Information display methods and devices, computer programs, electronic devices

The information display method in virtual games addresses inflexibility and inefficiency by enabling players to control when and where to view virtual projections, enhancing display efficiency and user experience.

JP7841121B2Active Publication Date: 2026-04-06TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-24
Publication Date
2026-04-06

AI Technical Summary

Technical Problem

Existing information display methods in virtual games are inflexible and inefficient, leading to low display efficiency.

Method used

An information display method that includes displaying a first virtual character and virtual interaction items, and in response to a projection display operation on these items, displaying a virtual projection of a second virtual character that satisfies certain conditions, allowing players to autonomously decide when and where to view the projection.

Benefits of technology

Enhances information display efficiency by allowing players to view virtual projections based on their actions, eliminating the need to move to a fixed position, and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Embodiments of the present application disclose an information display method, apparatus, storage medium, and electronic device. The method includes: in an execution process where a first virtual character is participating in a current game task, displaying the first virtual character and a virtual interaction item; and in response to a projection display operation performed on the virtual interaction item, displaying a virtual projection corresponding to a second virtual character, where the second virtual character is a virtual character that satisfies a 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. According to the present application, the problem of low information display efficiency is solved.
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Description

Technical Field

[0001] [Priority Information] This application claims priority based on a Chinese patent application with application number 202211105826.5 filed with the China National Intellectual Property Administration on September 9, 2022, and the invention title of "Information Display Method and Device, Storage Medium, Electronic Device", and all its contents are incorporated herein by reference.

[0002] [Technical Field] Embodiments of this application relate to the field of computers, and specifically, to information display methods and devices, storage media, and electronic devices.

Background Art

[0003] In the scene of virtual games, there are various information display modes. For example, information about virtual characters can be displayed at a single fixed position. However, such a method has the problems of being too fixed and lacking flexibility, and having low information display efficiency. 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 this 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 embodiment of the present application, an information display method is provided which includes the steps of: displaying the first virtual character and virtual interaction items during the execution process in which the first virtual character participates in the current game task; and displaying 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 among the virtual characters participating in the current game task that satisfies projection conditions, 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.

[0006] According to another aspect of the embodiment of the present application, in the execution process in which a first virtual character participates in the current game task, a first display unit that displays the first virtual character and virtual interaction items, The present invention further provides an information display device including: 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 above-mentioned virtual interaction item, wherein the second virtual character is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, 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.

[0007] Further aspects of the embodiments of the present application provide a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium and executes them, thereby causing the computer device to perform the information display method described above.

[0008] Further aspects of the embodiments of the present invention provide an electronic device including a memory, a processor that performs the above-described information display method by a computer, and a computer program that is stored in the memory and runs on the processor. [Effects of the Invention]

[0009] According to an embodiment of the present invention, in the execution process in which a first virtual character participates in the current game task, the first virtual character and virtual interaction items are displayed, and in response to a projection display operation performed on the virtual interaction items, a virtual projection corresponding to a second virtual character is displayed, wherein the second virtual character is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, 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, and the first virtual character and virtual interaction items are displayed to the client where the first virtual character is located, and when a projection display operation performed on the virtual interaction items is detected, the virtual projection corresponding to the second virtual character is displayed to the client. By associating virtual interaction items with virtual projections, the autonomous display of virtual projections is achieved through interaction actions performed on the virtual interaction items. Furthermore, since this autonomous display does not restrict the position of the virtual projections, players do not need to move to a fixed designated position to view already displayed virtual projections. Instead, players can decide when and where to view already displayed virtual projections based on their own actions. This achieves the objective of providing players with an efficient information (virtual projection) display method, thereby improving the efficiency of information display and solving the problem of low information display efficiency.

[0010] The drawings provided herein are for the purpose of further understanding the present application and constitute part of the present application. Exemplary embodiments and descriptions thereof are for interpretive purposes only and do not unduly limit the present application. The drawings are as follows: [Brief explanation of the drawing]

[0011] [Figure 1] This is a schematic diagram of the application environment for the selective information display method according to the embodiment of the present application. [Figure 2] This is a schematic diagram of the flow chart of a selective information display method according to an embodiment of the present application. [Figure 3] This is a schematic diagram of a selective information display method according to an embodiment of the present application. [Figure 4] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 5] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 6] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 7] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 8] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 9] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 10] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 11] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 12] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 13] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 14] This is a schematic diagram of another selective information display method according to an embodiment of the present application. [Figure 15] This is a schematic diagram of a selective information display device according to an embodiment of the present invention. [Figure 16] It is a schematic diagram of the structure of a selective electronic device according to an embodiment of the present application.

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 while referring to the drawings in the embodiment of the present application. It should be noted that the embodiments described below are only a part of the embodiments of the present application, not all of them. It is needless to say that 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] In addition, terms such as "first", "second", etc. in the specification, claims, and above-mentioned 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 such data 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 to 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 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.

[0019] In steps S110 to 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 examples shown in Figure 1, the above steps may be completed independently by the client or the server, or by the collaboration of the client and the server. For example, the processing stress on the server 112 is reduced by the user device 102 performing steps such as determining a virtual projection corresponding to a second virtual character in response to the projection display operation. The user device 102 may include, but is not limited to, portable devices (e.g., mobile phones), laptop computers, desktop computers, in-vehicle devices, etc., and this application does not limit the specific embodiments of the user device 102.

[0021] Selectively, as one selective embodiment, the information display method, as shown in Figure 2, includes the following steps.

[0022] In step S202, the first virtual character and virtual interaction items are displayed during the execution process in which the first virtual character participates in the current game task.

[0023] In step S204, in response to a projection display operation performed on a virtual interaction item, a virtual projection corresponding to a second virtual character is displayed. Here, the second virtual character is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, 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.

[0024] Selectively, in this embodiment, the above information display method may be applied to, but is not limited to, the display of information for virtual characters in a shooting game. For example, in the process in which a player controls a virtual character in a game battle to perform a game task, there is always a fierce competitive relationship between players, but players cannot accurately obtain information about each other. In the prior art, observation of other players' equipment information is done by approaching other players and estimating their immediate combat capabilities by visually measuring their equipment, which carries a huge risk.

[0025] According to the information display method described above, players can obtain virtual projection information corresponding to other players by performing projection display operations on virtual interaction items. Here, virtual projection information may include, but is not limited to, player name information, equipment information, blood volume information, and immediate combat strength information. For example, if a player obtains virtual projection information of a higher-ranked player using a virtual interaction item, the player can take appropriate countermeasures against that higher-ranked player during subsequent task execution based on the name information and equipment information displayed in the virtual projection information. Therefore, in a game match, players can obtain information in real time about other players who meet certain conditions in the current game match based on virtual interaction items and interactions with them.

[0026] To illustrate with another example, as shown in Figure 3(a), the first virtual character 302 approaches the virtual interaction item 304 and performs a projection display operation by clicking on the virtual interaction control 306 displayed on the virtual interaction item 304, which has the two characters "Projection". In this way, as shown in Figure 3(b), in response to the projection display operation performed on the virtual interaction control 306, the first virtual character 302 displays a virtual projection 310 corresponding to the second virtual character 308 on the client where it is located. The virtual projection 310 includes the 3D model of the second virtual character 308 and real-time battle data such as "Name: Hitenjin, Equipment: Attack Item 1, Armor 2, Blood Volume: 100%, Combat Power: S+". Based on this, the first virtual character 302 obtains information that the second virtual character 308, whose name is Hitenjin, is in good condition and is a high-ranking player with strong combat power.

[0027] Selectively, in this embodiment, the above information display method may be applied to, but is not limited to, equipment information display scenes in shooting games. For example, in the process of a player controlling a virtual character in a game battle to perform game tasks, the player constantly updates the virtual attack item equipment for the virtual character to improve the virtual character's real-time combat capabilities in the battle. Furthermore, the evaluation criteria for virtual attack item equipment are not solely based on combat power. For example, in a desert game environment, a sniper rifle with a wider range is superior to a rifle, but in a plains game environment, a rifle with a faster charge capability is superior to a sniper rifle. Therefore, when a player battles in a shooting game, a system is needed in which the player evaluates attack items by referring to the game's commentary.

[0028] The above-mentioned virtual attack item equipment may include, but is not limited to, offensive attack item equipment such as sniper rifles, rifles, and shotguns; defensive attack item equipment such as defensive armor and life armor; or functional attack item equipment such as vehicles and scopes.

[0029] According to the above information display method, players can perform a projection display operation on discovered virtual attack item equipment while controlling a virtual character to perform game tasks, displaying equipment information corresponding to the virtual attack item equipment. This equipment information may include, but is not limited to, attribute information such as range, lethality, and rate of fire for offensive virtual attack item equipment, or equipment information such as life attribute and defense attribute for defensive virtual attack item equipment. Therefore, players can accurately find and select the optimal virtual attack item equipment for their virtual character based on the live commentary of the battle, improving the user experience of the game.

[0030] To illustrate with a further example, as shown in Figure 4(a), the first virtual character 402 approaches the virtual attack item equipment 404 and performs a projection display operation by clicking on the virtual interaction control 406 displayed on the virtual attack item equipment 404, which has the two characters "Projection". In this way, as shown in Figure 4(b), in response to the projection display operation performed on the virtual interaction control 406, a virtual projection 408 corresponding to the virtual attack item equipment 404 is displayed to the client where the first virtual character 402 is located. The virtual projection 408 includes a 3D model of the virtual attack item equipment 404 and real-time battle data such as "Name: AK, Range: 400 yards, Lethality: A, Rate of Fire: Fast". Based on the specific information of the newly discovered virtual attack item equipment 404 acquired by the first virtual character 402, as well as information on its own equipped virtual attack item equipment and the current battle commentary information, it decides whether or not to perform an operation to pick up, store, or use the virtual attack item equipment 404.

