Interface display control method and apparatus, device and medium

By dynamically adjusting the display position of the first prompt identifier in the graphical user interface, the problem of cumbersome viewing of virtual object-related information in the prior art is solved, which improves interaction efficiency and reduces computing resource consumption.

WO2025050984A1PCT designated stage expired Publication Date: 2025-03-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/113604
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-04
Filing Date
2024-08-21
Publication Date
2025-03-13

AI Technical Summary

Technical Problem

In the prior art, the relevant information of the virtual object is fixedly displayed on the virtual model, resulting in the user needs to perform cumbersome viewing angle conversion operations to view the relevant information when the virtual object is large or close, which reduces the interaction efficiency and increases the consumption of computing resources.

Method used

By responding to the movement and viewing angle adjustment of the controlled virtual object in the graphical user interface, the virtual scene content is updated, and when the target object appears, the display position of the first prompt identification is dynamically determined according to its presentation method, so as to quickly view the attribute parameters of the target object.

Benefits of technology

The operation process of viewing target object attribute parameters is simplified, interactive efficiency is improved, and computing resource consumption is reduced.

✦ Generated by Eureka AI based on patent content.

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Abstract

An interface display control method, comprising: in response to a movement control instruction and / or a viewing angle adjustment instruction for a controlled virtual object, controlling the controlled virtual object to move in a virtual scene and / or performing control to adjust the viewing angle of the controlled virtual object, and updating virtual scene content presented on a graphical user interface; when a target object appears on the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, on the basis of a presentation mode of the target object on the graphical user interface, determining an identifier display position on the graphical user interface, the specified interaction behavior comprising a game behavior for adjusting a first attribute parameter, and the identifier display position varying with the presentation mode; and displaying at the identifier display position a first prompt identifier for indicating the first attribute parameter of the target object.
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Description

Interface display control method, device, equipment and medium

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This disclosure claims priority to Chinese patent application number 202311133857.6, filed on September 4, 2023, entitled “Interface Display Control Method, Device, Equipment and Medium,” the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computer application technology, and in particular to an interface display control method, device, equipment, and medium. Background Art

[0004] At present, there are more and more interactive ways in games. Users can control the movement of virtual objects in the game, control virtual objects to use virtual props provided in the virtual environment, and use various virtual skills or virtual props to attack (or demolish or destroy) virtual objects in the virtual environment.

[0005] Typically, a graphical user interface is displayed on a game client, which may include a scene screen corresponding to the virtual environment, and virtual objects and virtual objects may be displayed in the scene screen in the form of virtual models.

[0006] In related technologies, relevant information of virtual objects is usually displayed at a fixed position on the virtual model. For virtual objects that are large in size or close in distance, if the user wants to view relevant information of the virtual object, he needs to perform a perspective conversion operation in the virtual environment to adjust the field of view so that the relevant information of the virtual object can be displayed in the field of view.

[0007] The above operation process is cumbersome and has low interaction efficiency, resulting in an increase in computing resources.

[0008] Summary of the Invention

[0009] In view of this, the embodiments of the present disclosure at least provide an interface display control method, device, equipment and medium to overcome at least one of the above-mentioned defects.

[0010] In a first aspect, an exemplary embodiment of the present disclosure provides an interface display control method, providing a graphical user interface through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The method includes: in response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and / or controlling and adjusting the perspective of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface; when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, determining an identification display position in the graphical user interface based on the presentation method of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation method; and displaying a first prompt identification for indicating the first attribute parameter of the target object at the identification display position.

[0011] In a second aspect, an embodiment of the present disclosure further provides an interface display control device, which provides a graphical user interface through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The device includes: an update module, configured to execute a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, control the controlled virtual object to move in the virtual scene and / or control and adjust the perspective of the controlled virtual object, and update the virtual scene content presented in the graphical user interface; a position determination module, configured to execute, when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, determine an identification display position in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a display control module, configured to execute a first prompt identification indicating the first attribute parameter of the target object at the identification display position.

[0012] In a third aspect, an embodiment of the present disclosure further provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned interface display control method.

