Information display method and apparatus, computer program, and electronic device
The information display method in virtual game scenes addresses the issue of low efficiency by allowing players to view virtual projection information corresponding to second virtual characters through a projection display operation, enhancing flexibility and gaming experience.
Patent Information
- Application Number
- JP2024564590
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-09-09
- Filing Date
- 2023-07-24
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2043-07-24
AI Technical Summary
Existing information display methods in virtual game scenes are too fixed and lack flexibility, resulting in low information display efficiency.
An information display method and device that allows for the display of a virtual projection corresponding to a second virtual character in response to a projection display operation on a virtual interaction item, where the second virtual character satisfies specific projection conditions, and the virtual projection includes a projection of the character model or battle data.
This method enhances information display efficiency by allowing players to view virtual projection information autonomously, without being limited to a fixed position, thereby improving the overall gaming experience.
Smart Images

Figure 2025516271000001_ABST
Abstract
Description
Technical Field
[0001] [Priority Information] This application claims priority based on a Chinese patent application with an application number of 202211105826.5 filed with the China National Intellectual Property Administration on September 9, 2022, and an invention title of "Information Display Method and Device, Storage Medium, Electronic Device", and all of its contents are incorporated herein by reference.
[0002] [Technical Field] Embodiments of the present application relate to the field of computers, and specifically, to an information display method and device, a storage medium, and an electronic device.
Background Art
[0003] In a virtual game scene, there are various information display modes. For example, information about a virtual character can be displayed at a fixed position. However, such a method has the problem that it is too fixed and lacks flexibility, and the information display efficiency is low. For the above problems, no effective solutions have been proposed yet.
Summary of the Invention
Problems to be Solved by the Invention
[0004] Embodiments of the present application provide an information display method and device, a storage medium, and an electronic device for solving at least the problem of low information display efficiency.
Means for Solving the Problems
[0005] According to one aspect of the embodiments of the present application, in the execution process of the first virtual character participating in the current game task, the steps of displaying the first virtual character and the virtual interaction item, and in response to the projection display operation performed on the virtual interaction item, displaying a virtual projection corresponding to the second virtual character, wherein the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character, are included in the information display method provided.
[0006] According to another aspect of the embodiments of the present application, in the execution process of the first virtual character participating in the current game task, a first display unit that displays the first virtual character and the virtual interaction item, a second display unit that displays a virtual projection corresponding to the second virtual character in response to the projection display operation performed on the virtual interaction item, wherein the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character, is further provided in the information display device.
[0007] According to a further aspect of the embodiments of the present application, a computer program product or a computer program including computer instructions stored in a computer-readable storage medium is provided. When a processor of a computer device reads and executes the computer instructions from the computer-readable storage medium, the computer device is caused to execute the above information display method.
[0008] According to a further aspect of the embodiment of the present application, there is provided an electronic device including a memory, a processor configured to execute the above information display method by a computer, and a computer program stored in the memory and operating on the processor.
Advantages of the Invention
[0009] According to the embodiment of the present application, in the execution process of the first virtual character participating in the current game task, the first virtual character and the virtual interaction item are displayed, and in response to the projection display operation performed on the virtual interaction item, a virtual projection corresponding to the second virtual character is displayed. The second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task. The virtual projection includes at least one of a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character. When the first virtual character and the virtual interaction item are displayed on the client where the first virtual character is located, and when a projection display operation performed on the virtual interaction item is detected, the client displays a virtual projection corresponding to the second virtual character. By associating the virtual interaction item with the virtual projection, the autonomous display of the virtual projection is realized by the interaction behavior performed on the virtual interaction item, and since the autonomous display does not limit the position of the virtual projection, the player does not need to move to a fixed specified position to view the already displayed virtual projection. The player can determine when and where to view the already displayed virtual projection by the player's autonomous behavior. Thereby, the object of providing an efficient information (virtual projection) display mode for the player is achieved, and the technical effect of improving the display efficiency of information is realized, thus solving the problem of low display efficiency of information.
[0010] The drawings described herein are provided to further understand the present application, constitute a part of the present application, and the exemplary embodiments and their descriptions of the present application are for interpreting the present application and do not unduly limit the present application. The drawings are as follows.
Brief Description of the Drawings
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Embodiments for Carrying Out the Invention
[0012] Hereinafter, for those skilled in the art to better understand the technical solution of the present application, the technical solution in the embodiment of the present application will be clearly and completely described with reference to the drawings in the embodiment of the present application. However, it goes without saying that the embodiments described below are only a part of the embodiments of the present application, not all of them. All other embodiments obtained by those skilled in the art without creative labor based on the embodiments of the present application are also included in the protection scope of the present application.
[0013] It should be noted that terms such as "first" and "second" in the specification, claims, and the above drawings of the present application are for distinguishing similar objects and do not necessarily describe a specific order or priority. It should be understood that the data used in this way can be appropriately exchanged so that the embodiments of the present application described here can be implemented in an order other than the order shown and described here. Also, terms such as "including" and "having", and any variations thereof, cover non-exclusive inclusion. For example, for a process, method, system, product, or device including a series of steps or units, it is not limited to those steps or units clearly listed, and may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.
[0014] According to one aspect of the embodiment of the present application, an information display method is provided. Optionally, as one selective embodiment, the above information display method may be applied to the environment shown in FIG. 1, but is not limited thereto. Here, it may include, but is not limited to, the user device 102 and the server 112. The user device 102 may include, but is not limited to, a display 104, a processor 106, and a memory 108. The server 112 includes a database 114 and a processing engine 116.
[0015] The specific process is as follows.
[0016] In step S102, the user device 102 obtains a projection display operation performed on the virtual interaction item. Here, the virtual interaction item and the first virtual character are displayed in the execution process in which the first virtual character participates in the current game task.
[0017] In steps S104 - S106, the projection display operation is sent to the server 112 via the network 110.
[0018] In step S108, the server 112 determines, by the processing engine, a virtual projection corresponding to the second virtual character in response to the projection display operation. Here, the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of the projection of the character model of the second virtual character and the projection of the battle data of the second virtual character.
[0019] In steps S110 - S112, the virtual projection corresponding to the second virtual character is sent to the user device 102 via the network 110. The user device 102 displays, by the processor 106, the virtual projection corresponding to the second virtual character on the display 104, and stores the virtual projection corresponding to the second virtual character in the memory 108.
[0020] In addition to the example shown in FIG. 1, the above steps may be independently completed by the client or the server, or may be completed through the cooperation and collaboration between the client and the server. For example, the user equipment 102 may execute steps such as determining a virtual projection corresponding to the second virtual character in response to the above projection display operation, thereby reducing the processing stress of the server 112. The user equipment 102 may include, but is not limited to, portable devices (such as mobile phones, etc.), notebook computers, desktop computers, in-vehicle devices, etc. The present application does not limit the specific implementation manners of the user equipment 102.
[0021] Optionally, as a selective embodiment, as shown in FIG. 2, the information display method includes the following steps.
[0022] In step S202, during the execution process in which the first virtual character participates in the current game task, the first virtual character and the virtual interaction item are displayed.
[0023] In step S204, in response to the projection display operation performed on the virtual interaction item, a virtual projection corresponding to the second virtual character is displayed. Here, the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of the projection of the character model of the second virtual character and the projection of the battle data of the second virtual character.
[0024] Optionally, in this embodiment, the above information display method may be applied to the information display scene of virtual characters in a shooting game, but is not limited thereto. For example, in the process of a player operating a virtual character in a game battle to execute a game task, there is always a fierce competitive relationship between players. However, players cannot accurately obtain each other's information. In the prior art, the observation of other players' equipment information is carried out by approaching other players and estimating the player's immediate combat power through visual measurement of other players' equipment, which has a huge risk.
[0025] According to the above information display method, a player can obtain virtual projection information corresponding to other players by performing a projection display operation on a virtual interaction item. Here, the virtual projection information may include, but is not limited to, the player's name information, equipment information, blood volume information, immediate combat power information, etc. For example, when a player obtains the virtual projection information of a top player through a virtual interaction item, the player can take corresponding countermeasures against the top player during subsequent task execution based on the name information and equipment information displayed in the virtual projection information. Therefore, a player can obtain the information of other players satisfying certain conditions in the current game battle in real time based on the virtual interaction item and the interaction behavior therewith in the game battle.
[0026] To explain further with examples, as shown in Fig. 3(a), the first virtual character 302 approaches the virtual interaction item 304 and clicks on the virtual interaction control 306 with the two characters "Projection" displayed on the virtual interaction item 304 to execute a projection display operation. In this way, as shown in Fig. 3(b), in response to the projection display operation executed on the virtual interaction control 306, a virtual projection 310 corresponding to the second virtual character 308 is displayed on the client where the first virtual character 302 is located. The virtual projection 310 includes the 3D model of the second virtual character 308 and the real-time combat data of the battle, namely "Name: Flying God, Equipment: Attack Item 1, Armor 2, Blood Volume: 100%, Combat Power: S+". Based on this, the first virtual character 302 obtains the information that the second virtual character 308 named Flying God is a top player with good condition and strong combat power.
[0027] Optionally, in this embodiment, the above information display method may be applied to the equipment information display scene in a shooting game, but is not limited thereto. For example, in the process of a player operating a virtual character in a game battle to execute a game task in the game play, in order to improve the real-time combat ability of the virtual character in the battle, the player constantly updates the virtual attack item equipment with more combat power for the virtual character. Also, the virtual attack item equipment is not completely based on combat power as the evaluation criterion. For example, a sniper rifle with a wider range of shooting in a desert game environment is superior to a small gun, but a small gun with a faster assault ability in a plain game environment is superior to a sniper rifle. Therefore, when a player battles in a shooting game, the player needs a method to evaluate the attack item by referring to the actual situation of the game.
[0028] Note that the above virtual attack item equipment may include offensive attack item equipment such as sniper rifles, handguns, and shotguns, or may include defensive attack item equipment such as defensive armor and life armor, or may include functional attack item equipment such as vehicles and scopes, but is not limited thereto.
[0029] According to the above information display method, in the process of a player operating a virtual character to execute a game task, the player can perform a projection display operation on the discovered virtual attack item equipment to display the equipment information corresponding to the virtual attack item equipment. The equipment information may include attribute information such as the range, lethality, and rate of fire of offensive virtual attack item equipment, or may include equipment information such as the life attribute and defense attribute of defensive virtual attack item equipment, but is not limited thereto. Therefore, based on the actual situation of the battle, the player can accurately search for and select the most suitable virtual attack item equipment for the virtual character, improving the user experience of the game.
[0030] To further illustrate with an example, as shown in Fig. 4(a), when the first virtual character 402 approaches the virtual attack item equipment 404 and clicks on the virtual interaction control 406 with the two characters "Projection" displayed on the virtual attack item equipment 404, a projection display operation is executed. Thus, as shown in Fig. 4(b), in response to the projection display operation executed on the virtual interaction control 406, a virtual projection 408 corresponding to the virtual attack item equipment 404 is displayed on the client where the first virtual character 402 is located. The virtual projection 408 includes the 3D model of the virtual attack item equipment 404 and the "Name: AK, Range: 400 yards, Lethality: A, Rate of Fire: Fast", which is the real-time battle data. Based on the specific information of the newly discovered virtual attack item equipment 404 obtained by the first virtual character 402, as well as the information of the virtual attack item equipment already equipped by itself and the current actual battle situation information, it is determined whether to perform an operation of picking up, storing, or using the virtual attack item equipment 404.