[0031] Selectively, in this embodiment, the first virtual character may be, but is not limited to, a virtual character controlled by the player in a game match; the virtual character may have corresponding attribute information based on the live commentary of the game match; the attribute information may include, but is not limited to, the amount of damage, kill count, healing amount, skin value, etc. of the virtual character; and the virtual interaction item may be a game item that provides interaction to the first virtual character controlled by the player in a game match, or a game item that is pre-set in the preparation stage of the game match, or a game item that is generated in real time based on the live commentary of the game match, or a game item that the player has exchanged under certain conditions so that the player can customize the usage position of the virtual interaction item and the display position of the virtual projection.

[0032] Selectively, in this embodiment, the trigger for the projection operation may be, but is not limited to, an interaction action performed by the first virtual character when a pre-set condition is met between the first virtual character and the virtual interaction item. Displaying a virtual projection corresponding to the second virtual character in response to a projection display operation performed on a virtual interaction item may be, but is not limited to, displaying a 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, any virtual character among the virtual characters participating in the current game task in a game match that satisfies the projection condition; for example, if the first virtual character satisfies the projection condition, the first virtual character may be designated as the second virtual character. Furthermore, the projection condition may be, but is not limited to, the fact that a certain attribute information of the virtual character satisfies a pre-set condition for that attribute, or that multiple types of attribute information of the virtual character all satisfy pre-set conditions for that attribute.

[0033] Selectively, in this embodiment, the trigger for the projection operation may be set as a collision area within a certain range where a virtual interaction item is located, and the projection operation may be triggered when a virtual character controlled by the player enters the collision area, but is not limited to this.

[0034] Selectively, in this embodiment, the number of virtual interaction items in a single game match may be multiple, or the number present in the match may be updated in real time based on the live commentary of the game match. Virtual interaction items may be game items suited to one or more different attribute types, but are not limited to this. Selectively, the projection conditions corresponding to virtual interaction items of different attribute types are different. For example, a virtual interaction item may be used to designate the virtual character with the most kills in the current game match ("King of Kills"), but is not limited to this, and the corresponding projection condition is that the character has the most kills in the current game match, and the corresponding second virtual character is the virtual character with the most kills in the current game match. Virtual interaction items are used to designate a virtual character ("God of Kills") whose kill count in the current game exceeds a certain predetermined number condition, but are not limited to this. The corresponding projection condition is that the kill count in the current game exceeds a certain predetermined number condition. The corresponding second virtual character is one or more of several virtual characters whose kill count in the current game exceeds a certain predetermined number condition. If it is detected that there are two or more second virtual characters, the system may, in order of priority, compare several second virtual conditions, such as injury amount and healing amount, to determine and display only one virtual character. Alternatively, the system may, in order of priority, compare several second virtual conditions, such as injury amount and healing amount, to determine the display order of multiple virtual characters and display them in that order.

[0035] Selectively, in this embodiment, the virtual projection may include, but is not limited to, the projection of a character model corresponding to a virtual character and the projection of battle data. Here, the projection of the character model may include, but is not limited to, the projection of the 3D model material and pose of the virtual projection, and the projection of battle data may include, but is not limited to, the data type and data position displayed by the virtual projection.

[0036] Selectively, in this embodiment, the virtual projection includes at least one of the following: a projection of the character model of a second virtual character, a projection of the battle data of the second virtual character, or a projection of the battle data of other virtual characters participating in the current game task. In other words, the virtual projection displays a projection of the character model of a specific virtual character (the second virtual character), but the battle data projection may, but is not limited to, display battle data corresponding to a wider variety of virtual characters. For example, it may dynamically display battle data corresponding to the top 10 virtual characters in the current battle game rankings.

[0037] Selectively, in this embodiment, the character model may, but is not limited to, instruct the player to perform a setting operation via the first projection setting interface. The setting operation may, but is not limited to, instructing the player to set the material and orientation of the 3D model of the virtual projection to be displayed in the game, selecting a 3D model of the virtual projection that corresponds to the projection material, or adjusting the orientation of the 3D model of the virtual projection to upright, semi-upright, prone, etc.

[0038] Selectively, in this embodiment, the projection of the character model and the projection of the battle data may change in accordance with triggers of battle game events such as player attacks and weather changes, but is not limited to this. For example, if player A performs a virtual projection display operation to display the virtual projection of player B in another faction, and player B is close to player A, i.e., in a scene where player A is in danger, the virtual projection of player B may change the color of the character model projection to red, which represents danger and alertness, but is not limited to this. When the distance is no longer within the danger distance range, the projection of the character model is restored to a normal representation form, thereby achieving the objective of improving the richness of gameplay in battle and realizing the effect of improving the player's game experience. Also, for example, if the weather attribute corresponding to the time player A is currently in is rainy, triggering player B's virtual projection will display player B's virtual projection in rainy weather accordingly, accompanied by special effects such as rainwater or rain sounds.

[0039] Selectively, 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, and the setting operation may include, but is not limited to, setting the display information type and display information position of the real-time battle data. Setting the display information type of the real-time battle data may be, but is not limited to, adjusting the data type displayed in the virtual projection, including, for example, 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. Setting 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 in the virtual projection, and the display information of the real-time battle data may be displayed in an ordering method such as vertical ordering or horizontal ordering, but is not limited to.

[0040] Furthermore, players no longer need to move to a fixed display position to view the virtual projection during gameplay. Instead, the virtual projection of the player changes according to the gameplay situation based on virtual interaction items and the player's autonomous interaction actions. By associating virtual interaction items with the virtual projection, autonomous display of the virtual projection is achieved through interaction actions performed on the virtual interaction items. Since this autonomous display does not restrict the position of the virtual projection, players do not need to move to a fixed designated position to view the already displayed virtual projection. Instead, players decide when and where to view the already displayed virtual projection through their own actions. This achieves the objective of providing players with an efficient information (virtual projection) display method, thereby improving the efficiency of information display and solving the problem of low information display efficiency.

[0041] To illustrate with a further example, selectively, for instance, as shown in Figure 5(a), the first virtual character 502, controlled by the player, performs a projection display operation during the execution of the current game task by clicking on a virtual interaction control 506 with the two characters "Projection" displayed on a virtual interaction item 504. In this way, as shown in Figure 5(b), a virtual projection 510 corresponding to the second virtual character 508 is displayed in response to the projection display operation performed on the virtual interaction item 506. Here, the second virtual character 508 is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, 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 embodiment of the present invention, in the execution process in which the first virtual character participates in the current game task, the first virtual character and virtual interaction items are displayed, and in response to a projection display operation performed on the virtual interaction items, a virtual projection corresponding to the second virtual character is displayed. Here, the second virtual character is a virtual character that satisfies the projection conditions 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. The first virtual character and virtual interaction items are displayed to the client on which the first virtual character is located, and if a projection display operation performed on the virtual interaction items is detected, the virtual projection corresponding to the second virtual character is displayed to the client. By associating virtual interaction items with virtual projections, the autonomous display of virtual projections is achieved through interaction actions performed on the virtual interaction items. Furthermore, since this autonomous display does not restrict the position of the virtual projections, players do not need to move to a fixed designated position to view already displayed virtual projections. Instead, players can decide when and where to view already displayed virtual projections based on their own actions. This achieves the objective of providing players with an efficient information (virtual projection) display method, thereby improving the efficiency of information display and solving the problem of low information display efficiency.

[0043] As one alternative technical approach, in response to a projection display operation performed on a virtual interaction item, before displaying the virtual projection corresponding to a second virtual character, S1: A step of displaying projected interaction controls corresponding to virtual interaction items, S2: Further includes the step of obtaining a projection trigger operation performed on a projection interaction control and determining that the projection trigger operation is a projection display operation.

[0044] Selectively, in this embodiment, the virtual interaction item may be a projection device in a game battle, or game equipment having a projection function in a game battle, but is not limited to these. For example, the virtual interaction item may be an attack item with a projection function, defensive armor with a projection function, a healing package with a projection function, detection equipment with a projection function, etc., but is not limited to these.

[0045] Selectively, in this embodiment, the virtual interaction item may include, but is not limited to, a projected interaction control. Here, the projected interaction control may, but is not limited to, instructing a first virtual character, which is being controlled by the player, to perform an interaction with the virtual interaction item. Selectively, the projected interaction control may, but is not limited to, when the first virtual character controlled by the player and the virtual interaction item satisfy certain pre-set conditions. These pre-set conditions may be, but are not limited to, the distance between the first virtual character and the virtual interaction item being less than or equal to a certain distance, the completion rate of the current game task in which the first virtual character is participating being greater than a certain value, or the account permission information of the player controlling the first virtual character satisfying the interaction permission conditions. In contrast, the display conditions for the projected interaction control are not separately limited in this invention.

[0046] In this embodiment, the projection interaction control may, but is not limited to, instructing one or more attribute types included in the virtual interaction item, and the attribute types included in the virtual interaction item may, but are not limited to, being used to instruct the acquisition of target battle data and the determination of virtual projection trigger conditions. The acquisition of projection trigger operations performed on the projection interaction control may, but is not limited to, determining the type of target battle data acquisition and virtual projection trigger conditions based on one or more attribute types of the virtual interaction item instructed by the projection interaction control.

