-time information about the second virtual object participating in the virtual game task is displayed.
2. The method according to claim 1, characterized in that, In the process of displaying a virtual game task involving at least two virtual objects, the method further includes: displaying at least one behavior control, wherein the behavior control is used to control the behavior of the first virtual object; The process of displaying real-time information during the second virtual object's participation in the virtual game task includes: displaying the real-time information in at least one associated area, wherein the associated area is an area that is mutually associated with the position of the behavior control.
3. The method according to claim 2, characterized in that, The process of displaying the real-time information in at least one associated area includes: In the first associated area, first real-time information is displayed, wherein the first associated area is an area that is associated with the position of the first behavior control, the first behavior control is used to control the movement behavior of the first virtual object, and the first real-time information is used to indicate the behavior status of the second virtual object in the process of participating in the virtual game task.
4. The method according to claim 2, characterized in that, The process of displaying the real-time information in at least one associated area includes: In the second associated area, second real-time information is displayed. The second associated area is an area that is related to the position of the second behavior control. The second behavior control is used to control the movement behavior of the first virtual object. The second real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the virtual game task.
5. The method according to claim 4, characterized in that, After displaying the second real-time information in the second associated area, the method further includes: When a behavior control instruction is received that triggers the second behavior control, and the behavior control instruction points to the second real-time information, the movement direction of the first virtual object is automatically adjusted towards the direction where the second virtual object is located.
6. The method according to claim 2, characterized in that, The process of displaying the real-time information in at least one associated area includes: In the third associated area, third real-time information is displayed. The third associated area is an area that is related to the position of the third behavior control. The third behavior control is used to control the visual behavior of the first virtual object. The third real-time information is used to indicate the behavioral state of the second virtual object during the virtual game task.
7. The method according to claim 2, characterized in that, The process of displaying the real-time information in at least one associated area includes: In the fourth associated area, fourth real-time information is displayed. The fourth associated area is an area that is related to the position of the fourth behavior control. The fourth behavior control is used to control the visual behavior of the first virtual object. The fourth real-time information is used to indicate the relative direction between the second virtual object and the first virtual object during the participation of the second virtual object in the virtual game task.
8. The method according to claim 7, characterized in that, After displaying the fourth real-time information in the fourth associated area, the method further includes: When a visual control instruction is received that triggers the fourth behavior control, and the visual control instruction points to the fourth real-time information, the visual direction of the first virtual object is automatically adjusted to the direction where the second virtual object is located.
9. The method according to claim 1, characterized in that, In the process of displaying a virtual game task involving at least two virtual objects, the method further includes: Display at least one special attention identifier, wherein the at least one special attention identifier includes a target attention identifier for the virtual object that sets the second virtual object as a virtual object that the first virtual object has a special attention to; In response to a special attention instruction triggered by the target attention identifier, the second virtual object is set as a virtual object that the first virtual object has special attention to.
10. The method according to claim 9, characterized in that, Before setting the second virtual object as a virtual object of particular interest to the first virtual object, the method further includes: displaying a target attention identifier of a first state, wherein the target attention identifier of the first state is used to indicate that the second virtual object is to be set as a virtual object of particular interest to the first virtual object; After setting the second virtual object as a virtual object of particular interest to the first virtual object, the method further includes: displaying a target interest identifier in a second state, wherein the target interest identifier in the second state is used to indicate that the second virtual object has been set as a virtual object of particular interest to the first virtual object.
11. The method according to claim 10, characterized in that, After displaying the target attention marker in the second state, the method further includes: When the first virtual object is set as a virtual object that the second virtual object pays special attention to, a target attention identifier in the third state is displayed, wherein the target attention identifier in the third state is used to indicate that the first virtual object and the second virtual object have been set as special attention to each other.
12. The method according to claim 1, characterized in that, In the process of displaying real-time information about the second virtual object participating in the virtual game task, the method further includes: If the distance between the first virtual object and the second virtual object is greater than or equal to a preset threshold, a distance prompt message is displayed, wherein the distance prompt message is used to indicate that the distance between the first virtual object and the second virtual object is too far.
13. The method according to claim 12, characterized in that, After displaying the distance prompt information, the method further includes: If the distance between the first virtual object and the second virtual object is less than the preset threshold, the display of the distance prompt information will be canceled.
14. The method according to any one of claims 1 to 13, characterized in that, In the process of displaying a virtual game task involving at least two virtual objects, the method further includes: When the first virtual object is set as a virtual object that the second virtual object pays special attention to, a attention prompt message is displayed, wherein the attention prompt message is used to prompt the second virtual object to set the first virtual object as a virtual object that it pays special attention to.
15. The method according to any one of claims 1 to 13, characterized in that, In the process of displaying a virtual game task involving at least two virtual objects, the method further includes: In response to a list display request, a special attention list for the first virtual object is displayed, wherein the special attention list is used to display and manage virtual objects that the first virtual object has and / or is to be given special attention to.
16. The method according to any one of claims 1 to 13, characterized in that, The real-time information displayed during the second virtual object's participation in the virtual game task includes: displaying a first visual element with a first orientation, wherein the first visual element with the first orientation is used to indicate the relative orientation between the second virtual object and the first virtual object during the second virtual object's participation in the virtual game task; When the third virtual object is set as a virtual object that the first virtual object pays special attention to, the method further includes: displaying a first visual element with a second orientation, wherein the first visual element with the second orientation is used to indicate the relative orientation between the third virtual object and the first virtual object during the participation of the third virtual object in the virtual game task, and the at least two virtual objects include the third virtual object.
17. The method according to any one of claims 1 to 13, characterized in that, The display of real-time information during the second virtual object's participation in the virtual game task includes: A second visual element displays a first form, wherein the second visual element represents the behavioral state of the second virtual object during its participation in the virtual game task, and the first form represents a first type of behavioral state; or... A second visual element displays a second form, wherein the second form is used to represent a second type of behavioral state.
18. The method according to any one of claims 1 to 13, characterized in that, The real-time information displayed during the process of the second virtual object participating in the virtual game task includes: displaying a third visual element of a first color, wherein the real-time information includes indication information expressed by the third visual element, and the first color is used to represent the second virtual object; When the fourth virtual object is set as a virtual object that the first virtual object pays special attention to, the method further includes: displaying a third visual element of a second color, wherein the second color is used to represent the fourth virtual object, and the at least two virtual objects include the fourth virtual object.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, wherein the program is executed by an electronic device to perform the method according to any one of claims 1 to 18.
20. A computer program product comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method described in any one of claims 1 to 18.
21. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to execute the method described in any one of claims 1 to 18 through the computer program.