[0031] Optionally, in this embodiment, the first virtual character may be, but is not limited to, the virtual character operated by the player within the game battle. The virtual character may have corresponding attribute information based on the actual situation of the game battle, but is not limited thereto. The attribute information may include, but is not limited to, the damage amount of the virtual character, the number of kills, the healing amount, the skin value, etc. The virtual interaction item may be a game item that provides an interaction action for the first virtual character operated by the player within the game battle, or may be a game item preset in the preparation stage of the game battle, or a game item generated in real time based on the actual situation of the game battle, or may be a game item exchanged by the player under certain exchange conditions so that the player can customize the use position of the virtual interaction item and the display position of the virtual projection, but is not limited thereto.
[0032] Optionally, in this embodiment, the trigger for the projection operation may be, but is not limited to, the interaction action executed by the first virtual character when the preset condition between the first virtual character and the virtual interaction item is satisfied. Responding to the projection display operation executed on the virtual interaction item, displaying the virtual projection corresponding to the second virtual character may be, but is not limited to, displaying the virtual projection corresponding to the second virtual character for the first virtual character. Here, the second virtual character may be, but is not limited to, the virtual character that satisfies the projection condition among each virtual character participating in the current game task by the player within the game battle. For example, when the first virtual character satisfies the projection condition, the first virtual character may be used as the second virtual character. Also, the projection condition may be that a certain attribute information of the virtual character satisfies the preset condition of the corresponding attribute, or that multiple types of attribute information of the virtual character all satisfy the preset condition of the corresponding attribute, but is not limited thereto.
[0033] Optionally, in this embodiment, the trigger for the projection operation may set the area within a certain range where the virtual interaction item is located as the collision area, and when the virtual character controlled by the player enters the collision area, the projection operation may be triggered, but it is not limited thereto.
[0034] Optionally, in this embodiment, in a single game match, the number of virtual interaction items may be plural, or the number existing in the match may be updated in real time based on the actual situation of the game match, but it is not limited thereto. The virtual interaction item may be a game item targeting one or more different attribute types, but it is not limited thereto. Optionally, the projection conditions corresponding to virtual interaction items of different attribute types are different. For example, the virtual interaction item may be used to indicate the virtual character with the most kills in the current game match (the "king of kills"), but it is not limited thereto. The corresponding projection condition is that the number of kills in the current game match is the most, and the corresponding second virtual character is the virtual character with the most kills in the current game match. The virtual interaction item may be used to indicate the virtual character whose number of kills in the current game match exceeds a certain preset number condition (the "god of kills"), but it is not limited thereto. The corresponding projection condition is that the number of kills in the current game match exceeds a certain preset number condition, and the corresponding second virtual character is one or more of the plural virtual characters whose number of kills in the current game match exceeds a certain preset number condition. Optionally, when it is detected that there are two or more second virtual characters, other attributes, such as multiple second virtual conditions such as damage amount and healing amount, may be compared according to a certain priority to determine and display a single virtual character, or other attributes, such as multiple second virtual conditions such as damage amount and healing amount, may be compared according to a certain priority to determine the display order of the plural virtual characters and display them in this order, but it is not limited thereto.
[0035] Optionally, in this embodiment, the virtual projection may include, but is not limited to, the projection of the character model corresponding to the virtual character and the projection of the battle data. Here, the projection of the character model may include, but is not limited to, the projection of the 3D model material and posture of the virtual projection, and the projection of the battle data may include, but is not limited to, the data type and data position displayed by the virtual projection.
[0036] Optionally, in this embodiment, the virtual projection includes at least one of the projection of the character model of the second virtual character, the projection of the battle data of the second virtual character, the projection of the battle data of other virtual characters participating in the current game task, etc. In other words, what is displayed by the virtual projection is the projection of the character model of a specific virtual character (the second virtual character), but for the projection of the battle data, it is not limited to this, and more diverse battle data corresponding to virtual characters may be displayed. For example, in the current battle game, the battle data corresponding to the top 10 virtual characters in the ranking is dynamically displayed.
[0037] Optionally, in this embodiment, the above character model may, but is not limited to, instruct the player to perform a setting operation through the above first projection setting interface. The setting operation may be to instruct the player to set the material and posture of the 3D model of the virtual projection to be displayed in the game battle, or it may be to select the 3D model of the virtual projection corresponding to the projection material, or it may be to adjust the posture of the 3D model of the virtual projection to upright, semi-upright, prone, etc., but it is not limited to this.
[0038] Optionally, in this embodiment, the projection of the character model and the projection of the battle data may change according to triggers of battle game events such as the player's attack and weather changes, but are not limited thereto. For example, when player A executes a virtual projection display operation to display the virtual projection of player B in another camp, if player B is close to player A, that is, in a scene where player A is in danger, the virtual projection of player B may change the color of the projection of the character model to red, which represents danger and alertness, but is not limited thereto. When the above distance is no longer within the range of the dangerous distance, by restoring the projection of the character model to its normal expression form, the purpose of improving the richness of the gameplay in the game battle is achieved, and the effect of improving the player's game experience is realized. Also, for example, when the weather attribute corresponding to the time when player A is currently located is rainy, when the virtual projection of player B is triggered, for example, the virtual projection of player B in rainy weather is correspondingly displayed with special effects of rainwater or rain sounds, etc.
[0039] Optionally, in this embodiment, the projection of the battle data may be instructed to the player to perform a setting operation via the second projection setting interface, but is not limited thereto. The setting operation may include, but is not limited to, setting the display information type and display information position of the battle real-time data. The setting of the display information type of the battle real-time data may be, for example, adjusting the data type to be displayed in the virtual projection, including one of the number of kills in this game, the amount of healing in this game, the number of kills in the last 10 games, the game results in the last 10 games, etc., but is not limited thereto. The setting of the display information position of the battle real-time data may be, for example, adjusting the position of the data type to be displayed in the virtual projection, but is not limited thereto. The display information of the battle real-time data may be displayed in an ordering method such as top-bottom ordering or left-right ordering, but is not limited thereto.
[0040] In addition, in the game battle, the player no longer needs to move to a fixed display position to view the virtual projection. Instead, based on the virtual interaction items and the player's independent interaction actions, a virtual projection of the player that changes according to the situation of the game battle is displayed. By associating the virtual interaction items with the virtual projection, the independent display of the virtual projection is realized by the interaction actions performed on the virtual interaction items, and since the above independent display does not limit the position of the virtual projection, the player does not need to move to a fixed designated position to view the already displayed virtual projection. Instead, the player can determine when and where to view the already displayed virtual projection through their independent actions. This achieves the purpose of providing an efficient information (virtual projection) display mode for the player and realizes the technical effect of improving the display efficiency of information, thereby solving the problem of low display efficiency of information.
[0041] To further illustrate with an example, optionally, as shown in FIG. 5(a), for example, the first virtual character 502 controlled by the player clicks on the virtual interaction control 506 with the two characters "Projection" displayed on the virtual interaction item 504 during the execution process of the current game task to perform a projection display operation. In this way, as shown in FIG. 5(b), in response to the projection display operation performed on the virtual interaction item 506, a virtual projection 510 corresponding to the second virtual character 508 is displayed. Here, the second virtual character 508 is a virtual character that meets the projection conditions among each virtual character participating in the current game task, and the virtual projection includes at least one of the projection of the character model of the second virtual character and the projection of the battle data of the second virtual character.
[0042] According to the embodiments of the present application, in the execution process of the first virtual character participating in the current game task, the first virtual character and the virtual interaction item are displayed, and in response to the projection display operation performed on the virtual interaction item, a virtual projection corresponding to the second virtual character is displayed. Here, the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of the projection of the character model of the second virtual character and the projection of the battle data of the second virtual character. When the first virtual character and the virtual interaction item are displayed on the client where the first virtual character is located, and a projection display operation performed on the virtual interaction item is detected, the client displays a virtual projection corresponding to the second virtual character. By associating the virtual interaction item with the virtual projection, the autonomous display of the virtual projection is realized by the interaction behavior performed on the virtual interaction item, and since the autonomous display does not limit the position of the virtual projection, the player does not need to move to a fixed designated position to view the already displayed virtual projection, and the player can determine when and where to view the already displayed virtual projection by the player's autonomous behavior. Thereby, the purpose of providing an efficient information (virtual projection) display mode for the player is achieved, and the technical effect of improving the display efficiency of information is realized, thus solving the problem of low display efficiency of information.
[0043] As an alternative technical solution, before displaying a virtual projection corresponding to the second virtual character in response to a projection display operation performed on the virtual interaction item, S1: A step of displaying a projection interaction control corresponding to the virtual interaction item; and S2: Obtaining a projection trigger operation performed on the projection interaction control and determining the projection trigger operation as a projection display operation.
[0044] Optionally, in this embodiment, the virtual interaction item may be a projection device in a game battle, or may be a game device having a projection function in a game battle, but is not limited thereto. For example, the virtual interaction item may be an attack item having a projection function, a defensive armor having a projection function, a treatment package having a projection function, a detection device having a projection function, etc., but is not limited thereto.
[0045] Optionally, in this embodiment, the virtual interaction item may include, but is not limited to, a projection interaction control. Here, the projection interaction control may be used to instruct a first virtual character that is operated by a player to generate an interaction behavior with the virtual interaction item, but is not limited thereto. Optionally, the projection interaction control may be displayed when the first virtual character controlled by the player and the virtual interaction item meet certain preset conditions, but is not limited thereto. The preset conditions may be that the distance between the first virtual character and the virtual interaction item is equal to or less than a certain distance, or the completion degree of the current game task in which the first virtual character participates is greater than a certain value, or the account permission information of the player controlling the first virtual character meets the interaction permission conditions, but is not limited thereto. In this regard, the display conditions of the projection interaction control are not separately limited in the present invention.
[0046] In addition, in this embodiment, the projection interaction control may be for indicating one or more types of attribute types included in the virtual interaction item, but is not limited thereto. The attribute types included in the virtual interaction item may be used, but are not limited thereto, for instructing the acquisition of target battle data and the determination of virtual projection trigger conditions. The acquisition of the projection trigger operation executed on the projection interaction control may include, but is not limited to, determining the acquisition type of target battle data and the virtual projection trigger conditions based on one or more types of attribute types of the virtual interaction item indicated by the projection interaction control.