[0047] To illustrate with a further example, as shown in Figure 6(a), the first virtual character 602 approaches the virtual interaction item 604 and performs a projection display operation by clicking the virtual interaction control 606, which has the two characters "Projection" displayed on the virtual interaction item 604. In this way, as shown in Figure 6(b), in response to the projection display operation performed on the virtual interaction control 606, a virtual selection control 608 is displayed. The virtual selection control 608 may, but is not limited to, include multiple projection type options and may, but is not limited to, be used to indicate multiple types of attribute types included in the virtual interaction item 604. Here, projection type 1 may, but is not limited to, be used to indicate the projection of the virtual object with the highest cumulative kill count participating in the current game task; projection type 2 may, but is not limited to, be used to indicate the projection of the virtual object with the highest cumulative healing count participating in the current game task; projection type 3 may, but is not limited to, be used to indicate the projection of the virtual object with the highest lifetime kill count participating in the target virtual game; and projection type 4 may, but is not limited to, be used to indicate the projection of the virtual object with the highest average kill count participating in game tasks across multiple stations in the target virtual game.If the first virtual character 602 performs a projection selection operation and chooses to obtain the projection of the virtual object with the highest cumulative kill count participating in the current game task, as shown in Figure 6(c), the client where the first virtual character 602 is located will display a virtual projection 612 corresponding to the second virtual character 610. The virtual projection 612 includes the 3D model of the second virtual character 610 and real-time battle data such as "Current Battle Kill King: Feixia, Number of Kills: 8, Damage: 8000, Healing Amount: 400". Based on this, the first virtual character 602 obtains information that the second virtual character 610, whose name is Feixia, is the virtual character with the highest number of kills in the current battle, the 3D display model of the virtual character, and other battle information of the virtual character in the game battle.

[0048] According to the embodiment of the present invention, a projection interaction control corresponding to a virtual interaction item is displayed, a projection trigger operation performed on the projection interaction control is obtained, and the projection trigger operation is determined to be a projection display operation.

[0049] As one optional technical approach, the step of displaying projected interaction controls corresponding to virtual interaction items is: S1: The step of displaying a projected interaction control if the distance between the first virtual character and the virtual interaction item is less than or equal to a first threshold.

[0050] Selectively, in this embodiment, in order to improve the flexibility of displaying projected interaction controls, the player may, but is not limited to, set the display position, display style, and display duration of the projected interaction controls themselves. For example, the projected interaction controls may be pre-set to be displayed in the center of the client's display screen, and their size and transparency may also be pre-set. By pre-setting the display duration, the projected interaction controls may be automatically hidden after the display duration is reached. Furthermore, in order to further improve the user experience, the display styles of various virtual interaction controls may be exchanged using virtual resources, but is not limited to this.

[0051] Selectively, in this embodiment, the virtual interaction item may be, but is not limited to, a game item with projection functionality that is generated at pre-set data display points in each location within the game at the start of a game match. Here, the data display point may be, but is not limited to, a virtual safe scene where the safety value in the current game task is above a certain threshold.

[0052] When the first virtual character controlled by the player approaches a data display point where a 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 controlled by the player approaches a virtual interaction item, an interaction button will appear with the two characters "Project" displayed on the button, and the player can perform a projection trigger operation by clicking this button.

[0053] Selectively, in this embodiment, a projected interaction item corresponding to a virtual interaction item may, but is not limited to, display a projected interaction control when the distance between the first virtual character and the virtual interaction item is less than or equal to a first threshold. Here, the first threshold may, but is not limited to, a preset positional distance for determining whether the first virtual character and the virtual interaction item can perform an interaction action in a game match.

[0054] Furthermore, by setting a first threshold condition, the projected interaction control corresponding to the virtual interaction item will only be displayed when the distance between the first virtual character and the virtual interaction item is less than or equal to the first threshold. This makes it difficult for players to passively receive the projected interaction control of the virtual interaction item during gameplay, ensuring that players actively control the first virtual character to interact with the virtual interaction item, thereby improving the player's game experience during gameplay.

[0055] According to the embodiment of the present invention, by displaying projected interaction controls when the distance between the first virtual character and the virtual interaction item is less than or equal to a first threshold, it becomes difficult for the player to passively receive projected interaction controls of the virtual interaction item during a game match. This achieves the objective of ensuring that the player actively manipulates the first virtual character to perform interaction actions with the virtual interaction item, thereby realizing the technical effect of improving the player's game experience during a game match.

[0056] As one alternative technical approach, the step of displaying a first virtual character and virtual interaction items is: S1: A step of displaying a first virtual character located in a virtual safe scene and a virtual interaction item located in a virtual safe scene, wherein 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.

[0057] Selectively, in this embodiment, virtual interaction items may, but are not limited to, be pre-set in a virtual safe scene at the start of a game match, and the virtual safe scene may, but are not limited to, a virtual scene where the safety value in the current game task is equal to or greater than a second threshold. In a game match, there is fierce competition and opposition between players on different sides, so in order to ensure safety in the process in which a player operates a first virtual character to interact with a virtual interaction item and obtain projection information of a second virtual character, the virtual safe scene may, but are not limited to, a virtual scene where the safety value in the current game task is equal to or greater than a second threshold, and the safety value may, but is not limited to, change according to the live commentary of the game match.

[0058] Selectively, in this embodiment, the virtual safe scene may, but is not limited to, a safe room set up in the current game task. The safe room may, but is not limited to, an absolutely safe area within a game match, and the number of virtual characters allowed to enter the safe room within a game match may, but is not limited to, be set to be less than or equal to a third threshold, and virtual characters that enter the safe room may, but is not limited to, be set to be unselectable, and unselectable virtual characters may not be injured by attacks from other virtual characters and may not be able to attack other virtual characters at the same time, and in order to prevent the balance of the game match from being disrupted by a player-controlled virtual character always remaining in the safe room and further affecting the game experience of other players, the duration of the unselectable state of virtual characters in the safe room may, but is not limited to, be set to be less than or equal to a fourth threshold.

[0059] Furthermore, by placing virtual interaction items in a virtual safe scene, safety can be guaranteed when a player controls a first virtual character to interact with the virtual interaction items. In this case, by setting a selection-disabled state for a certain period of time for a virtual character that enters a safe room in a virtual safe scene, the safety of the interaction between the first virtual character and the virtual interaction item can be sufficiently guaranteed, and the player can be prevented from disrupting the game balance by exploiting the selection-disabled state or absolute safety state.

[0060] To illustrate with a further example, as shown in Figure 7(a), the first virtual character 702 discovers a safe room 704 in the process of joining the current game task. The safe room 704 is an absolutely safe space in the game battle, where virtual characters within it become unselectable. Unselectable virtual characters cannot be injured by attacks from other virtual characters, nor can they attack other virtual characters at the same time. The number of virtual characters that can be accommodated in the safe room 704 is limited, and the time each virtual character is allowed to stay is also limited. After the first virtual character 702 enters the safe room 704, as shown in Figure 7(b), the client where the first virtual character 702 is located immediately displays the first information 708 stating, "In the safe room, you are unselectable, and you have 2 minutes remaining." If the first virtual character 702 discovers the third virtual character 706 of the other faction in the safe room 704, and the first virtual character 702 opens an attack item and attempts to attack the third virtual character 706, the client where the first virtual character 702 is located will be shown a second piece of information 710 stating, "In the safe room, opponents are unselectable, and there is 1 minute remaining."

[0061] According to the embodiment of the present invention, a first virtual character located in a virtual safe scene and a virtual interaction item located in the virtual safe scene are displayed. Here, 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. This achieves the objective of guaranteeing safety in the process by which the player operates the first virtual character and interacts with the virtual interaction item to acquire projection information of the second virtual character, thereby realizing the technical effect of improving the user's game experience.

[0062] As one alternative technical approach, the step of displaying a virtual projection corresponding to a second virtual character includes S1 below.

[0063] S1: Display the virtual projection to the target client. Here, the target client is the game client corresponding to the first virtual character, the virtual projection is prohibited from being displayed to any game client other than the target client, and the game client is the client corresponding to the virtual character participating in the current game task.

[0064] Selectively, in this embodiment, a first virtual character and a virtual interaction item are displayed on the target client corresponding to the first virtual character, and the target client displays a virtual projection corresponding to the second virtual character in response to a projection display operation performed on the virtual interaction item. Here, the virtual projection may, but is not limited to, be prohibited from being displayed on clients other than the target client, and the virtual projection may, but is not limited to, a projection of a 3D model visible only to the player and a display of real-time battle data.

[0065] Furthermore, the virtual projection corresponding to the displayed second virtual character is visible only to the player who performs the corresponding projection trigger operation. Through the player's voluntary interaction, a projection of the player's 3D model, which changes according to the battle situation, and real-time battle data information are displayed, visible only to the player. Compared to conventional shooting game approaches, this achieves the projection of the player's 3D model and the display of real-time data in battles with less internal memory usage, significantly reducing performance stress and optimizing the player's game experience.

[0066] Selectively, in this embodiment, a first virtual character and a virtual interaction item are displayed on a target client corresponding to the first virtual character, and the target client further displays a virtual projection corresponding to a second virtual character in response to a projection display operation performed on the virtual interaction item. Here, the virtual projection may include, but is not limited to, a 3D model projection visible only to the player and a display of real-time battle data, and may be displayed on other clients that have a target relationship with the target client, and the target relationship may indicate, but is not limited to, whether the first virtual character displayed on the target client belongs to the same faction as the virtual character of the other client in the current game task.

[0067] Selectively, in this embodiment, the display of the virtual projection to other clients having a target relationship with the target client may be, but not limited to, the first virtual character displayed on the target client performing a projection sharing operation, and then displaying the virtual projection to other clients having a target relationship with the target client. The projection sharing operation may, but not limited to, the first virtual character long-pressing to select the virtual projection to be shared, and selecting one or more clients from other clients having a target relationship with the target client to share with.

[0068] Furthermore, the virtual projection corresponding to the displayed second virtual character is not only visible to the player performing the corresponding projection trigger operation, but also, through the player's projection sharing action, can display the player's 3D model projection, which changes according to the battle situation, and real-time battle data information to players on the same side (teammates). Compared to conventional shooting game approaches, this achieves the projection of player 3D models and the sharing of real-time data in battles with less internal memory usage on the client of players on the same side. It eliminates the need for players on the same side to each manipulate virtual objects and perform interaction operations with virtual interaction items to obtain virtual projection information, significantly reducing performance stress, improving the efficiency of player information acquisition, and optimizing the player's game experience.