[0013] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the above-mentioned interface display control method are executed.

[0014] The interface display control method, apparatus, device and medium provided by the embodiments of the present disclosure effectively simplify the operation process of viewing the attribute parameters of the target object by changing the display position of the first prompt identifier as the presentation method of the target object in the graphical user interface changes, thereby improving interaction efficiency and reducing the consumption of computing resources.

[0015] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0017] Figures 1 and 2 are schematic diagrams of interfaces for displaying health value icons in related art;

[0018] FIG3 shows a flow chart of an interface display control method provided by one exemplary embodiment of the present disclosure;

[0019] FIG4 shows a flowchart of steps for determining a display area of ​​a target object provided by one exemplary embodiment of the present disclosure;

[0020] FIG5 shows one of the schematic diagrams of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

[0021] FIG6 shows a second schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

[0022] FIG7 shows a third schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

[0023] FIG8 shows a fourth schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

[0024] FIG9 shows a fifth schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

[0025] FIG10 is a flowchart showing the steps of displaying the second prompt identifier of each sub-object provided by one exemplary embodiment of the present disclosure;

[0026] FIG11 is a schematic structural diagram of an interface display control device provided by one exemplary embodiment of the present disclosure;

[0027] FIG12 shows a schematic structural diagram of an electronic device provided by one exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0028] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. It should be understood that the drawings in the present disclosure are only for the purpose of illustration and description and are not used to limit the scope of protection of the present disclosure. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in the present disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowchart can be implemented out of sequence, and steps that do not have a logical context relationship can be reversed in order or implemented simultaneously. In addition, those skilled in the art, guided by the contents of the present disclosure, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0029] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0030] It should be understood that in the embodiments of the present disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0031] It should be understood that in the embodiments of the present disclosure, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.

[0032] In addition, the described embodiments are only a part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.

[0033] At present, there are more and more interactive ways in games. Users can control the movement of virtual objects in the game, control virtual objects to use virtual props provided in the virtual environment, and use various virtual skills or virtual props to attack, demolish, and destroy virtual objects in the virtual environment.

[0034] During game development, it's necessary to build a virtual environment based on the game's type. These virtual objects can be static objects rendered by the virtual engine at the start of the game, such as virtual trees and buildings. They can also be dynamic objects, such as player-controlled virtual objects or NPCs (non-player characters). For example, in a city-based game, it's necessary to build virtual buildings within the scene and then further refine the specific appearance of these virtual buildings.

[0035] Typically, a graphical user interface is displayed on a game client, which may include a scene screen corresponding to the virtual environment, and virtual objects and virtual objects may be displayed in the scene screen in the form of virtual models.

[0036] A method for displaying the life value of a virtual object on a graphical user interface is provided in the related art. FIG. 1 and FIG. 2 are schematic diagrams of an interface for displaying a life value icon in the related art.

[0037] As shown in Figure 1, in this example, a third-person game is taken as an example. A graphical user interface 1 is provided through a terminal device, and a controlled virtual object 2 is displayed in the graphical user interface 1. The controlled virtual object 2 is a virtual object controlled by the terminal device. The virtual scene content presented in the graphical user interface 1 changes with the movement of the controlled virtual object 2 in the virtual scene.

[0038] For a virtual object 3 in a virtual scene, the relevant information of the virtual object 3 is usually fixedly displayed at a certain position on the virtual model. For example, if the relevant information of the virtual object 3 is a character name, the character name can be displayed above the head of the virtual model. If the relevant information of the virtual object 3 is the health value, the health value can be displayed at the center of the virtual model.

[0039] For small, modular virtual objects or virtual objects that are far away from the controlled virtual object 2, the entire virtual object 3 is displayed in the graphical user interface 1, allowing the player to quickly view relevant information about the virtual object 3. For example, as shown in FIG1 , the display position 4 for the health value of the virtual object 3 is configured to be fixed at the center of the virtual model. When the controlled virtual object 2 is far away from the virtual object 3, the player can view the entire virtual object 3 and quickly view the health value 5 of the virtual object 3.