[0047] To further explain with examples, as shown in FIG. 6(a), the first virtual character 602 approaches the virtual interaction item 604 and clicks on the virtual interaction control 606 with the two characters "Projection" displayed on the virtual interaction item 604 to execute a projection display operation. Thus, as shown in FIG. 6(b), in response to the projection display operation executed on the virtual interaction control 606, a virtual selection control 608 is displayed. The virtual selection control 608 may include but is not limited to a plurality of projection type options, and may be used but is not limited to indicating a plurality of types of attribute types included in the virtual interaction item 604. Here, projection type 1 may be used but is not limited to indicating the projection of the virtual object with the most cumulative kill count participating in the current game task. Projection type 2 may be used but is not limited to indicating the projection of the virtual object with the most cumulative healing amount participating in the current game task. Projection type 3 may be used but is not limited to indicating the projection of the virtual object with the most lifetime kill count participating in the target virtual game. Projection type 4 may be used but is not limited to indicating the projection of the virtual object with the most average kill count participating in the game tasks of multiple rounds in the target virtual game.When the first virtual character 602 performs a projection selection operation and selects to obtain the projection of the virtual object with the largest cumulative kill count participating in the current game task, as shown in FIG. 6(c), on the client where the first virtual character 602 is located, a virtual projection 612 corresponding to the second virtual character 610 is displayed. The virtual projection 612 includes the 3D model of the second virtual character 610 and the real-time combat data "Current combat kill: Assassin, kill count: 8, damage amount: 8000, healing amount: 400". Based on this, the first virtual character 602 obtains the information that the second virtual character 610 named Assassin is the virtual character with the largest kill count in the current combat, the 3D display model of the virtual character, and other combat information of the virtual character in the game combat.
[0048] According to the embodiments of the present application, a projection interaction control corresponding to a virtual interaction item is displayed, a projection trigger operation executed on the projection interaction control is obtained, and the projection trigger operation is determined as a projection display operation.
[0049] As an alternative technical solution, the step of displaying a projection interaction control corresponding to a virtual interaction item includes: S1: When the distance between the first virtual character and the virtual interaction item is less than or equal to a first threshold, the step of displaying the projection interaction control is included.
[0050] Optionally, in this embodiment, in order to improve the flexibility of the display of the projection interaction control, the display position, display style, display duration, etc. of the projection interaction control may be set by the player himself, but are not limited thereto. For example, it can be preset so that the projection interaction control is displayed in the center of the client's display screen, and both its size and transparency can be preset. By presetting the display duration, after the display duration is reached, the projection interaction control, etc. can be automatically hidden. Also, in order to further improve the user experience, the display style of various virtual interaction controls may be exchanged by virtual resources, but is not limited thereto.
[0051] Optionally, in this embodiment, the virtual interaction item may be a game item with a projection function that is generated at data display points preset at various locations in the game at the start of the game battle, but is not limited thereto. Here, the data display point may be a virtual safe scene where the safety value in the current game task is above a certain threshold, but is not limited thereto.
[0052] When the first virtual character operated by the player approaches the data display point where the virtual interaction item is placed, the player can perform an interaction operation with the projection interaction control corresponding to the virtual interaction item. For example, when the first virtual character operated by the player approaches the virtual interaction item, an interaction button is displayed, and the two characters "Projection" are displayed on the button. The player can execute a projection trigger operation by clicking on the button.
[0053] Optionally, in this embodiment, the projection interaction item corresponding to the virtual interaction item may display the projection interaction control when the distance between the first virtual character and the virtual interaction item is equal to or less than a first threshold, but is not limited thereto. Here, the first threshold may be a preset positional distance for determining that the first virtual character and the virtual interaction item can perform an interaction action in the game battle, but is not limited thereto.
[0054] Note that by setting the condition of the first threshold, the projection interaction control corresponding to the virtual interaction item is displayed only when the distance between the first virtual character and the virtual interaction item is equal to or less than the first threshold. Thereby, in the game battle, it is not easy for the player to passively receive the projection interaction control of the virtual interaction item, and it can be ensured that the player actively operates the first virtual character to perform an interaction action with the virtual interaction item, improving the player's game experience in the game battle.
[0055] According to the embodiment of the present application, by displaying the projection interaction control when the distance between the first virtual character and the virtual interaction item is equal to or less than the first threshold, in the game battle, it is not easy for the player to passively receive the projection interaction control of the virtual interaction item, achieving the purpose of ensuring that the player actively operates the first virtual character to perform an interaction action with the virtual interaction item, and realizing the technical effect of improving the player's game experience in the game battle.
[0056] As an optional technical solution, the step of displaying the first virtual character and the virtual interaction item is S1: Display a first virtual character located in a virtual safe scene and a virtual interaction item located in the virtual safe scene, where the virtual safe scene is a virtual scene in which the safety value in the current game task is greater than or equal to a second threshold value.
[0057] Optionally, in this embodiment, the virtual interaction item may be preset in the virtual safe scene at the start of the game battle, but is not limited thereto. The virtual safe scene may be a virtual scene in which the safety value in the current game task is greater than or equal to a second threshold value, but is not limited thereto. In a game battle, since there is a fierce competition and confrontation relationship between players in different camps, in order to ensure the safety during the process where the player operates the first virtual character to perform an interaction behavior with the virtual interaction item and obtain the projection information of the second virtual character, the virtual safe scene may be a virtual scene in which the safety value in the current game task is greater than or equal to a second threshold value, but is not limited thereto. The safety value may change according to the actual situation of the game battle, but is not limited thereto.
[0058] Optionally, in this embodiment, the above virtual safe scene may be a safe room set in the current game task, but is not limited thereto. The safe room may be an absolutely safe area within the game battle, but is not limited thereto. In the game battle, the number of virtual characters permitted to enter the safe room may be set to be less than or equal to a third threshold value, but is not limited thereto. The virtual character that enters the safe room becomes in a non-selectable state. The virtual character in the non-selectable state may be set so as not to be injured by the attack from other virtual characters and at the same time not be able to attack other virtual characters, but is not limited thereto. In order to prevent the balance of the game battle from being disrupted and further affecting the game experience of other players due to the virtual character operated by the player always staying in the safe room, the duration of the non-selectable state of the virtual character in the safe room may be set to be less than or equal to a fourth threshold value, but is not limited thereto.
[0059] In addition, by placing the virtual interaction item in the virtual safety scene, it is possible to guarantee the safety when the player operates the first virtual character to perform an interaction operation with the virtual interaction item. Here, in the virtual safety scene of a safe room, by setting a non-selectable state for a certain period of time for the virtual character that enters the safe room, the safety of the interaction between the first virtual character and the virtual interaction item is sufficiently guaranteed, and it is possible to prevent the player from disrupting the game balance by using the non-selectable state or the absolute safety state.
[0060] Furthermore, taking an example for further explanation, as shown in FIG. 7(a), the first virtual character 702 discovers a safe room 704 in the process of participating in the current game task. The safe room 704 is an absolute safety space in the game battle, and the virtual characters inside are in a non-selectable state. The virtual characters in the non-selectable state will not be injured by the attacks of other virtual characters, and at the same time, they cannot attack other virtual characters. The number of virtual characters that can be accommodated in the safe room 704 is limited, and the time allowed for each virtual character to stay is also limited. After the first virtual character 702 enters the safe room 704, as shown in FIG. 7(b), the client where the first virtual character 702 is located immediately displays the first prompt information 708: "Inside the safe room, you are in a non-selectable state, and the remaining time is 2 minutes." When the first virtual character 702 discovers the third virtual character 706 in another camp in the safe room 704 and tries to open an attack item to attack the third virtual character 706, the second prompt information 710: "Inside the safe room, the other party is in a non-selectable state, and the remaining time is 1 minute." is displayed on the client where the first virtual character 702 is located.
[0061] According to the embodiments of the present application, a first virtual character located in a virtual safety scene and a virtual interaction item located in the virtual safety scene are displayed. Here, the virtual safety scene is a virtual scene in which the safety value in the current game task is greater than or equal to a second threshold. Thereby, the purpose of guaranteeing the safety in the process of the player operating the first virtual character to perform an interaction act with the virtual interaction item to obtain the projection information of the second virtual character is achieved, and the technical effect of improving the user's game experience is realized.
[0062] As an alternative technical solution, the step of displaying the virtual projection corresponding to the second virtual character includes the following S1.
[0063] S1: Display the virtual projection on the target client. Here, the target client is the game client corresponding to the first virtual character, and the virtual projection is prohibited from being displayed on game clients other than the target client among each game client, and the game client is the client corresponding to the virtual character participating in the current game task.
[0064] Optionally, in this embodiment, the first virtual character and the virtual interaction item are displayed on the target client corresponding to the first virtual character, and the target client displays the virtual projection corresponding to the second virtual character in response to the projection display operation performed on the virtual interaction item. Here, the virtual projection may be prohibited from being displayed on other clients other than the target client, but is not limited thereto, and the virtual projection may include the projection of the 3D model that only the player himself can see and the display of the real-time data of the battle, but is not limited thereto.
[0065] Note that the virtual projection corresponding to the second virtual character to be displayed is visible only to the player who executes the corresponding projection trigger operation. Through the player's voluntary interaction behavior, the projection of the player's 3D model that changes according to the battle situation and the battle real-time data information that are visible only to the player himself are displayed. Compared with the solutions in conventional shooting games, the projection of the player's 3D model and the display of real-time data in battles with less internal memory occupation are realized, significantly reducing the performance stress and optimizing the player's gaming experience.
[0066] Optionally, in this embodiment, the first virtual character and the virtual interaction item are displayed on the target client corresponding to the first virtual character. The target client further displays a virtual projection corresponding to the second virtual character in response to the projection display operation executed on the virtual interaction item. Here, the virtual projection may include, but is not limited to, the projection of the 3D model that is visible only to the player himself and the display of the battle real-time data. It may also be displayed on other clients having a target relationship with the target client, but is not limited to this. The target relationship may be used to indicate whether the first virtual character displayed on the target client belongs to the same camp as the virtual characters of other clients in the current game task, but is not limited to this.
[0067] Optionally, in this embodiment, the fact that the above virtual projection is displayed on other clients having a target relationship with the target client may be such that after the first virtual character displayed on the target client executes a projection sharing operation, the virtual projection is displayed on other clients having a target relationship with the target client. However, it is not limited to this. The projection sharing operation may include, but is not limited to, long-pressing and selecting the virtual projection that is the sharing target of the first virtual character, and selecting one or more clients to share from other clients having a target relationship with the target client.
[0068] In addition, the virtual projection corresponding to the second virtual character to be displayed is not only visible to the player who executes the corresponding projection trigger operation, but also, due to the player's projection sharing behavior, can display the 3D model projection of the player and the battle real-time data information that changes according to the battle situation for players (teammates) in the same camp as the player. Compared with the solutions in conventional shooting games, it realizes the projection of the player 3D model and the sharing of real-time data in battles with less internal memory occupation in the clients of players in the same camp. Players in the same camp do not need to operate virtual objects respectively to execute interaction operations with virtual interaction items to obtain virtual projection information, which greatly reduces the performance stress, improves the player's information acquisition efficiency, and optimizes the player's game experience.