[0069] To illustrate with a further example, as shown in Figure 8, the first virtual character 802 displays a virtual projection 808 corresponding to the second virtual character 806 to the client where the first virtual character 802 is located by performing an interaction operation with the virtual interaction item 804. The first virtual character 802 may, but is not limited to, long-pressing the virtual interaction item 804 to display the virtual share button 810. In response to the first virtual character 802 clicking the virtual share button 810, the system further displays the surviving teammates 812 to be shared. The first virtual character 802 then selects the object to be shared in the virtual share interface 814 and performs a virtual projection sharing operation, correspondingly displaying the virtual projection 808 shared by the first virtual character 802 to the client where the shared object is located.

[0070] According to the embodiment of the present invention, a virtual projection is displayed on a target client, the target client being 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, the game client being the client corresponding to the virtual character participating in the current game task. Through the player's voluntary interaction, 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, are displayed. This achieves the objective of displaying the player's 3D model and real-time data in battles with low internal memory usage, significantly reducing performance stress and realizing the technical effect of optimizing the player's game experience.

[0071] As one alternative technical approach, the method, after the step of displaying a virtual projection to the target client, S1: If the display duration of the virtual projection exceeds a preset threshold, the process 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] Selectively, in this embodiment, the virtual projection may cancel the display if the display duration on the target client is greater than or equal to a preset threshold, but is not limited to this; the display may be canceled and the display data corresponding to the virtual projection may be deleted from the target client, but is not limited to this; the display may be canceled and the display data corresponding to the virtual projection on the target client may be held in a buffer area for a certain period of time, and if the projection display operation is not re-triggered within that period of time, the display data corresponding to the virtual projection may be deleted from the target client, but is not limited to this.

[0073] Selectively, in this embodiment, display data may be understood as a lower-level data concept, and battle data may be understood as a data concept for content representation, but not limited to this, and the target client may understand that the display data is used to project the model and display the battle data, but not limited to this, or the target client may need to acquire the corresponding display data before projecting the model and displaying the battle data.

[0074] Furthermore, the virtual projection automatically cancels the display when the display duration on the target client reaches a preset threshold, and after canceling the display, it can synchronously delete the display data corresponding to the virtual projection on the target client. This achieves the objective of further reducing the internal memory usage by data during gameplay and significantly reduces performance stress.

[0075] Furthermore, the virtual projection system achieves the objective of improving the efficiency of acquiring virtual projection data and thereby improving the efficiency of virtual projection display by automatically canceling the display on the target client when the display duration reaches a preset threshold, and then, after canceling the display, holding the display data corresponding to the virtual projection in a buffer area for a certain period of time, and deleting the display data corresponding to the virtual projection from the target client if the projection display operation is not re-triggered within that period of time.

[0076] Selectively, in this embodiment, the virtual projection may, but is not limited to, cancel the display if a virtual interaction item is located in a virtual danger scene, and may, but is not limited to, canceling the display and simultaneously deleting the display data corresponding to the virtual projection from the target client, and may, but is not limited to, canceling the display and simultaneously holding the display data corresponding to the virtual projection in the target client in a buffer area for a certain period of time, and deleting the display data corresponding to the virtual projection from the target client if the projection display operation is not re-triggered within that period of time. Here, a virtual danger scene is a virtual scene in the current game task where the safety value is less than the fifth threshold, and the value of the fifth threshold is less than the value of the second threshold.

[0077] Furthermore, the virtual projection may, but is not limited to, be visible only to the target client where the player is located. In this case, the virtual projection itself is not considered to expose the location information of the first virtual character to other players. However, when the first virtual character is located in a virtual danger scene, the player should not concentrate excessively on the virtual projection but rather on the game combat in the current virtual danger scene. Therefore, the virtual projection may, but is not limited to, automatically cancel the display when a virtual interaction item is located in a virtual danger scene, thereby improving the user's game experience.

[0078] According to the embodiment of the present invention, when the display duration of a virtual projection exceeds a preset threshold, the display of the virtual projection is canceled and the display data corresponding to the virtual projection is deleted from the target client. This achieves the objective of reducing the internal memory usage by data during gameplay and significantly reduces performance stress.

[0079] As one alternative technical option, the method, after the steps of canceling the display of the virtual projection and removing the display data corresponding to the virtual projection from the target client, S1: A step of acquiring display data in response to a projection display operation, S2: Further includes the step of displaying a virtual projection based on display data and displaying the virtual projection to the target client.

[0080] Selectively, in this embodiment, the virtual projection may, but is not limited to, cancel its display if the display duration on the target client exceeds a preset threshold, and may, but is not limited to, deleting the display data corresponding to the virtual projection from the target client at the same time as canceling the display, and if, within a certain time after the cancellation of the virtual projection is achieved, the player operates the first virtual character to interact with the virtual interaction item again, the display data corresponding to the virtual projection may be reacquired in response to the projection display operation, 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 to this.

[0081] Furthermore, the virtual projection may automatically cancel its display when the display duration on the target client reaches a preset threshold, and after canceling the display, it may synchronously delete the display data corresponding to the virtual projection on the target client. When the projection display operation is performed again, the display data corresponding to the virtual projection may be reacquired, but is not limited to this. This achieves the objective of further reducing the internal memory usage by data during gameplay and realizes a significant reduction in performance stress.

[0082] Selectively, in this embodiment, the virtual projection may be canceled if the display duration on the target client exceeds a preset threshold, but is not limited to this; the display may be canceled and the display data corresponding to the virtual projection may be deleted from the target client, but is not limited to this; the display may be canceled and the display data corresponding to the virtual projection on the target client may be held in a buffer area for a certain period of time, and if a projection display operation is received again within that period, the corresponding display data may be directly read from the buffer area, and the virtual projection may be displayed on the target client based on the display data, but is not limited to this.

[0083] Furthermore, the virtual projection may automatically cancel its display when the display duration on the target client reaches a preset threshold. After canceling the display, the display data corresponding to the virtual projection on the target client may be held in a buffer area for a certain period of time. If a projection display operation is received again within that period, the corresponding display data may be directly read from the buffer area, and the virtual projection may be displayed on the target client based on the display data. This reduces the time spent repeatedly displaying the virtual projection within a certain period of time, thereby improving the display efficiency of the virtual projection.

[0084] As one alternative technical approach, in response to a projection display operation performed on a virtual interaction item, before displaying the virtual projection corresponding to a second virtual character, S1: In response to an item pickup operation performed on a virtual interaction item, the step of placing the virtual interaction item into a virtual storage space associated with a first virtual character is further included.

[0085] Selectively, in this embodiment, a virtual interaction item may be, but is not limited to, a portable and ever-usable game item, which may be, but is not limited to, picked up by a first virtual character and placed in a virtual storage space associated with the first virtual character, which may be, but is not limited to, a container item carried by the first virtual character in the process of participating in the current game task, which may be, but is not limited to, providing the first virtual character with a certain number of game item resources, which may include, but is not limited to, attack items, defensive armor, healing packages, virtual interaction items, etc.

[0086] The above-mentioned virtual interaction items may, but are not limited to, attack items with projection capabilities, defensive armor with projection capabilities, healing packages with projection capabilities, detection equipment with projection capabilities, etc. The player may, but are not limited to, controlling the first virtual character to move with the virtual interaction items, picking up the virtual interaction items and placing them in the virtual storage space associated with the first virtual character, or retrieving the virtual interaction items from the virtual storage space at any time and using them to obtain key information for the second virtual character.

[0087] To illustrate with a further example, as shown in Figure 9(a), the first virtual character 902 and the virtual interaction item 904 are displayed to the client where the first virtual character 902 is located. When the first virtual character 902 performs an item pickup operation on the virtual pickup button 906, as shown in Figure 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 embodiment of the present invention, 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. This achieves the objective of improving the flexibility of using virtual interaction items and realizes the technical effect of improving the display efficiency of virtual projections.

[0089] As one alternative technical approach, in response to an item pickup operation performed on a virtual interaction item, after the step of placing the virtual interaction item into a virtual storage space associated with a first virtual character, S1: A step of displaying a virtual projection in response to a first use operation performed on a virtual interaction item placed in a virtual storage space, or S2: A step in which, in response to a hold trigger operation performed on a virtual interaction item placed in a virtual storage space, the state of the virtual interaction item is adjusted 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, wherein the state of the virtual interaction item placed in the virtual storage space is the stored state, or S3: In response to a drop trigger operation performed on a virtual interaction item placed in a virtual storage space, the state of the virtual interaction item is adjusted from a stored state to an unassigned state, and in response to a third use operation performed on the virtual interaction item that has become unassigned, the step further includes the state of a virtual interaction item that does not belong to a first virtual character being an unassigned state.

[0090] Selectively, in this embodiment, the first use operation may, but is not limited to, instructing the virtual character to perform an operation to display a virtual projection on a virtual interaction item that is in a stored state; the second use operation may, but is not limited to, instructing the virtual character to perform an operation to display a virtual projection on a virtual interaction item that is in a held state; and the third use operation may, but is not limited to, instructing the virtual character to perform an operation to display a virtual projection on a virtual interaction item that is in an unassigned state. Here, the stored state of a virtual interaction item may, but is not limited to, a state in which the virtual interaction item has been placed in the virtual storage space in response to an item pick-up operation; the held state of a virtual interaction item may, but is not limited to, a state in which the virtual interaction item has been adjusted so that the virtual character is holding the virtual interaction item in response to a hold trigger operation for the virtual interaction item; and the unassigned state of a virtual interaction item may, but is not limited to, a state in which the virtual interaction item has been discarded from the virtual storage space in response to a drop trigger operation for the virtual interaction item.

[0091] Furthermore, in the process of participating in the current game task, a virtual character may not only perform direct interaction operations on a virtual interaction item to display a virtual projection that satisfies the conditions, but may also achieve the goal of carrying a virtual interaction item by holding it or storing it in a virtual storage space. For example, if a combat signal appears nearby while a player is controlling a first virtual character to perform an interaction operation with a virtual interaction item, in such a virtual danger scene, the first virtual character controlled by the player can pick up the virtual interaction item in storage space or pick up the virtual interaction item to leave the current virtual danger scene in a timely manner.

[0092] Furthermore, if the virtual storage space is insufficient, the first virtual character controlled by the player can trigger a drop operation to discard virtual interaction items into the current competitive game environment. Here, the first virtual character can expose the discarded, unassigned virtual interaction items to the game environment as "bait," allowing it to employ corresponding ambushes or other tactics. This increases the ways to play in competitive games, enhances the enjoyment of competitive games, and improves the player's gaming experience.

[0093] According to the embodiment of the present invention, in response to a first use operation performed on a virtual interaction item placed in a virtual storage space, a virtual projection is displayed; or, in response to a hold trigger operation performed on a virtual interaction item placed in a virtual storage space, the state of the virtual interaction item is adjusted from a stored state (the state in which it is placed in the virtual storage space) to a held state; in response to a second use operation performed on the virtual interaction item in the held state, a virtual projection is displayed; or, in response to a drop trigger operation performed on a virtual interaction item placed in a virtual storage space, the state of the virtual interaction item is adjusted from a stored state to an unassigned state (a state in which it does not belong to the first virtual character); and in response to a third use operation performed on the virtual interaction item in the unassigned state, a virtual projection is displayed. By providing players with various methods for using virtual interaction items, the objectives of increasing the ways in which the game can be played and improving the enjoyment of game battles are achieved, thereby realizing the effect of improving the player's game experience.

[0094] As one alternative technical approach, in response to a projection display operation performed on a virtual interaction item, before displaying the virtual projection corresponding to a second virtual character, S1: A step of displaying a first projection settings interface, wherein multiple projection character templates are displayed in the first projection settings interface, and each of the multiple projection character templates has a different projection material. S2: In response to a selection operation performed on a target projection template in multiple projection character templates, a second projection settings interface corresponding to the target projection template is displayed. S3: A step of setting display parameters for a target projection template in response to a setting operation triggered by a second projection setting interface, wherein the display parameters are for determining the display positions of projection elements in a virtual projection that matches the target projection template.

[0095] Selectively, in this embodiment, the first projection setting interface may, but is not limited to, instructing the player to perform setting operations on virtual projections to be displayed in a game before the start of the game match, the virtual projections may, but are not limited to, include projections of 3D models corresponding to virtual characters and projections of real-time game data, and the setting operations may, but are not limited to, instructing the player to set the projection material of the 3D models of the virtual projections to be displayed in the game match.

[0096] Selectively, in this embodiment, the second projection setting interface may be, but is not limited to, a setting interface that allows the player to select a target projection template in the first projection setting interface and that corresponds to the selected target projection template, and may provide 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 posture of the projection character template, the display information type and display information position of the real-time battle data. Setting the model posture of the projection character template may be, but is not limited to, adjusting the 3D model posture of the virtual projection to upright, semi-upright, prone, etc. Setting the display information type of the real-time battle data may be, but is not limited to, adjusting the data type displayed by the virtual projection, including, for example, 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. Setting 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, but is not limited to, displaying it by an ordering method such as vertical ordering or horizontal ordering.

[0097] Selectively, in this embodiment, display parameters of a target projection template are set in response to a setting operation triggered by a second projection setting interface. Here, the display parameters are for determining the display positions of projection elements in a virtual projection that matches the target projection template, and the projection elements may include, but are not limited to, the 3D model orientation of the virtual projection, the data type displayed by the virtual projection, and the data position displayed by the virtual projection.

[0098] Furthermore, the first projection settings interface displays multiple projection character templates, each corresponding to a different projection material. The second projection settings interface provides further setting operations for multiple parameters that can be performed on the selected projection character template. Players can select a projection character template corresponding to a specific projection material according to their preference, and further adjust settings for the pose of the virtual projection 3D model and the display method of real-time data in the game. This achieves the goal of improving the diversification of the player's virtual projection display in the game, and realizes the technical effect of improving the player's gaming experience.

[0099] To illustrate with a further example, as shown in Figure 10, the first projection settings interface 1002 displays the selected current projection character template 1004 and several candidate projection character templates 1006. Here, different candidate character templates correspond to different character materials. The current projection character template 1004 changes according to the player's selection of a candidate projection template 1006.

[0100] To illustrate with a further example, as shown in Figure 11(a), the second projection settings interface 1102 displays the selected current projection character pose 1104 and several candidate projection character poses 1006. Here, different candidate character templates correspond to similar character materials and different character poses. The current projection character pose 1104 changes according to the player's selection of a candidate projection character pose 1106. As shown in Figure 11(b), the second projection settings interface 1102 displays the selected current data display 1108, several candidate data displays 1110, and data display interaction buttons 1112 corresponding to each candidate data display. The player can perform operations on the candidate data displays 1110 such as increasing, deleting, moving them up in order, and moving them down in order using the data display interaction buttons 1112, and the current data display 1108 changes according to the player's selection of a candidate data display 1110.

[0101] According to the embodiment of the present invention, a first projection settings interface is displayed showing multiple projection character templates. Here, each of the multiple projection character templates corresponds to a different projection material. In response to a selection operation performed on a target projection template among the multiple projection character templates, a second projection settings interface corresponding to the target projection template is displayed, and in response to a setting operation triggered in the second projection settings interface, the display parameters of the target projection template are set. Here, the display parameters are for determining the display position of 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 for the pose of the 3D model of the virtual projection in the match and the display method of real-time data, thereby achieving the objective of improving the diversification of the player's virtual projection display in the game match and realizing the technical effect of improving the player's game experience.

[0102] As one alternative technical approach, 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 is: S1: A step to obtain N virtual characters (where N is a natural number greater than or equal to 2) participating in the current game task in response to a projection display operation, S2: A step to obtain target battle data corresponding to each of the N virtual characters, S3: A step in which a target virtual character is determined from N virtual characters whose target battle data satisfies the projection conditions, and the target virtual character is determined to be the second virtual character. S4: Includes the step of displaying a virtual projection.

[0103] In this embodiment, selectively, 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 whose target battle data satisfies the projection conditions 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 the following data for the virtual character in the current game battle: cumulative kill count, injury amount, healing amount, etc.

[0104] Selectively, in this embodiment, a virtual interaction item may be a game item that is directed towards one or more different attribute types, but is not limited thereto. Selectively, different projection conditions will be different for virtual interaction items of different attribute types. For example, a virtual interaction item may be used to point to the virtual character with the most kills in the current game match ("King of Kills"), but is not limited thereto, and the corresponding projection condition is that the character has the most kills in the current game match, and the corresponding second virtual character is the virtual character with the most kills in the current game match. Virtual interaction items are used to designate a virtual character ("God of Kills") whose kill count in the current game exceeds a certain predetermined number condition, but are not limited to this. The corresponding projection condition is that the kill count in the current game exceeds a certain predetermined number condition. The corresponding second virtual character is one or more of several virtual characters whose kill count in the current game exceeds a certain predetermined number condition. If it is detected that there are two or more second virtual characters, the system may, in order of priority, compare several second virtual conditions, such as injury amount and healing amount, to determine and display only one virtual character. Alternatively, the system may, in order of priority, compare several second virtual conditions, such as injury amount and healing amount, to determine the display order of multiple virtual characters and display them in that order.

[0105] Furthermore, after the player performs a projection display operation to interact with a virtual interaction item, a target virtual character is determined from at least two virtual characters in the player's current game. The target virtual character is a virtual character whose target game data satisfies the projection conditions. The target game data may be a single data type, such as the cumulative number of kills in the game, or it may be multiple data types, such as the cumulative number of kills in the game and the cumulative amount of damage.

[0106] Furthermore, in a game battle, if the number of virtual characters that satisfy the projection conditions in the target battle data is greater than one, the system may, but is not limited to, comparing other data types in the target battle data among the multiple virtual characters to determine the single target virtual character. By determining the single target virtual character in combination with the target battle data and projection conditions in response to the projection display operation, the system achieves the objective of reducing the internal memory usage due to virtual projection display and realizes the effect of improving the display efficiency of virtual projection.

[0107] To illustrate with a further example, in one game match, the target match data may include, but is not limited to, the cumulative number of kills, cumulative injury, and cumulative healing in the game match, and the projection condition may, but is not limited to, the cumulative number of kills in the game match being more than 10, and the currently surviving game players are Player A, Player B, Player C, and Player D, and the current cumulative number of kills for virtual character a, controlled by Player A, is 5, the cumulative injury is 1000, and the cumulative healing is 500, and the current cumulative number of kills for virtual character b, controlled by Player B, is 5 In the current game, virtual character c, controlled by player C, has a cumulative kill count of 11, a cumulative injury count of 1200, and a cumulative healing count of 400. In the current game, virtual character c has a cumulative kill count of 11, a cumulative injury count of 800, and a cumulative healing count of 500. In the current game, virtual character d, controlled by player D, has a cumulative kill count of 10, a cumulative injury count of 1000, and a cumulative healing count of 300. After virtual character a performs a projection display operation on a virtual interaction item, the virtual characters whose target game data satisfies the projection conditions are virtual character b and virtual character c. Furthermore, the sole target virtual character may be determined by comparing other data types in the target game data other than the projection conditions. For example, if the priority of cumulative injury is higher than the priority of cumulative healing, virtual character b has a higher cumulative injury count than virtual character c, so virtual character b is determined as the target virtual object from virtual character b and virtual character c. If the priority of cumulative healing amount is higher than the priority of cumulative injury amount, the cumulative healing amount for virtual character b is lower than that of virtual character c, so virtual character c is determined to be the target virtual object from the perspective of both virtual character b and virtual character c.