[0069] To further illustrate with an example, as shown in FIG. 8, the first virtual character 802 executes an interaction operation with the virtual interaction item 804, thereby displaying a virtual projection 808 corresponding to the second virtual character 806 on the client where the first virtual character 802 is located. The first virtual character 802 may long-press the virtual interaction item 804 to display the virtual sharing button 810, but is not limited thereto. In response to the click operation of the virtual sharing button 810 by the first virtual character 802, the surviving teammates 812 to be shared are further displayed. The first virtual character 802 selects the object to be shared in the virtual sharing interface 814 and executes a virtual projection sharing operation, and correspondingly displays the virtual projection 808 shared from the first virtual character 802 on the client where the shared object is located.
[0070] According to the embodiments of the present application, a virtual projection is displayed on a target client, where the target client is a game client corresponding to a first virtual character, and the virtual projection is prohibited from being displayed on game clients other than the target client among all game clients. The game client is a client corresponding to a virtual character participating in the current game task. Through the player's voluntary interaction behavior, a 3D model projection of the player that changes according to the battle situation and real-time battle data information visible only to the player himself are displayed, achieving the purpose of displaying the 3D model projection of the player and real-time data in a battle with low memory occupancy, greatly reducing the performance stress, and realizing the technical effect of optimizing the player's game experience.
[0071] As an alternative technical solution, after the step of displaying the virtual projection on the target client, S1: When the display duration of the virtual projection is equal to or greater than a preset threshold, the method further includes the step of canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client.
[0072] Optionally, in this embodiment, the virtual projection may cancel the display when the display duration on the target client is equal to or greater than a preset threshold, but is not limited thereto. It may cancel the display and delete the display data corresponding to the virtual projection from the target client, but is not limited thereto. It may cancel the display and retain the display data corresponding to the virtual projection in the target client in the buffer area for a certain period of time. If the projection display operation is not re-triggered within a certain period of time, the display data corresponding to the virtual projection may be deleted from the target client, but is not limited thereto.
[0073] Optionally, in this embodiment, the display data may be understood as a lower-layer data concept, and the battle data may be understood as a data concept in content representation, but it is not limited thereto. The display data and the battle data may be understood as the target client performing the projection of the model and the display of the battle data based on the display data, but it is not limited thereto. Alternatively, before the target client performs the projection of the model and the display of the battle data based on the display data, it is necessary to obtain the corresponding display data and then perform the projection of the model and the display of the battle data.
[0074] Note that when the display duration length in the target client reaches a preset threshold, the virtual projection automatically cancels the display. After canceling the display, the display data corresponding to the virtual projection in the target client can be synchronously deleted, achieving the purpose of further reducing the occupation of the internal memory by the data in the game battle and realizing the effect of significantly reducing the performance stress.
[0075] Note that when the display duration length in the target client reaches a preset threshold, the virtual projection automatically cancels the display. After canceling the display, the display data corresponding to the virtual projection in the target client is retained in the buffer area for a certain period of time. If the projection display operation is not re-triggered within a certain period of time, the display data corresponding to the virtual projection is deleted from the target client, achieving the purpose of improving the acquisition efficiency of the virtual projection display data and realizing the effect of improving the virtual projection display efficiency.
[0076] Optionally, in this embodiment, the virtual projection may cancel the display when the virtual interaction item is located in the virtual danger scene, but is not limited thereto. When canceling the display, the display data corresponding to the virtual projection may be deleted from the target client, but is not limited thereto. When canceling the display, the display data corresponding to the virtual projection in the target client may be retained in the buffer area for a certain period of time. If the projection display operation is not re-triggered within a certain period of time, the display data corresponding to the virtual projection may be deleted from the target client, but is not limited thereto. Here, the virtual danger scene is a virtual scene in which the safety value in the current game task is smaller than the fifth threshold value, and the numerical value of the fifth threshold value is smaller than the numerical value of the second threshold value.
[0077] Note that the virtual projection may be visible only to the target client where the player is located, but is not limited thereto. In this case, it is considered that the virtual projection itself does not expose the position information of the first virtual character to other players. However, when the first virtual character is located in the virtual danger scene, the player should not overly concentrate on the virtual projection and should concentrate on the game battle in the current virtual danger scene. Therefore, the virtual projection may automatically cancel the display when the virtual interaction item is located in the virtual danger scene, but is not limited thereto, to achieve the effect of improving the user's game experience.
[0078] According to the embodiment of the present application, when the display duration of the virtual projection is equal to or greater than a preset threshold value, by canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client, the purpose of reducing the occupation of the internal memory by the data in the game battle is achieved, and the effect of significantly reducing the performance stress is realized.
[0079] As an alternative technical solution, after the step of canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client, S1: A step of obtaining display data in response to a projection display operation; S2: Further including a step of displaying a virtual projection based on the display data and displaying the virtual projection on the target client.
[0080] Optionally, in this embodiment, the virtual projection may cancel the display when the display duration on the target client is equal to or greater than a preset threshold, but is not limited thereto. When canceling the display, the display data corresponding to the virtual projection may be deleted from the target client, but is not limited thereto. Within a certain time after the cancellation of the virtual projection is realized, if the player operates the first virtual character to interact with the virtual interaction item again, in response to the projection display operation, the display data corresponding to the virtual projection may be re-obtained, and the virtual projection may be displayed based on the display data and the virtual projection may be displayed again on the target client, but is not limited thereto.
[0081] Note that when the display duration of the virtual projection on the target client reaches a preset threshold, the display is automatically canceled. After canceling the display, the display data corresponding to the virtual projection on the target client is synchronously deleted. When responding to the projection display operation again, the display data corresponding to the virtual projection may be re-obtained, but is not limited thereto. This achieves the purpose of further reducing the occupation of the internal memory by the data in the game battle and realizes the effect of significantly reducing the performance stress.
[0082] Optionally, in this embodiment, the virtual projection may cancel the display when the display duration on the target client is equal to or longer than a preset threshold, but is not limited thereto. The display may be cancelled and the display data corresponding to the virtual projection may be deleted from the target client, but is not limited thereto. The display may be cancelled and the display data corresponding to the virtual projection on the target client may be retained in the buffer area for a certain period of time. If a projection display operation is received again within a certain period of time, the corresponding display data may be directly read from the buffer area, and the virtual projection may be displayed based on the display data on the target client, but is not limited thereto.
[0083] Note that when the display duration of the virtual projection on the target client reaches a preset threshold, the display is automatically cancelled. After the display is cancelled, the display data corresponding to the virtual projection on the target client is retained in the buffer area for a certain period of time. If a projection display operation is received again within a certain period of time, the corresponding display data may be directly read from the buffer area, and the virtual projection may be displayed based on the display data on the target client. Thereby, the time for repeatedly displaying the virtual projection within a certain period of time is reduced, and the technical effect of improving the display efficiency of the virtual projection is realized.
[0084] As an alternative technical solution, in response to a projection display operation performed on a virtual interaction item, before displaying a virtual projection corresponding to a second virtual character, S1: further includes a step of placing the virtual interaction item in a virtual storage space associated with the first virtual character in response to an item pickup operation performed on the virtual interaction item.
[0085] Optionally, in this embodiment, the virtual interaction item may be, but is not limited to, a game item that can be carried and used at any time. It may be picked up by the first virtual character and placed in a virtual storage space associated with the first virtual character. However, it is not limited to this. The virtual storage space associated with the first virtual character may be, but is not limited to, a container item carried by the first virtual character during the process of participating in the current game task. It may be, but is not limited to, something that provides a certain number of game item resources to the first virtual character. The game item resources may include, but are not limited to, attack items, defensive armors, treatment packages, virtual interaction items, etc.
[0086] In addition, the above virtual interaction item may be, but is not limited to, an attack item with a projection function, a defensive armor with a projection function, a treatment package with a projection function, a detection equipment with a projection function, etc. The player may operate the first virtual character to move with the virtual interaction item, or pick up the virtual interaction item and place it in the virtual storage space associated with the first virtual character, or take out the virtual interaction item from the virtual storage space at any time for use to obtain the key information of the second virtual character, but it is not limited to this.
[0087] To further illustrate with an example, as shown in FIG. 9(a), the first virtual character 902 and the virtual interaction item 904 are displayed on the client where the first virtual character 902 is located. When the first virtual character 902 executes an item pickup operation on the virtual pickup button 906, as shown in FIG. 9(b), if the available space in the virtual storage space 908 associated with the first virtual character 902 is sufficient to store the virtual interaction item 904, the virtual interaction item 902 is placed in the virtual storage space 908.
[0088] According to the embodiments of the present application, in response to an item pickup operation performed on a virtual interaction item, the virtual interaction item is placed in a virtual storage space associated with a first virtual character, and the player can pick up the virtual interaction item as a strategic game item in the process of participating in the current game task and store it in the virtual storage space. Thereby, the purpose of improving the flexibility of using the virtual interaction item is achieved, and the technical effect of improving the display efficiency of the virtual projection is realized.
[0089] As an alternative technical solution, after the step of placing the virtual interaction item in the virtual storage space associated with the first virtual character in response to an item pickup operation performed on the virtual interaction item, S1: A step of displaying a virtual projection in response to a first use operation performed on the virtual interaction item placed in the virtual storage space, or, S2: A step of adjusting the state of the virtual interaction item from the storage state to the holding state in response to a holding trigger operation performed on the virtual interaction item placed in the virtual storage space, and displaying a virtual projection in response to a second use operation performed on the virtual interaction item in the holding state, wherein the state of the virtual interaction item placed in the virtual storage space is the storage state, or, S3: A step of adjusting the state of the virtual interaction item from the storage state to the unassigned state in response to a drop trigger operation performed on the virtual interaction item placed in the virtual storage space, and displaying a virtual projection in response to a third use operation performed on the virtual interaction item in the unassigned state, wherein the state of the virtual interaction item not belonging to the first virtual character is the unassigned state, further including the step.
[0090] Optionally, in this embodiment, the first usage operation may be, but is not limited to, for instructing the virtual character to perform an operation of displaying a virtual projection on the virtual interaction item in the stored state. The second usage operation may be, but is not limited to, for instructing the virtual character to perform an operation of displaying a virtual projection on the virtual interaction item in the held state. The third usage operation may be, but is not limited to, for instructing the virtual character to perform an operation of displaying a virtual projection on the virtual interaction item in the unassigned state. Here, the stored state of the virtual interaction item may be, but is not limited to, a state where the virtual interaction item is placed in the virtual storage space in response to the item pickup operation. The held state of the virtual interaction item may be, but is not limited to, a state where the virtual interaction item is adjusted to be held by the virtual character in response to the hold trigger operation of the virtual interaction item. The unassigned state of the virtual interaction item may be, but is not limited to, a state where the virtual interaction item is discarded from the virtual storage space in response to the drop trigger operation of the virtual interaction item.
[0091] In addition, in the process of participating in the current game task, the virtual character may achieve the goal of carrying the virtual interaction item by directly performing an interaction operation on the virtual interaction item to display a virtual projection that meets the conditions, or by holding the virtual interaction item or storing the virtual interaction item in the virtual storage space. For example, in the process of the player operating the first virtual character to perform an interaction operation with the virtual interaction item, when a combat signal appears in the vicinity, in such a virtual dangerous scene, the first virtual character operated by the player can pick up the virtual interaction item in the storage space or hold the virtual interaction item, and leave the current virtual dangerous scene in a timely manner.