[0108] According to the embodiment of the present invention, 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 whose target battle data satisfies the projection conditions is determined from the N virtual characters, the target virtual character is determined as the second virtual character, and the virtual projection is displayed.

[0109] As one alternative technical approach, the step of obtaining target battle data corresponding to each of the N virtual characters includes at least one of the following steps S1 to S3.

[0110] S1: Obtain the 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: Obtain second match data corresponding to each of the N virtual characters. Here, the second match data is match data in which each of the N virtual characters participates in the target virtual game, and the current game task is a game task for one round in the target virtual game.

[0112] S3: Obtain a third set of match data corresponding to each of the N virtual characters. Here, the third set of match data is the match data in which each of the N virtual characters participates in multiple game tasks in the target virtual game.

[0113] Selectively, in this embodiment, the target battle data may include, but is not limited to, real-time battle data of the virtual character participating in the current game task, and the real-time battle data of the current game task may include, but is not limited to, the cumulative number of kills, cumulative injury amount, cumulative healing amount, cumulative field of view score, etc., during the process of the virtual character participating in the current game task.

[0114] Target match data may include, but is not limited to, match data in which a virtual object participates in a target virtual game; the current game task in which a virtual character is participating may include, but is not limited to, a single game in the target virtual game; and the match data in which a virtual object participates in a target virtual game may include, but is not limited to, cumulative kill count, cumulative injury amount, cumulative healing amount, cumulative field of view score, cumulative achievement, cumulative match time length, etc., during the process of the virtual character participating in the target virtual game.

[0115] Target match data may include, but is not limited to, match data in which a virtual object participates in multiple game tasks in a target virtual game; a match game task may, but is not limited to, a game task in which a virtual object participates sequentially; and match data for multiple game tasks may include, but is not limited to, the average number of kills, average injury amount, average healing amount, average field of view score, etc., in the process of a virtual object participating in multiple game tasks.

[0116] The target match data may be a portion of the current real-time match data, or it may be the player's match history data for multiple games and the player's entire career match data. In a game match, there are multiple types of target match data, and there are multiple types of corresponding projection conditions, allowing the player to obtain opportunities to view virtual projections in multiple ways. This achieves the objective of improving the diversity of virtual projection display and achieves the technical effect of enriching the player's game experience.

[0117] According to the embodiment of the present invention, 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 a target virtual game, the current game task is a single 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 multiple game tasks in the target virtual game. Based on a selective range of target battle data types, the player can obtain opportunities to view virtual projections in multiple ways, achieving the objective of improving the diversity of virtual projection display and achieving the technical effect of enriching the player's gaming experience.

[0118] As one alternative technical approach, the information display method is applied to a virtual shooting game scene, for example, as shown in Figure 12. The specific steps include the following S1202-S1224.

[0119] In step S1202, the game is started.

[0120] In step S1204, a certain number of data display points are pre-set at each location on the map. Here, the data display points may, but are not limited to, those used to display virtual interaction items.

[0121] In step S1206, the player controls the game character to move closer to the data display point. Here, the game character is the first virtual character.

[0122] In step S1208, interaction buttons are displayed on the player control interface. Here, the player controls the game character.

[0123] In step S1210, it is determined whether or not the player clicked 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 3D model of the displayed player and real-time battle data information are extracted.

[0127] In step S1218, the 3D model of the displayed player and real-time battle data are shown to the player (visible only to that player).

[0128] In step S1220, the display disappears after 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 one optional technical proposal, the information display method is applied to tactical competitive shooting game scenes. For example, as shown in Figure 13, the specific contents of the user's experience history and system iteration space are as follows:

[0132] (1) User experience history: Sensing Module: When a player enters a game and sees a pre-set data display point in the game, the player approaches the data display point and attempts to interact with the button that appears. Here, the data display point may, but is not limited to, a virtual interaction item, and the button may, but is not limited to, be triggered and displayed after certain conditions are met in the relationship between the player and the data display point. These certain conditions may, but are not limited to, the distance between the player and the data display point being less than a pre-set threshold, or both the player and the data display point being located in a virtual safe scene environment.

[0133] Introductory Module: After the player approaches a data display point and attempts to interact with the buttons that appear, the player views a 3D model of themselves and real-time battle data displayed in the form of a virtual projection, extracts information from it, and begins attempting combat using the acquired information.

[0134] Mastery Module: After players begin attempting combat using the information they have acquired, they start learning to design tactics by referring to the information they have acquired, enriching the enjoyment of gameplay.

[0135] Furthermore, by using the above information display method in tactical competitive shooting game scenes, players can quickly perceive its presence, understand its mechanism of action, become proficient in using it after beginning to experiment with combat utilizing the information, and acquire tactical design skills by referring to the acquired information, thereby providing players with a richer gaming experience and greater enjoyment of gameplay. Compared to mainstream methods, the above information display method balances the display of the player's 3D model and the display of real-time battle data with less performance stress, and ensures sufficient information acquisition space for the player.

[0136] (2) System iteration space: Collection Module: This module collects interaction data for each data display point in the game, and can collect data according to attributes such as player type, data display point type, and game field type, but is not limited to these.

[0137] Analysis Module: Based on interaction data from collected data display points, it analyzes the frequency of appearance of different 3D models in the virtual projection and the frequency of appearance of real-time battle data, analyzes the route / kill situation in the game after the player has acquired the information, and analyzes the rationality of the player's actions.

[0138] Adjustment Module: Analyzes virtual projection information in the game and the representation data after the player acquires the virtual projection information, and adjusts the number and distribution of data display points in the match, as well as the content and duration of the displayed information in the match.

[0139] Furthermore, by using the above information display method in tactical competitive shooting game scenes, and by collecting and analyzing the number of times different character 3D models and real-time battle data are displayed in the game, as well as the representation data after the player acquires the information, it is possible to guarantee system designers sufficient leeway to adjust the content and duration of in-game displayed information, determine the future iteration direction of the system, and make it easier to set up character models that match the world setting.

[0140] Furthermore, players need to learn to quickly set their tactical settings based on acquired character models and real-time battle data information in their experience history. This process progresses step by step, and finally, players will be able to design tactics by referring to items, character skills, etc., during the game, enriching their gameplay and providing a more diverse experience in battles. Meanwhile, the system iteration space can also be adjusted based on the display distribution of the 3D models and real-time battle data, providing players with a deeper battle experience.

[0141] One optional technical approach involves applying an information display mode to a virtual projection scene, using the above information display mode to encapsulate the projection device and its trigger logic within the same Actor, adding a box collider to the Actor to check whether the collision path is a character, and if a virtual character controlled by the player enters the collider, displaying an interaction button to the player. Upon receiving an interaction trigger operation from the player using the button, i.e., 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] In order to reduce internal memory while maintaining compatibility with low-end machines, the above information display method is used to optimize internal memory from multiple perspectives, specifically as follows:

[0143] (1) Only on the same screen: The system ensures that projections are not visible from the analog segment and do not affect other players only when the master interacts with the Data Segment (DS) register. Furthermore, combined with a rational placement of the projection device, it guarantees that only one 3D model and real-time game data are displayed on the same screen.

[0144] (ii) Reduction of the scope of impact: The LOD (Levels of Detail) of colliders reduces the cutting distance, ensuring that colliders do not affect players who are a short distance away, loading only nearby players, and minimizing internal memory usage. Here, LOD technology determines the rendering assignment of object renderings based on the position and importance of the object model nodes in the display environment, and achieves efficient rendering calculations by reducing the number of faces and level of detail of less important objects.

[0145] (3) Simplification of the model: From a modeling perspective, for compatibility with low-end machines, a low-poly model with fewer faces is used instead of a complex model for the character. Low-poly models can effectively reduce draw calls and memory consumption. Here, a draw call can be understood as the CPU calling a lower-layer graphics rendering interface, instructing the GPU to perform rendering operations, but is not limited to this. The rendering flow is implemented using an assembly line, where the CPU and GPU operate in parallel, connected via a command buffer. The CPU sends rendering commands to the GPU, and the GPU receives and executes the corresponding rendering commands.

[0146] (IV) Minimum Mechanism: In some ultra-low-end machines where performance stress still exists, a method of displaying suggested information (tips) instead of the model will be adopted to prevent it from affecting the player's normal combat experience.

[0147] To illustrate with another example, as shown in Figure 14, the program implementation involves multiplexing the display logic for the 3D model and the real-time battle data, creating a subclass for the data, and mounting an Interactive Component 1402 encapsulated within that subclass. Within that, the collision detection and button display methods are rewritten, the interaction range is set, and the display of the interaction buttons is customized.

[0148] Furthermore, in the specific embodiments of this application, with regard to related data such as user information, if the above embodiments of this application are applied to a specific product or technology, permission or consent from the user must be obtained, 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] It should be noted that, for the sake of simplicity, each of the method embodiments described above is expressed as a combination of a series of operations. However, it will be obvious to those skilled in the art that the present invention is not limited to the order of operations described, and that some steps may be performed in other orders or simultaneously based on the present invention. Furthermore, it will be obvious to those skilled in the art that all embodiments described in the specification are preferred embodiments, and such operations and modules are not necessarily essential to the present invention.

[0150] According to another aspect of the embodiments of the present application, an information display device that realizes the above-described information display method is further provided. As shown in Figure 15, the device is In the execution process in which the first virtual character is participating in the current game task, a first display unit 1502 displays the first virtual character and virtual interaction items, The second display unit 1504 displays a virtual projection corresponding to a second virtual character in response to a projection display operation performed on a virtual interaction item, wherein the second virtual character is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, 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.

[0151] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0152] As one alternative technical option, the above device is: A first display module that, in response to a projection display operation performed on a virtual interaction item, displays projection interaction controls corresponding to the virtual interaction item before displaying a virtual projection corresponding to a second virtual character to the target client, The system further includes an acquire module that, in response to a projection display operation performed on a virtual interaction item, retrieves a trigger projection operation performed on a projection interaction control and determines that the trigger projection operation is a projection display operation, before displaying a virtual projection corresponding to a second virtual character to the target client.

[0153] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0154] As one alternative technical option, the first display module described above is: It includes a first display submodule that displays a projected interaction control when the distance between a first virtual character and a virtual interaction item is less than or equal to a first threshold.

[0155] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0156] As one alternative technical option, the first display unit 1502 described above is: A second display module that displays a first virtual character located in a virtual safe scene and a virtual interaction item located in the virtual safe scene, wherein the second display module 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 examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0158] As one alternative technical option, the second display unit 1504 described above is: A third display module that displays a virtual projection to a target client, wherein the target client is a game client corresponding to a first virtual character, the virtual projection is prohibited from being displayed to any game client other than the target client, and the game client is a client corresponding to a virtual character participating in the current game task.

[0159] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0160] As one alternative technical option, the above device is: The system further includes a cancel submodule that, after displaying a virtual projection to the target client, cancels the display of the virtual projection and deletes the display data corresponding to the virtual projection from the target client if the display duration of the virtual projection exceeds a pre-set threshold.

[0161] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0162] As one alternative technical option, the above device is: A first acquisition submodule that cancels the display of a virtual projection and deletes the display data corresponding to the virtual projection from the target client, and then acquires the display data in response to a projection display operation, The system further includes a second display submodule that displays the virtual projection to the target client by canceling the display of the virtual projection, removing the display data corresponding to the virtual projection from the target client, and then displaying the virtual projection based on the display data.

[0163] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0164] As one alternative technical option, the above device is: The system further includes a placement module that, in response to an item pickup operation performed on a virtual interaction item, places the virtual interaction item into a virtual storage space associated with the first virtual character, before displaying a virtual projection corresponding to the second virtual character in response to a projection display operation performed on the virtual interaction item.

[0165] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0166] As one alternative technical option, the above device is: In response to an item pickup operation performed on a virtual interaction item, a third display submodule displays a virtual projection in response to a first use operation performed on the virtual interaction item placed in the virtual storage space, or A first adjustment submodule that, in response to an item pickup operation performed on a virtual interaction item, places the virtual interaction item in a virtual storage space associated with a first virtual character, then, in response to a hold trigger operation performed on the virtual interaction item placed in the virtual storage space, adjusts the state of the virtual interaction item from a stored state to a held state, and displays a virtual projection in response to a second use operation performed on the virtual interaction item in the held state, wherein the state of the virtual interaction item placed in the virtual storage space is the stored state, or A second adjustment submodule that, in response to an item pick-up operation performed on a virtual interaction item, places the virtual interaction item in a virtual storage space associated with a first virtual character, adjusts the state of the virtual interaction item from a stored state to an unassigned state in response to a drop trigger operation performed on the virtual interaction item placed in the virtual storage space, and displays a virtual projection in response to a third use operation performed on the virtual interaction item that has become unassigned, further comprising a second adjustment submodule in which the state of a virtual interaction item that does not belong to the first virtual character is an unassigned state.

[0167] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0168] As one alternative technical option, the above device is: A fourth display module that displays a first projection settings 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 the first projection settings interface displays multiple projection character templates, and each of the multiple projection character templates has a different projection material; A fifth display module that, in response to a projection display operation performed on a virtual interaction item, displays a second projection settings interface corresponding to a target projection template in response to a selection operation performed on a target projection template in multiple projection character templates, before displaying a virtual projection corresponding to a second virtual character, A configuration module that, in response to a configuration operation triggered by a second projection configuration interface, sets display parameters of a target projection template in response to a projection display operation performed on a virtual interaction item, before displaying a virtual projection corresponding to a second virtual character, wherein the display parameters are for determining the display position of projection elements in a virtual projection that matches the target projection template.

[0169] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0170] As one alternative technical option, the second display unit 1504 described above is: A second acquisition module that, in response to a projection display operation, acquires N virtual characters (where N is a natural number greater than or equal to 2) participating in the current game task, A third acquisition module that acquires target battle data corresponding to each of the N virtual characters, A decision module that determines a target virtual character from N virtual characters whose target battle data satisfies projection conditions, and determines the target virtual character as the second virtual character, It further includes a sixth display module that displays a virtual projection.

[0171] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0172] As one alternative technology, the third acquisition module described above is: A second acquisition submodule that acquires first battle data corresponding to each of N virtual characters, wherein the first battle data is real-time battle data in which each of the N virtual characters participates in the current game task, A third acquisition submodule that acquires second battle data corresponding to each of N virtual characters, wherein 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 for one round in the target virtual game, and the third acquisition submodule A fourth acquisition submodule for acquiring third battle data corresponding to each of N virtual characters, wherein the third battle data is battle data in which each of the N virtual characters participates in multiple game tasks in a target virtual game.

[0173] As one alternative technical option, the above device is: The system further includes a determination unit that determines that a collision has occurred between the first virtual character and the virtual interaction item and obtains the projection display operation if the first virtual character is located within the collision area associated with the virtual interaction item before displaying the virtual projection corresponding to the second virtual character in response to a projection display operation performed on the virtual interaction item, and if the first virtual character is located within the collision area associated with the virtual interaction item.

[0174] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0175] As one alternative technical option, the second display unit described above is: A ninth display module that displays a virtual projection corresponding to a third virtual character, wherein the third virtual character is a virtual character that satisfies the projection conditions among the virtual characters that are in the same faction as the first virtual character and are participating in the current game task.

[0176] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0177] As one alternative technical option, the second display unit 1504 described above is: A seventh display module that displays a projection of the character model corresponding to the second virtual character, The system further includes an eighth display module that displays a projection of battle data corresponding to a second virtual character.

[0178] Specific examples can be found in the examples shown in the information display method described above, so their explanation will be omitted here.

[0179] Further aspects of embodiments of the present application provide an electronic device for carrying out the above-described information display method. As shown in Figure 16, the electronic device includes a memory 1602 and a processor 1604, the memory 1602 storing a computer program, and the processor 1604 is configured to perform the steps in any of the above-described method embodiments by the computer program.

[0180] Selectively, in this embodiment, the electronic device may be located at least one of a plurality of network devices in a computer network.

[0181] Selectively, 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, the first virtual character and virtual interaction items are displayed.

[0183] S2: In response to a projection display operation performed on a virtual interaction item, a virtual projection corresponding to a second virtual character is displayed. Here, the second virtual character is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, and the virtual projection includes at least one of the following: a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character.

[0184] Selectively, as those skilled in the art will understand, the structure shown in Figure 16 is merely illustrative, and the electronic device may be a terminal device such as a smartphone (e.g., an Android phone, an iOS phone, etc.), a tablet PC, a palmtop computer, or a mobile internet device (MID), or a PAD. The structure of the electronic device is not limited to Figure 16. For example, the electronic device may include more or fewer components (e.g., network interfaces) than shown in Figure 16, or may have a different configuration than shown in Figure 16.

[0185] Here, memory 1602 is used to store software programs and modules, for example, program instructions / modules corresponding to the information display method and apparatus in the embodiment of the present application, and processor 1604 executes various functional applications and data processing by operating the software programs and modules stored in memory 1602, that is, realizes the information display method described above. Memory 1602 may include high-speed random access memory, or non-volatile memory, for example, one or more magnetic storage devices, flash memory, or other non-volatile solid memory. In some examples, memory 1602 may further include memory provided remotely from processor 1604, and these remote memories can be connected to a terminal via a network. Examples of the network include, but are not limited to, the Internet, intranet, local area network, mobile communication network, and combinations thereof. Here, memory 1602 may specifically be used to store information such as a first virtual character, a virtual interaction item, and a virtual projection corresponding to a second virtual character, but is not limited to this. As one example, as shown in Figure 16, the memory 1602 may include, but is not limited to, the first display unit 1502 and the second display unit 1504 in the information display device. It may also include, but is not limited to, other modules / units in the information display device, and their explanation is omitted in this example.

[0186] Selectively, the transmission device 1606 is used to send and receive data over a network. Specific examples of the network may include wired and wireless networks. In one example, the transmission device 1606 may include a network interface controller (NIC) that is connected to other network devices via a router 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] The electronic device further includes a display 1608 that displays information such as the first virtual character, virtual interaction items, and virtual projections corresponding to the second virtual character, and a connection bus 1610 that connects each module component in the electronic device.

[0188] In other embodiments, the terminal device or server may be a single node in a distributed system, the distributed system may be a blockchain system, and the blockchain system may be a distributed system in which multiple nodes are connected to communicate via a network. Here, the nodes can form a point-to-point (Peer-to-Peer, P2P) network, and any form of computing device, such as electronic devices like servers and terminals, can become a single node in the blockchain system by participating in the point-to-point network.

[0189] According to one aspect of the present invention, a computer program product is provided which includes a computer program / instructions including program code for performing a method shown in a flowchart. In such embodiments, the computer program can be downloaded and installed from a network via a communication unit and / or installed from removable media. When the computer program is executed by the CPU, it performs various functions provided by embodiments of the present invention.

[0190] The above-mentioned embodiment numbers are for illustrative purposes only and do not indicate any ranking of the embodiments.