[0092] In addition, when the capacity of the virtual storage space is insufficient, the first virtual character being operated by the player can trigger a drop operation to discard the virtual interaction item into the current battle game environment. Here, the first virtual character can expose the discarded unassigned virtual interaction item as "bait" to the game environment and adopt corresponding ambushes or other strategies, achieving an increase in the ways of playing in the game battle, an improvement in the fun of the game battle, and realizing the effect of improving the player's game experience.
[0093] According to the embodiments of the present application, in response to a first use operation performed on a virtual interaction item placed in the virtual storage space, a virtual projection is displayed, or in response to a holding trigger operation performed on a virtual interaction item placed in the virtual storage space, the state of the virtual interaction item is adjusted from the storage state, which is the state of being placed in the virtual storage space, to the holding state. In response to a second use operation performed on the virtual interaction item in the holding state, a virtual projection is displayed, or in response to a drop trigger operation performed on a virtual interaction item placed in the virtual storage space, the state of the virtual interaction item is adjusted from the storage state to the unassigned state, which is a state not belonging to the first virtual character. In response to a third use operation performed on the virtual interaction item in the unassigned state, a virtual projection is displayed. By providing the player with various usage operation methods for virtual interaction items, the purpose of increasing the ways of playing the game and improving the fun of the game battle is achieved, and the effect of improving the player's game experience is realized.
[0094] As an alternative technical solution, before displaying the virtual projection corresponding to the second virtual character in response to the projection display operation performed on the virtual interaction item, S1: A step of displaying a first projection setting interface, where a plurality of projection character templates are displayed on the first projection setting interface, and the projection materials corresponding to each of the plurality of projection character templates are different. S2: A step of displaying a second projection setting interface corresponding to the target projection template in response to a selection operation performed on the target projection template among the plurality of projection character templates. S3: A step of setting the display parameters of the target projection template in response to a setting operation triggered in the second projection setting interface, where the display parameters are for determining the display position of the projection elements in the virtual projection that matches the target projection template. The method further includes this step.
[0095] Optionally, in this embodiment, the first projection setting interface may be for instructing the player to perform a setting operation on the virtual projection to be displayed in the game battle before the start of the game battle, but is not limited thereto. The virtual projection may include, but is not limited to, the projection of the 3D model corresponding to the virtual character and the projection of the battle real-time data. The above setting operation may be for instructing the player to set the projection material of the 3D model of the virtual projection to be displayed in the game battle, but is not limited thereto.
[0096] Optionally, in this embodiment, the second projection setting interface may be, but is not limited to, a setting interface corresponding to the target projection template selected by the player on the first projection setting interface, or may be, but is not limited to, one that provides the player with the setting operations performed on the selected target projection template. Here, the setting operations may include, but are not limited to, settings for the model pose of the projection character template, the display information type and display information position of the real-time battle data, etc. The setting of the model pose of the projection character template may be, but is not limited to, adjusting the 3D model pose of the virtual projection to upright, semi-upright, prone, etc. The setting of the display information type of the real-time battle data may be, for example, adjusting the data type displayed by the virtual projection, including one of the number of kills in this game, the amount of healing in this game, the number of kills in the last 10 games, the game results in the last 10 games, etc., but is not limited to this. The setting of the display information position of the real-time battle data may be, but is not limited to, adjusting the position of the data type displayed by the virtual projection, and the display information of the real-time battle data may be displayed by an ordering method such as top-bottom ordering, left-right ordering, etc., but is not limited to this.
[0097] Optionally, in this embodiment, in response to the setting operations triggered by the second projection setting interface, the display parameters of the target projection template are set. Here, the display parameters are for determining the display position of the projection elements in the virtual projection that matches the target projection template, and the projection elements may include, but are not limited to, the 3D model pose of the virtual projection, the data type displayed by the virtual projection, the data position displayed by the virtual projection, etc.
[0098] Note that on the first projection setting interface, a plurality of projection character templates are displayed, and the projection materials corresponding to each of the plurality of projection character templates are different. On the second projection setting interface, further setting operations for a plurality of parameter information executable for the selected projection character template are provided. The player can select a projection character template corresponding to a specific projection material according to their preference, and further perform adjustment settings on the posture of the 3D model of the virtual projection and the display method of real-time data during the battle, achieving the purpose of improving the diversification of the player's virtual projection display during the game battle and realizing the technical effect of improving the player's game experience.
[0099] To further illustrate with an example, as shown in FIG. 10, on the first projection setting interface 1002, the selected current projection character template 1004 and a plurality of candidate projection character templates 1006 are displayed. Here, different candidate character templates correspond to different character materials. The current projection character template 1004 changes according to the player's selection of the candidate projection template 1006.
[0100] To explain further with examples, as shown in Fig. 11(a), on the second projection setting interface 1102, the selected current projection character pose 1104 and a plurality of candidate projection character poses 1006 are displayed. Here, different candidate character templates correspond to the same character material and different character poses. The current projection character pose 1104 changes according to the player's selection of the candidate projection character pose 1106. As shown in Fig. 11(b), on the second projection setting interface 1102, the selected current data display 1108, a plurality of candidate data displays 1110, and data display interaction buttons 1112 corresponding to each of the candidate data displays are displayed. The player can perform operations such as increasing, deleting, moving up the order, and moving down the order on the candidate data display 1110 by means of the data display interaction buttons 1112. Furthermore, the current data display 1108 changes according to the player's selection operation of the candidate data display 1110.
[0101] According to an embodiment of the present application, a first projection setting interface on which a plurality of projection character templates are displayed is displayed. Here, the projection materials corresponding to each of the plurality of projection character templates are different. In response to a selection operation performed on a target projection template among the plurality of projection character templates, a second projection setting interface corresponding to the target projection template is displayed. In response to a setting operation triggered on the second projection setting interface, the display parameters of the target projection template are set. Here, the display parameters are for determining the display position of the projection elements in the virtual projection that matches the target projection template. The player can select a projection character template corresponding to a specific projection material according to their preference, and further perform adjustment settings on the pose of the 3D model of the virtual projection and the display method of the real-time data during the battle, achieving the purpose of improving the diversification of the player's virtual projection display during the game battle and realizing the technical effect of improving the player's gaming experience.
[0102] As an alternative technical solution, the step of displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on a virtual interaction item includes: S1: obtaining N virtual characters (where N is a natural number greater than or equal to 2) participating in the current game task in response to the projection display operation; S2: obtaining target battle data corresponding to each of the N virtual characters; S3: determining a target virtual character whose target battle data meets the projection condition from the N virtual characters, and determining the target virtual character as the second virtual character; S4: displaying the virtual projection.
[0103] Optionally, in this embodiment, in response to the projection display operation, N virtual characters (where N is a natural number greater than or equal to 2) participating in the current game task are obtained, target battle data corresponding to each of the N virtual characters is obtained, a target virtual character whose target battle data meets the projection condition is determined from the N virtual characters, the target virtual character is determined as the second virtual character, and the virtual projection is displayed. Here, the target battle data may include, but is not limited to, one or more of data such as the cumulative kill count, damage amount, and healing amount of the virtual character in the current game battle.
[0104] Optionally, in this embodiment, the virtual interaction item may be, but is not limited to, a game item that caters to one or more different attribute types. Optionally, the projection conditions corresponding to virtual interaction items of different attribute types are different. For example, the virtual interaction item may be used to indicate the virtual character with the most kills in the current game battle (the "king of kills"), but is not limited thereto. The corresponding projection condition is that the number of kills in the current game battle is the most, and the corresponding second virtual character is the virtual character with the most kills in the current game battle. The virtual interaction item may be used to indicate the virtual character (the "god of kills") whose number of kills in the current game battle exceeds a certain preset number condition, but is not limited thereto. The corresponding projection condition is that the number of kills in the current game battle exceeds a certain preset number condition, and the corresponding second virtual character is one or more of the multiple virtual characters whose number of kills in the current game battle exceeds a certain preset number condition. Optionally, when it is detected that there are two or more second virtual characters, other attributes, such as multiple second virtual conditions such as damage amount and healing amount, may be compared according to a certain priority to determine and display a single virtual character, or other attributes, such as multiple second virtual conditions such as damage amount and healing amount, may be compared according to a certain priority to determine the display order of multiple virtual characters and display them in this order, but is not limited thereto.
[0105] Note that after the player performs a projection display operation of interacting with the virtual interaction item, a target virtual character is determined from at least two virtual characters in the player's current battle game. The target virtual character is a virtual character whose target battle data meets the projection conditions. The target battle data may be a certain data type, such as the cumulative number of kills in the game battle, or may be multiple data types, such as the cumulative number of kills and cumulative damage amount in the game battle.
[0106] Furthermore, in a game battle, when the number of virtual characters for which the target battle data satisfies the projection conditions is more than one, among the plurality of virtual characters, other data types in the target battle data may be compared to determine the only target virtual character, but it is not limited thereto. By determining the only target virtual character in combination with the target battle data and the projection conditions in response to the projection display operation, the object of reducing the occupation of the internal memory by the virtual projection display is achieved, and the effect of improving the display efficiency of the virtual projection is realized.
[0107] To explain further with examples, in a single game battle, the target battle data may include, but is not limited to, the cumulative kill count, cumulative damage amount, and cumulative healing amount in the game battle. The projection condition may be, but is not limited to, that the cumulative kill count in the game battle exceeds 10. The currently surviving game players are Player A, Player B, Player C, and Player D. The cumulative kill count of the virtual character a operated by Player A in the current game battle is 5, the cumulative damage amount is 1000, and the cumulative healing amount is 500. The cumulative kill count of the virtual character b operated by Player B in the current game battle is 11, the cumulative damage amount is 1200, and the cumulative healing amount is 400. The cumulative kill count of the virtual character c operated by Player C in the current game battle is 11, the cumulative damage amount is 800, and the cumulative healing amount is 500. The cumulative kill count of the virtual character d operated by Player D in the current game battle is 10, the cumulative damage amount is 1000, and the cumulative healing amount is 300. After the virtual character a performs a projection display operation on the virtual interaction item, the virtual characters whose target battle data meet the projection condition are the virtual character b and the virtual character c. Furthermore, other data types other than the projection condition in the target battle data may be compared to determine the only target virtual character, but this is not limited thereto. For example, when the priority of the cumulative damage amount is higher than the priority of the cumulative healing amount, since the cumulative damage amount of the virtual character b is higher than that of the virtual character c, the virtual character b is determined as the target virtual object from the virtual character b and the virtual character c. When the priority of the cumulative healing amount is higher than the priority of the cumulative damage amount, since the cumulative healing amount of the virtual character b is lower than that of the virtual character c, the virtual character c is determined as the target virtual object from the virtual character b and the virtual character c.
[0108] According to the embodiments of the present application, in response to a projection display operation, N virtual characters (where N is a natural number greater than or equal to 2) participating in the current game task are acquired, target battle data corresponding to each of the N virtual characters is acquired, a target virtual character for which the target battle data satisfies the projection condition is determined from the N virtual characters, the target virtual character is determined as the second virtual character, and virtual projection is displayed.
[0109] As an alternative technical solution, the step of acquiring target battle data corresponding to each of the N virtual characters includes at least one of the following steps S1 to S3.
[0110] S1: Acquire first battle data corresponding to each of the N virtual characters. Here, the first battle data is real-time battle data in which each of the N virtual characters participates in the current game task.
[0111] S2: Acquire second battle data corresponding to each of the N virtual characters. Here, the second battle data is battle data in which each of the N virtual characters participates in the target virtual game, and the current game task is one game task in the target virtual game.
[0112] S3: Acquire third battle data corresponding to each of the N virtual characters. Here, the third battle data is battle data in which each of the N virtual characters participates in a plurality of game tasks in the target virtual game.
[0113] Optionally, in this embodiment, the target battle data may include, but is not limited to, real-time battle data in which the virtual character participates in the current game task. The real-time battle data of the current game task may include, but is not limited to, the cumulative kill count, cumulative damage amount, cumulative healing amount, cumulative vision score, etc. during the process in which the virtual character participates in the current game task.
[0114] The target battle data may include, but is not limited to, the battle data of a virtual object participating in a target virtual game. The current game task in which the virtual character participates may be, but is not limited to, one game session in the target virtual game. The battle data of a virtual object participating in a target virtual game may include, but is not limited to, the cumulative kill count, cumulative damage amount, cumulative healing amount, cumulative vision score, cumulative achievements, cumulative battle time length, etc. during the process of the virtual character participating in the target virtual game.
[0115] The target battle data may include, but is not limited to, the battle data of a virtual object participating in multiple game tasks in a target virtual game. The battle game task may be, but is not limited to, a game task that the virtual object participates in continuously. The battle data of multiple game tasks may include, but is not limited to, the average kill count, average damage amount, average healing amount, average vision score, etc. during the process of the virtual object participating in multiple game tasks.
[0116] Note that the target battle data may be a part of the current battle real-time data, or it may be the battle history data of multiple game sessions of the player and the battle data of the player's entire life. In a game battle, there are multiple types of target battle data, and there are multiple types of corresponding projection conditions. The player can obtain the display opportunity of virtual projection in multiple ways. Thereby, the purpose of improving the diversity of the display of virtual projection is achieved, and the technical effect of enriching the player's game experience is achieved.
[0117] According to the embodiments of the present application, first battle data corresponding to each of the N virtual characters is obtained, second battle data corresponding to each of the N virtual characters is obtained, and third battle data corresponding to each of the N virtual characters is obtained. Here, the first battle data is real-time battle data in which each of the N virtual characters participates in the current game task, the second battle data is battle data in which each of the N virtual characters participates in the target virtual game, the current game task is one game task in the target virtual game, and the third battle data is battle data in which each of the N virtual characters participates in a plurality of game tasks in the target virtual game. Based on a plurality of selectable types of target battle data, the player can obtain the display opportunity of virtual projection in a plurality of ways, achieve the purpose of improving the diversity of the display of virtual projection, and achieve the technical effect of enriching the player's game experience.
[0118] As an alternative technical solution, an information display method is applied to a virtual shooting game scene. For example, as shown in FIG. 12, the specific steps include the following S1202 to S1224.
[0119] In step S1202, the game is started.
[0120] In step S1204, a certain number of data display points are preset at each location on the map. Here, the data display point may be for displaying a virtual interaction item, but is not limited thereto.
[0121] In step S1206, the player controls the game character to approach the data display point. Here, the game character is the first virtual character.
[0122] In step S1208, an interaction button is displayed on the player control interface. Here, the player controls the game character.
[0123] In step S1210, it is determined whether the player clicks the interaction button.
[0124] In step S1212, the interaction button continues to appear.
[0125] In step S1214, when the player moves away from the data display point, the interaction button disappears.
[0126] In step S1216, the displayed 3D model of the player and the real-time combat data information are extracted.
[0127] In step S1218, the displayed 3D model of the player and the real-time combat data are displayed to the player (visible only to the player).
[0128] In step S1220, the display disappears after continuing for a certain period of time.
[0129] In step S1222, the data information is deleted and not left on the player's mobile phone.
[0130] In step S1224, the display is completed.
[0131] As an alternative technical solution, the information display method is applied to the tactical competitive shooting game scene. For example, as shown in FIG. 13, the specific content of the user's experience history and the system iteration space is as follows.
[0132] (1) User experience history: Perception module: After the player enters a game battle and sees a preset data display point in the battle, the player approaches the data display point and attempts to interact with the appeared button. Here, the data display point may be for displaying virtual interaction items, but is not limited to this. The button may be triggered and displayed after the relationship between the player and the data display point satisfies certain conditions, but is not limited to this. The above certain conditions may include that the distance between the player and the data display point is smaller than a preset threshold, or that both the player and the data display point are located in a virtual safe scene environment, etc., but are not limited to this.
[0133] Introduction module: After the player approaches the data display point and attempts to interact with the appeared button, the player views the 3D model of the player and the battle real-time data presented in the form of virtual projection, obtains information from them, and starts an attempt at battle using the obtained information.
[0134] Mastery module: After the player starts an attempt at battle using the obtained information, the player begins to learn to design tactics with reference to the obtained information, enriching the fun of the gameplay.
[0135] In addition, by using the above information display mode in a tactical competitive shooting game scene, the player can quickly perceive its existence, understand its working mechanism, start to be proficient in using it after attempting a battle using the information, and further acquire tactical design with reference to the obtained information, giving the player a richer game experience and more fun in the gameplay. Compared with the mainstream solutions, the above information display mode can balance the needs of displaying the player's 3D model and the battle real-time data with a small performance stress, and can ensure sufficient information acquisition space for the player.
[0136] (2) System iteration space: Collection module: It can collect interaction data of each data display point in the game, and can be collected according to attributes such as player type, type of data display point, type of number of game sessions, etc., but is not limited thereto.
[0137] Analysis module: Based on the collected interaction data of the data display point, analyze the appearance times of different 3D models in virtual projection and the appearance times of real-time battle data, analyze the route / kill situation in the game battle after the player obtains information, and analyze the rationality of the player's behavior.
[0138] Adjustment module: Analyze the virtual projection information in the game and the expression data after the player obtains the virtual projection information, adjust the number and distribution status of data display points in the battle, and adjust the content and duration of the display information in the battle.
[0139] In addition, in the game scene of tactical competitive shooting games, by using the above information display mode and collecting and analyzing the appearance times of the display of 3D models of different characters and real-time battle data in the game and the expression data after the player obtains information, it is possible to ensure sufficient adjustment margin for the content and duration of the in-battle display information for the system designer, determine the future iteration direction of the system, and make it easier to set the character model that matches the worldview setting.
[0140] In addition, in the experience history, the player needs to learn to quickly make his own tactical settings based on the obtained character model and real-time battle data related information. This process progresses step by step in sequence. Finally, the player can design tactics by referring to items, character skills, etc. in the game process, enrich his own way of playing, and bring more diverse experiences of the battle. On the other hand, the system iteration space can also be adjusted based on the display distribution status of the 3D model and real-time battle data, bringing a deeper battle experience to the player.
[0141] As an alternative technical solution, apply the information display mode to the virtual projection scene. Using the above information display mode, encapsulate the projection device and its trigger logic within the same Actor, add a box collider to the Actor to check whether the collision path is a character, and when the virtual character controlled by the player enters the collider, display an interaction button to the player. When receiving the interaction trigger operation of the button by the player, that is, when the player requests the display of model data, the client DS requests background data and displays the 3D model and real-time battle data to the player.
[0142] To reduce the internal memory and make it compatible with low-end machines, use the above information display mode to optimize the internal memory from multiple aspects. Specifically, it is as follows.
[0143] (1) Only one on the same screen: Only when the master interacts with the data segment (abbreviated as DS) register, the projection cannot be seen from the analog segment, ensuring that the projection does not affect other players. Furthermore, in combination with a reasonable placement position of the projection device, ensure that only one 3D model and real-time battle data are displayed on the same screen.
[0144] (2) Narrowing the influence range: Reduce the cut-off distance of the levels of detail (LOD) of the collider to ensure that the collider does not affect players who are a little far away, and only the approaching players are loaded to minimize the internal memory as much as possible. Here, the LOD technology is to determine the rendering assignment of object rendering based on the position and importance of the nodes of the object model in the display environment, and obtain efficient rendering operations by reducing the number of faces and the level of detail of unimportant objects.
[0145] (3) Simplification of the model: From the perspective of the model, for compatibility with low-end machines, instead of using complex models, a Low Poly model with fewer faces is used for the character. The Low Poly model can effectively reduce DrawCall and memory consumption. Here, DrawCall can be understood as (but not limited to) the call of the lower-level graphics rendering interface by the CPU to instruct the GPU to execute the rendering operation. The rendering process is realized by adopting an assembly line. The CPU and GPU operate in parallel and are connected through a command buffer. The CPU sends rendering commands to the GPU, and the GPU receives and executes the corresponding rendering commands.
[0146] (4) Minimum mechanism: If there is still performance stress in some super low-end machines, a method of displaying Tips instead of the model is adopted to prevent affecting the normal combat experience of the player.
[0147] To further illustrate with an example, as shown in Figure 14, in the realization of the program, multiplex the display logic of the 3D model and the real-time combat data, create a subclass of the data, and mount an Interactive Component 1402 encapsulated in the subclass. Rewrite the collision detection and button display methods therein, set the interaction range, and customize the display of the interaction button.
[0148] In the specific embodiments of this application, regarding related data such as user information, when the above embodiments of this application are applied to specific products or technologies, it is necessary to obtain the permission or consent of the user, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0149] Regarding each of the above-described method embodiments, for the sake of simplicity of description, they are all expressed as a combination of a series of operations. However, the present application is not limited to the order of the described operations. Based on the present application, it is obvious to those skilled in the art that some steps may be performed in other orders or simultaneously. Also, it is obvious to those skilled in the art that all the embodiments described in the specification are preferred embodiments, and such operations and modules are not necessarily essential to the present application.
[0150] According to another aspect of the embodiments of the present application, there is further provided an information display device for implementing the above information display method. As shown in FIG. 15, the device includes a first display unit 1502 for displaying a first virtual character and a virtual interaction item during the execution process in which the first virtual character participates in the current game task; a second display unit for displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on the virtual interaction item, where the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character, the second display unit 1504.
[0151] For specific embodiments, reference can be made to the examples shown in the above information display method, and the description thereof is omitted here.
[0152] As an alternative technical solution, the above device includes a first display module for displaying a projection interaction control corresponding to the virtual interaction item in response to a projection display operation performed on the virtual interaction item, before displaying the virtual projection corresponding to the second virtual character on the target client; Before displaying a virtual projection corresponding to a second virtual character on a target client in response to a projection display operation performed on a virtual interaction item, obtain a trigger projection operation performed on a projection interaction control, and further include an acquisition module that determines the trigger projection operation as the projection display operation.