[0191] Furthermore, the computer system of the electronic device is merely one example, and should not impose any limitations on the function and scope of use of the embodiment of this application.

[0192] A computer system includes a CPU (Central Processing Unit), which can perform various appropriate operations and processes based on programs stored in ROM (Read Only Memory) or programs loaded from memory into RAM (Random Access Memory). RAM further stores various programs and data necessary for system operation. The CPU, ROM, and RAM are connected via a bus. Input / Output interfaces (I / O interfaces) are also connected to the bus.

[0193] The input / output interface is connected to an input section including a keyboard and mouse, an output section including an output section including a cathode ray tube (CRT), liquid crystal display (LCD), and speaker, a storage section including a hard disk, and a communication section including a network interface card such as a LAN (Local Area Network) card or modem. The communication section performs communication processing via a network, such as the Internet. Drives are also connected to the input / output interface as needed. For example, removable media such as magnetic disks, optical disks, magneto-optical disks, and semiconductor memory are installed on drives as needed in order to install computer programs read from the removable media into the storage section as needed.

[0194] In particular, according to embodiments of the present application, the processes described in the flowcharts of each method may be implemented as computer software programs. For example, embodiments of the present application include a computer program product, which includes a computer program recorded on a computer-readable medium, and which includes program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication unit and / or installed from removable media. When the computer program is executed by a CPU, it performs various functions limited to the systems of the present application.

[0195] According to one aspect of the present invention, a computer-readable storage medium is provided, and the processor of the computer device reads and executes computer instructions from the computer-readable storage medium, thereby causing the computer device to perform the methods provided by the various selective embodiments described above.

[0196] Selectively, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps S1 to S2.

[0197] S1: During the execution process in which the first virtual character participates in the current game task, the first virtual character and virtual interaction items are displayed.

[0198] S2: In response to a projection display operation performed on a virtual interaction item, a virtual projection corresponding to a second virtual character is displayed. Here, the second virtual character is a virtual character among the virtual characters participating in the current game task that satisfies the projection conditions, and the virtual projection includes at least one of the following: a projection of the character model of the second virtual character and a projection of the battle data of the second virtual character.

[0199] Selectively, in this embodiment, as those skilled in the art will understand, all or some of the steps of the various methods of the above embodiment can be programmed to instruct the hardware relating to the terminal device to be completed, and such program can be stored in a computer-readable storage medium, which may include flash disks, ROM (Read-Only Memory), RAM (Random Access Memory), magnetic disks, or optical disks.

[0200] The above-mentioned embodiment numbers are for illustrative purposes only and do not indicate any ranking of the embodiments.

[0201] If the integrated units in the above embodiments are implemented as software functional units and sold or used as independent products, they may be stored in the computer-readable storage medium described above. Based on this understanding, the proposed invention of the present application can be embodied as a software product, which may be an essential or prior art contribution, or all or part of the proposed invention, and which is stored in a storage medium and includes several instructions for causing one or more computer devices (such as a personal computer, server, or network device) to perform all or part of the steps of the methods described in each embodiment of the present application.

[0202] In the embodiments described above, the descriptions of each embodiment focus on different aspects, and for parts not detailed in one embodiment, the relevant descriptions in other embodiments can be referenced.

[0203] Clients disclosed in some embodiments of this application should be understood to be implementable in other ways. Herein, the embodiments of the apparatus described above are illustrative only, and for example, while the partitions of the units are partitioned based on one logical function, in actual implementation they may be partitioned in other ways. For example, multiple units or components may be combined, incorporated into other systems, or some of their features may be omitted or not performed. The mutual coupling, direct coupling, or communicable connection shown or discussed can be implemented by interfaces, and the indirect coupling or communicable connection of units or modules can be implemented electrically or in other forms.

[0204] The units described as separating members may or may not be physically separated, and the members referred to as units may or may not be physical units, may be located in one place, or may be distributed among multiple network units. Furthermore, some or all of these units can be selected according to actual needs to achieve the objectives of the technical proposal of this embodiment.

[0205] Furthermore, each functional unit in each embodiment of the present application may be integrated into a single processing unit, or each unit may exist individually in physical form, or two or more units may be integrated into a single unit. The integrated unit may be implemented in hardware or as a software functional unit.

[0206] The above are merely preferred embodiments of the present application, and those skilled in the art will be able to make some improvements and modifications without departing from the principles of the present application, and these should also be considered to be within the scope of protection of the present application. [Explanation of symbols]

[0207] 102 User Equipment 104 displays 106 Processors 108 memory 110 Network 112 Servers 114 Databases 116 Processing Engine 302 The First Virtual Character 304 Virtual Interaction Item 306 Virtual Interaction Control 308 Second Virtual Character 310 Virtual projection 402 First Virtual Character 404 Equip virtual attack items 406 Virtual Interaction Control 408 Virtual Projection 502 The 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 Room 704 (Safe Room) 706 The third virtual character 708 First information presented 710 Second piece of information 802 First Virtual Character 804 Virtual Interaction Item 806 Second Virtual Character 808 Virtual Projection 810 Virtual Share Button 812 Surviving Teammates 814 Virtual Shared 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 settings interface 1104 Current projected character posture 1106 Candidate Projection Character Stance 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 equipment 1608 Display 1610 Connecting Bus

Claims

1. A method for displaying information performed by a user device, Steps include: displaying the first virtual character and a virtual interaction item during the execution process in which the first virtual character participates in the current game task, wherein the virtual interaction item is an item on which the first virtual character can perform an interaction action; The steps include: displaying 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 among the virtual characters participating in the current game task that satisfies projection conditions, the projection conditions are conditions set in advance for the attribute information of the virtual character, the attribute information is information based on live game commentary, 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; A method for displaying information characterized by the following features.

2. 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, The steps include: displaying a projected interaction control corresponding to the virtual interaction item; The process further includes the steps of 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 feature 1.

3. The step of displaying a projected interaction control corresponding to the virtual interaction item is: If the distance between the first virtual character and the virtual interaction item is less than or equal to a first threshold, the process includes the step of displaying the projected interaction control. The information display method according to feature 2.

4. The step of displaying the first virtual character and virtual interaction items is: A step of displaying the first virtual character located in the virtual safe scene and the virtual interaction item located in the virtual safe scene, wherein the virtual safe 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 feature 1.

5. The step of displaying a virtual projection corresponding to the second virtual character is: A step of displaying the virtual projection to a target client, wherein the target client is a game client corresponding to the first virtual character, the virtual projection is prohibited from being displayed to any game client other than the target client, and the game client is a client corresponding to the virtual character participating in the current game task, The information display method according to feature 1.

6. After the step of displaying the virtual projection to the target client, If the display duration of the virtual projection exceeds a preset threshold, the further step includes 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 feature 5.

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, The steps include acquiring the display data in response to the projection display operation, The further step includes displaying the virtual projection based on the display data and displaying the virtual projection to the target client, The information display method according to feature 6.

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, The further step includes 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 feature 1.

9. 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, 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 A step of adjusting the state of the virtual interaction item from a stored state to a held state in response to a hold trigger operation performed on the virtual interaction item placed in the virtual storage space, and displaying the virtual projection in response to a second use operation performed on the virtual interaction item in the held state, wherein the state of the virtual interaction item placed in the virtual storage space is the stored state, or A step of adjusting the state of the virtual interaction item from the stored 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 the virtual projection in response to a third use operation performed on the virtual interaction item that has become the unassigned state, further comprising the step of the state of the virtual interaction item that does not belong to the first virtual character being the unassigned state. The information display method according to feature 8.

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, A step of displaying a first projection settings interface, wherein a plurality of projection character templates are displayed on the first projection settings interface, and each of the plurality of projection character templates has a different projection material. The steps include: displaying a second projection settings 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; The process further includes the step of setting display parameters for 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 positions of projection elements in a virtual projection that matches the target projection template. The information display method according to any one of claims 1 to 9.

11. 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 is: In response to the projection display operation, the steps include obtaining N virtual characters (where N is a natural number greater than or equal to 2) that are participating in the current game task, The steps include: acquiring target battle data corresponding to each of the N virtual characters; The steps include determining a target virtual character from the N virtual characters whose target battle data satisfies the projection conditions, and determining the target virtual character as the second virtual character, The step of displaying the virtual projection includes, The information display method according to any one of claims 1 to 9.

12. The step of obtaining target battle data corresponding to each of the N virtual characters is as follows: A step of obtaining first battle data corresponding to each of the N virtual characters, wherein the first battle data is real-time battle data in which each of the N virtual characters participates in the current game task, A step of obtaining second battle data corresponding to each of the N virtual characters, wherein 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 for one round in the target virtual game, The steps include at least one of the following: acquiring third battle data corresponding to each of the N virtual characters, wherein the third battle data is battle data in which each of the N virtual characters participates in multiple game tasks in the target virtual game; The information display method according to feature 11.

13. 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, If the first virtual character is located within the collision area associated with the virtual interaction item, the steps further include 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.

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 conditions among the virtual characters that are in the same faction as the first virtual character and are participating in the current game task, The information display method according to any one of claims 1 to 9.

15. In the execution process in which a first virtual character participates in the current game task, a first display unit that displays the first virtual character and a virtual interaction item, wherein the virtual interaction item is an item on which the first virtual character can perform an interaction action, and the first display unit, 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 among the virtual characters participating in the current game task that satisfies projection conditions, the projection conditions are conditions set in advance for the attribute information of the virtual character, the attribute information is information based on live commentary of the game battle, 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 by the following features.

16. A computer program characterized by executing, when run by a processor, the information display method described in any one of claims 1 to 9.

17. An electronic device including memory and a processor, The aforementioned memory stores computer programs. The processor is configured to execute the information display method described in any one of claims 1 to 9 by the computer program. An electronic device characterized by the following features.

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