[0153] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0154] As an alternative technical solution, the above first display module includes a first display sub-module that displays a projection interaction control when the distance between the first virtual character and the virtual interaction item is less than or equal to a first threshold.
[0155] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0156] As an alternative technical solution, the above first display unit 1502 is a second display module that displays a first virtual character located in a virtual safety scene and a virtual interaction item located in the virtual safety scene, where the virtual safety scene is a virtual scene in which the safety value in the current game task is greater than or equal to a second threshold.
[0157] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0158] As an alternative technical solution, the above second display unit 1504 A third display module that displays a virtual projection on a target client, where the target client is a game client corresponding to a first virtual character, and the virtual projection is prohibited from being displayed on game clients other than the target client among each game client, and the game client is a client corresponding to a virtual character participating in the current game task, and includes the third display module.
[0159] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0160] As an alternative technical solution, the above device After displaying the virtual projection on the target client, if the display duration of the virtual projection is equal to or greater than a preset threshold, it further includes a cancellation sub-module that cancels the display of the virtual projection and deletes the display data corresponding to the virtual projection from the target client.
[0161] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0162] As an alternative technical solution, the above device After canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client, a first acquisition sub-module that acquires display data in response to a projection display operation, and After canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client, a second display sub-module that displays the virtual projection based on the display data and displays the virtual projection on the target client.
[0163] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0164] As an alternative technical solution, the above device Before displaying the virtual projection corresponding to the second virtual character in response to the projection display operation performed on the virtual interaction item, a placement module is further included that places the virtual interaction item in the virtual storage space associated with the first virtual character in response to the item pickup operation performed on the virtual interaction item.
[0165] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0166] As an alternative technical solution, the above device A third display sub-module that displays a virtual projection in response to a first use operation performed on the virtual interaction item placed in the virtual storage space after placing the virtual interaction item in the virtual storage space associated with the first virtual character in response to the item pickup operation performed on the virtual interaction item, or A first adjustment sub-module that adjusts the state of the virtual interaction item from the storage state to the holding state in response to a holding trigger operation performed on the virtual interaction item placed in the virtual storage space after placing the virtual interaction item in the virtual storage space associated with the first virtual character in response to the item pickup operation performed on the virtual interaction item, and displays a virtual projection in response to a second use operation performed on the virtual interaction item in the holding state, where the state of the virtual interaction item placed in the virtual storage space is the storage state, the first adjustment sub-module, or After placing a virtual interaction item in a virtual storage space associated with a first virtual character in response to an item pickup operation performed on the virtual interaction item, in response to a drop trigger operation performed on the virtual interaction item placed in the virtual storage space, adjusting the state of the virtual interaction item from a stored state to an unassigned state, and in response to a third use operation performed on the virtual interaction item in the unassigned state, a second adjustment sub-module that displays a virtual projection, and further includes a second adjustment sub-module in which the state of the virtual interaction item that does not belong to the first virtual character is in an unassigned state.
[0167] Specific embodiments can refer to the examples shown in the above information display method, so the description is omitted here.
[0168] As an alternative technical solution, the above device A fourth display module that displays a first projection setting interface before displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on a virtual interaction item, wherein a plurality of projection character templates are displayed on the first projection setting interface, and the projection materials corresponding to each of the plurality of projection character templates are different. A fifth display module that displays a second projection setting interface corresponding to a target projection template in response to a selection operation performed on the target projection template in a plurality of projection character templates before displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on a virtual interaction item. A setting module that, in response to a setting operation triggered by a second projection setting interface, sets display parameters of a target projection template before displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on a virtual interaction item, where the display parameters are for determining a display position of a projection element in the virtual projection that matches the target projection template, and further includes: the setting module.
[0169] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0170] As an alternative technical solution, the above second display unit 1504 A second acquisition module that, in response to a projection display operation, acquires N (N is a natural number greater than or equal to 2) virtual characters participating in the current game task, A third acquisition module that acquires target battle data corresponding to each of the N virtual characters, A determination module that determines a target virtual character whose target battle data satisfies the projection condition from the N virtual characters and determines the target virtual character as the second virtual character, And a sixth display module that displays a virtual projection, and further includes.
[0171] Specific embodiments can refer to the examples shown in the above information display method, so the description thereof is omitted here.
[0172] As an alternative technical solution, the above third acquisition module A second acquisition sub-module that acquires first battle data corresponding to each of the N virtual characters, where the first battle data is real-time battle data in which each of the N virtual characters participates in the current game task, the second acquisition sub-module, A third acquisition sub-module for acquiring second battle data corresponding to each of the N virtual characters, where the second battle data is battle data for each of the N virtual characters participating in the target virtual game, and the current game task is a single-game task in the target virtual game, the third acquisition sub-module; A fourth acquisition sub-module for acquiring third battle data corresponding to each of the N virtual characters, where the third battle data is battle data for each of the N virtual characters participating in multiple game tasks in the target virtual game, the fourth acquisition sub-module; and further includes.
[0173] As an alternative technical solution, the above device In response to a projection display operation performed on the virtual interaction item, before displaying a virtual projection corresponding to the second virtual character, if the first virtual character is located within a collision area associated with the virtual interaction item, it is determined that the first virtual character and the virtual interaction item have collided, and a determination unit for acquiring the projection display operation is further included.
[0174] For specific embodiments, reference can be made to the examples shown in the above information display method, so the description thereof is omitted here.
[0175] As an alternative technical solution, the above second display unit A ninth display module for displaying a virtual projection corresponding to a third virtual character, where the third virtual character is a virtual character that satisfies the projection condition among the virtual characters existing in the same camp as the first virtual character participating in the current game task, including the ninth display module.
[0176] For specific embodiments, reference can be made to the examples shown in the above information display method, so the description thereof is omitted here.
[0177] As an alternative technical solution, the second display unit 1504 further includes a seventh display module that displays a projection of a character model corresponding to a second virtual character, and an eighth display module that displays a projection of battle data corresponding to the second virtual character.
[0178] For specific examples, reference can be made to the examples shown in the above information display method, and the description thereof is omitted here.
[0179] According to a further aspect of the embodiments of the present application, an electronic device for implementing the above information display method is further provided. As shown in FIG. 16, the electronic device includes a memory 1602 and a processor 1604. A computer program is stored in the memory 1602, and the processor 1604 is configured to execute the steps in any of the above method embodiments by the computer program.
[0180] Optionally, in this embodiment, the electronic device may be located at at least one of a plurality of network devices in a computer network.
[0181] Optionally, in this embodiment, the processor may be configured to execute the following steps S1 to S2 by a computer program.
[0182] S1: During the execution process in which the first virtual character participates in the current game task, display the first virtual character and the virtual interaction item.
[0183] S2: In response to the projection display operation performed on the virtual interaction item, display a virtual projection corresponding to the second virtual character. Here, the second virtual character is a virtual character that meets the projection conditions among each virtual character participating in the current game task, and the virtual projection includes at least one of the projection of the character model of the second virtual character and the projection of the battle data of the second virtual character.
[0184] Optionally, as can be understood by those skilled in the art, the structure shown in FIG. 16 is merely exemplary, and the electronic device may be a terminal device such as a smartphone (e.g., Android phone, iOS phone, etc.), tablet computer, palmtop computer, and mobile Internet device (MID), PAD, etc. The structure of the above electronic device is not limited to FIG. 16. For example, the electronic device may include more or fewer components (e.g., network interface, etc.) than those shown in FIG. 16, or may have a configuration different from that shown in FIG. 16.
[0185] Here, the memory 1602 is used to store software programs and modules, such as program instructions / modules corresponding to the information display method and apparatus in the embodiments of the present application. The processor 1604 executes various functional applications and data processing by operating the software programs and modules stored in the memory 1602, that is, realizes the above information display method. The memory 1602 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories or other non-volatile solid memories. In some examples, the memory 1602 may further include a memory provided remotely with respect to the processor 1604, and these remote memories can be connected to the terminal via a network. Examples of the above network include, but are not limited to, the Internet, intranet, local area network, mobile communication network and combinations thereof. Here, the memory 1602 may be specifically used to store information such as a first virtual character, virtual interaction item, virtual projection corresponding to a second virtual character, etc., but is not limited thereto. As an example, as shown in FIG. 16, the memory 1602 may include, but is not limited to, a first display unit 1502 and a second display unit 1504 in the above information display apparatus. It may further include other modules / units in the above information display apparatus, but is not limited thereto, and the description thereof is omitted in this example.
[0186] Optionally, the transmission device 1606 is used to transmit and receive data via one network. Specific examples of the network may include a wired network and a wireless network. In one example, the transmission device 1606 may include a network interface controller (NIC) that is connected to other network devices via a router by the network and can communicate with the Internet or a local area network. In one example, the transmission device 1606 is a radio frequency (RF) module for wireless communication with the Internet.
[0187] Further, the electronic device further includes a display 1608 for displaying information such as the first virtual character, the virtual interaction item, and the virtual projection corresponding to the second virtual character, and a connection bus 1610 for connecting each module member in the electronic device.
[0188] In other embodiments, the terminal device or the server may be a node in a distributed system, the distributed system may be a blockchain system, and the blockchain system may be a distributed system in which the plurality of nodes are communicably connected by a network. Here, the nodes can form a peer-to-peer (abbreviated as P2P) network, and any form of computing device, such as an electronic device such as a server or a terminal, can become a node in the blockchain system by participating in the peer-to-peer network.
[0189] According to one aspect of the present application, a computer program product is provided that includes a computer program / instructions including program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication unit and / or installed from a removable medium. When the computer program is executed by a CPU, various functions provided by the embodiments of the present application are executed.
[0190] The numbers of the above embodiments of the present application are for illustrative purposes only and do not represent the superiority or inferiority of the embodiments.
[0191] Note that the computer system of the electronic device is only an example and should not impose any restrictions on the functions and usage scope of the embodiments of the present application.
[0192] The computer system includes a CPU (Central Processing Unit), and the CPU can execute various appropriate operations and processes based on a program stored in a ROM (Read Only Memory) or a program loaded from a storage unit into a RAM (Random Access Memory). Various programs and data necessary for system operations are further stored in the RAM. The CPU, ROM, and RAM are connected via a bus. An input / output interface (Input / Output interface, i.e., I / O interface) is also connected to the bus.
[0193] The input / output interface is connected to an input section including a keyboard, a mouse, etc., an output section including, for example, a cathode ray tube (CRT), a liquid crystal display (LCD), etc. and a speaker, etc., a storage section including a hard disk, etc., and a communication section including a network interface card such as a LAN (Local Area Network) card, a modem, etc. The communication section performs communication processing via a network such as the Internet. A drive is also connected to the input / output interface as necessary. Removable media such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc. are installed in the drive as necessary to install a computer program read from the removable media in the storage section as necessary.
[0194] In particular, according to an embodiment of the present application, the processes described in the flowcharts of each method may be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, and the computer program product includes a computer program recorded on a computer-readable medium, and the computer program includes program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via the communication section and / or installed from a removable medium. When the computer program is executed by a CPU, various functions limited to the system of the present application are executed.
[0195] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads and executes a computer instruction from the computer-readable storage medium, so that the computer device executes the method provided by the above various alternative embodiments.
[0196] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for executing the following steps S1 to S2.
[0197] S1: During the execution process in which the first virtual character participates in the current game task, display the first virtual character and the virtual interaction item.
[0198] S2: In response to the projection display operation performed on the virtual interaction item, display a virtual projection corresponding to the second virtual character. Here, the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of the projection of the character model of the second virtual character and the projection of the battle data of the second virtual character.
[0199] Optionally, in this embodiment, as can be understood by those skilled in the art, all or some of the steps of the various methods in the above embodiments can be commanded by a program to be completed by the hardware related to the terminal device, and the program can be stored in a computer-readable storage medium, and the storage medium may include a flash disk, a ROM (Read-Only Memory), a RAM (Random Access Memory), a magnetic disk, or an optical disk, etc.
[0200] The numbers of the embodiments of the present application above are only for the purpose of illustration and do not represent the superiority or inferiority of the embodiments.
[0201] When the integrated unit in the above embodiment is realized as a software functional unit and sold or used as an independent product, it may be stored in the above computer-readable storage medium. Based on such an understanding, the technical solution of the present application can embody, in the form of a software product, the part that essentially contributes to the prior art or the whole or part of the technical solution. The computer software product is stored in a storage medium and includes several instructions for causing one or more computer devices (such as personal computers, servers, or network devices) to execute all or part of the steps of the methods described in the embodiments of the present application.
[0202] In the above embodiments of the present application, the descriptions of each embodiment focus on different aspects. For parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0203] It should be understood that the client disclosed in some embodiments of the present application can be realized in other ways. Here, the device embodiments described above are merely exemplary. For example, regarding the partitioning of the above units, it is a partitioning based on one logical function, but in actual implementation, it may be partitioned in other ways. For example, a plurality of units or components can be combined, or incorporated into other systems, or some of its features can be omitted or not executed. In addition, the mutual coupling, direct coupling, or communicable connection shown or considered can be realized through an interface, and the indirect coupling or communicable connection between units or modules can be realized in an electrical or other form.
[0204] The unit described as a separation member may or may not be physically separated. The member shown as a unit may or may not be a physical unit, and it may be in one place, or distributed in a plurality of network units. Also, according to actual needs, some or all of the units can be selected to achieve the purpose of the technical solution of this embodiment.
[0205] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may physically exist individually, or two or more units may be integrated into one unit. The above integrated unit may be implemented in hardware or in the form of a software functional unit.
[0206] The above are only preferred embodiments of the present application. For those skilled in the art, without departing from the principle of the present application, some improvements and modifications can be made, and these should also be considered to be included in the protection scope of the present application.
Description of Reference Numerals
[0207] 102 User device 104 Display 106 Processor 108 Memory 110 Network 112 Server 114 Database 116 Processing engine 302 First virtual character 304 Virtual interaction item 306 Virtual interaction control 308 Second virtual character 310 Virtual projection 402 First virtual character 404 Virtual attack item equipment 406 Virtual interaction control 408 Virtual projection 502 First virtual character 504 Virtual interaction item 506 Virtual interaction control 508 Second virtual character 510 Virtual projection 602 First virtual character 604 Virtual interaction item 606 Virtual Interaction Control 608 Virtual Selection Control 610 Second Virtual Character 612 Virtual Projection 702 First Virtual Character 704 Safe Room 706 Third Virtual Character 708 First Presentation Information 710 Second Presentation Information 802 First Virtual Character 804 Virtual Interaction Item 806 Second Virtual Character 808 Virtual Projection 810 Virtual Sharing Button 812 Surviving Teammate 814 Virtual Sharing Interface 902 First Virtual Character 904 Virtual Interaction Item 906 Item Pickup Button 908 Virtual Storage Space 1002 First Projection Setting Interface 1004 Current Projection Character Template 1006 Candidate Projection Character Template 1102 Second Projection Setting Interface 1104 Current Projection Character Pose 1106 Candidate Projection Character Pose 1108 Current Data Display 1110 Candidate Data Display 1112 Data Display Interaction Button 1402 Interaction Component 1502 First Display Unit 1504 Second Display Unit 1602 Memory 1604 Processor 1606 Transmission Device 1608 Display 1610 Connection Bus
Claims
1. An information display method, comprising: displaying the first virtual character and the virtual interaction item during the execution process of the first virtual character participating in the current game task; responding to a projection display operation performed on the virtual interaction item, and displaying a virtual projection corresponding to a second virtual character, wherein the second virtual character is a virtual character that satisfies the projection condition among each virtual character participating in the current game task, and the virtual projection includes at least one of a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character; An information display method characterized by the above.
2. Before the step of displaying a virtual projection corresponding to the second virtual character in response to a projection display operation performed on the virtual interaction item, displaying a projection interaction control corresponding to the virtual interaction item; obtaining a projection trigger operation performed on the projection interaction control, and determining the projection trigger operation as the projection display operation; The information display method according to claim 1, characterized by the above.
3. The step of displaying the projection interaction control corresponding to the virtual interaction item includes: when the distance between the first virtual character and the virtual interaction item is equal to or less than a first threshold, displaying the projection interaction control; The information display method according to claim 2, characterized by the above.
4. The step of displaying the first virtual character and the virtual interaction item includes: displaying the first virtual character located in the virtual safety scene and the virtual interaction item located in the virtual safety scene, wherein the virtual safety scene is a virtual scene in which the safety value in the current game task is equal to or greater than a second threshold; The information display method according to claim 1, characterized by the above.
5. The step of displaying the virtual projection corresponding to the second virtual character includes: A step of displaying the virtual projection on the target client, where the target client is a game client corresponding to the first virtual character, and the virtual projection is prohibited from being displayed on game clients other than the target client among each game client, and the game client is a client corresponding to a virtual character participating in the current game task, including the step. The information display method according to claim 1, characterized in that.
6. After the step of displaying the virtual projection on the target client, When the display time length of the virtual projection is equal to or greater than a preset threshold value, further including the step of canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client. The information display method according to claim 5, characterized in that.
7. After the step of canceling the display of the virtual projection and deleting the display data corresponding to the virtual projection from the target client, A step of acquiring the display data in response to the projection display operation; and A step of displaying the virtual projection based on the display data and displaying the virtual projection on the target client, further including. The information display method according to claim 6, characterized in that.
8. Before the step of displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on the virtual interaction item, Further including the step of placing the virtual interaction item in a virtual storage space associated with the first virtual character in response to an item pickup operation performed on the virtual interaction item. The information display method according to claim 1, characterized in that.
9. After the step of placing the virtual interaction item in a virtual storage space associated with the first virtual character in response to an item pickup operation performed on the virtual interaction item, A step of displaying the virtual projection in response to a first use operation performed on the virtual interaction item placed in the virtual storage space, or In response to a holding trigger operation performed on the virtual interaction item placed in the virtual storage space, adjusting the state of the virtual interaction item from a stored state to a held state, and in response to a second use operation performed on the virtual interaction item in the held state, displaying the virtual projection, wherein the state of the virtual interaction item placed in the virtual storage space is the stored state, step, or, In response to a drop trigger operation performed on the virtual interaction item placed in the virtual storage space, adjusting the state of the virtual interaction item from the stored state to a non-attributed state, and in response to a third use operation performed on the virtual interaction item in the non-attributed state, displaying the virtual projection, wherein the state of the virtual interaction item not belonging to the first virtual character is the non-attributed state, further including the step of The information display method according to claim 8, characterized in that.
10. Before the step of displaying a virtual projection corresponding to a second virtual character in response to a projection display operation performed on the virtual interaction item, Displaying a first projection setting interface, wherein a plurality of projection character templates are displayed on the first projection setting interface, and the projection materials corresponding to each of the plurality of projection character templates are different, step; Displaying a second projection setting interface corresponding to the target projection template in response to a selection operation performed on the target projection template in the plurality of projection character templates; Setting the display parameters of the target projection template in response to a setting operation triggered by the second projection setting interface, wherein the display parameters are for determining the display position of the projection elements in the virtual projection matching the target projection template, further including the step of The information display method according to any one of claims 1 to 9, characterized in that.
11. In response to the projection display operation executed on the virtual interaction item, the step of displaying a virtual projection corresponding to the second virtual character includes: In response to the projection display operation, obtaining N (N is a natural number greater than or equal to 2) virtual characters participating in the current game task; Obtaining target battle data corresponding to each of the N virtual characters; Determining a target virtual character whose target battle data satisfies the projection condition from the N virtual characters, and determining the target virtual character as the second virtual character; Displaying the virtual projection, and includes: The information display method according to any one of claims 1 to 9, characterized in that.
12. The step of obtaining target battle data corresponding to each of the N virtual characters includes: Obtaining first battle data corresponding to each of the N virtual characters, where the first battle data is real-time battle data in which each of the N virtual characters participates in the current game task; Obtaining second battle data corresponding to each of the N virtual characters, where the second battle data is battle data in which each of the N virtual characters participates in a target virtual game, and the current game task is a game task of one round in the target virtual game; Obtaining third battle data corresponding to each of the N virtual characters, where the third battle data is battle data in which each of the N virtual characters participates in a plurality of rounds of game tasks in the target virtual game, and includes at least one of the steps; The information display method according to claim 11, characterized in that.
13. Before the step of displaying a virtual projection corresponding to the second virtual character in response to the projection display operation executed on the virtual interaction item, When the first virtual character is located within a collision area associated with the virtual interaction item, further including the step of determining that the first virtual character and the virtual interaction item have collided and obtaining the projection display operation. The information display method according to any one of claims 1 to 9, characterized in that...
14. The step of displaying a virtual projection corresponding to the second virtual character is a step of displaying a virtual projection corresponding to a third virtual character, wherein the third virtual character is a virtual character that satisfies the projection condition among the virtual characters belonging to the same camp as the first virtual character and participating in the current game task. The information display method according to any one of claims 1 to 9, characterized in that...
15. During the execution process in which the first virtual character participates in the current game task, a first display unit that displays the first virtual character and the virtual interaction item, and a second display unit that displays a virtual projection corresponding to a second virtual character in response to a projection display operation performed on the virtual interaction item, wherein the second virtual character is a virtual character that satisfies the projection condition among the virtual characters participating in the current game task, and the virtual projection includes at least one of a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character. An information display device, characterized in that...
16. Including a stored program that, when executed by a terminal device or a computer, executes the information display method according to any one of claims 1 to 14. A computer-readable storage medium, characterized in that...
17. Including a computer program / instructions that, when executed by a processor, executes the information display method according to any one of claims 1 to 14. A computer program product, characterized in that...
18. An electronic device including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the information display method according to any one of claims 1 to 14 by the computer program. An electronic device, characterized in that...
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