[0040] As the controlled virtual object 2 moves in the virtual scene, the distance between the controlled virtual object 2 and the virtual object 3 also changes. When the distance between the two is close and / or the virtual object 3 is large, the health value displayed at the center of the virtual object 3 may not be displayed on the screen (as shown in Figure 2). If the player wants to view the relevant information of the virtual object 3, they need to perform a perspective conversion operation in the virtual environment to adjust the field of view so that the relevant information of the virtual object is displayed in the graphical user interface 1, which makes the operation process more cumbersome.

[0041] In some FPS (First-Person Shooter) or TPS (Third-Person Shooting) games, players are allowed to completely destroy virtual objects in the virtual scene, thereby changing the surrounding terrain and creating a more favorable combat environment. This often requires multiple attacks on a virtual object to completely destroy it. To address this, a relationship can be established between the player's attack behavior and the virtual object's health feedback, allowing the player to clearly know when the virtual object is completely destroyed.

[0042] Regarding the method of displaying health values ​​at a fixed position in related technologies, players need to constantly adjust their viewing angles to obtain health value feedback during the attack process, which increases the complexity of the operation and makes the continuity of the attack easily interrupted, reducing interaction efficiency and increasing the consumption of computing resources.

[0043] In addition, related technologies can also not display relevant information for virtual objects. For example, when a virtual object in a virtual environment is destroyed, the health value is not displayed on the virtual model of the virtual object. Instead, the attack feedback of the virtual object is presented through the visual representation of the degree of damage of the virtual object model.

[0044] As mentioned above, currently, it is usually necessary to perform multiple attacks on a virtual object to achieve complete destruction. The above-mentioned visual feedback method makes it difficult for players to accurately know the specific destruction progress of the virtual object. Even when the virtual object is still not destroyed after the player performs multiple attacks, the player may mistakenly believe that the virtual object is indestructible, resulting in low interaction efficiency and increased consumption of computing resources.

[0045] In response to at least one of the above-mentioned problems, the present disclosure proposes an interface display control method, device, equipment and medium to simplify the operation process of viewing the attribute parameters of the target object, improve interaction efficiency and reduce the consumption of computing resources.

[0046] First, the names involved in the embodiments of the present disclosure are introduced.

[0047] Terminal equipment:

[0048] The terminal device involved in the embodiments of the present disclosure mainly refers to an intelligent device for providing a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene) and capable of controlling a virtual character. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports game scenes is installed and running in the terminal device, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gun battle survival game, and a third-person shooter game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0049] Graphical User Interface:

[0050] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the game scene. The interface includes any visible visual controls or elements, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, character indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.

[0051] Virtual scene:

[0052] It is a virtual environment displayed (or provided) when an application is running on a terminal device or server. Optionally, the virtual scene is a simulation of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The virtual environment can be the sky, land, ocean, etc. Among them, the virtual scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for virtual environment battles between at least two virtual characters, and the virtual scene has virtual resources that can be used by at least two virtual characters.

[0053] Virtual Objects:

[0054] "Controlled virtual objects" refer to controlled and uncontrolled virtual objects in a virtual environment. Controlled virtual objects can be virtual characters controlled by the player, including but not limited to at least one of virtual people, virtual animals, and cartoon characters. Uncontrolled virtual objects can be non-player-controlled virtual characters (NPCs). They can also be virtual objects, which refer to static objects in a virtual scene, such as virtual props, ground, buildings, bridges, trees, mountains, and vegetation. Static objects are often not directly controlled by the player, but can respond to interactive actions (e.g., attacking, demolishing, etc.) of virtual objects in the scene and perform corresponding actions. For example, a virtual object can demolish, pick up, drag, and build a building. Alternatively, a virtual object may not be able to respond to interactive actions. For example, a virtual object can also be a building, door, window, or plant in a virtual scene, but the virtual object cannot interact with it. For example, a virtual object cannot destroy or demolish a window. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character built based on three-dimensional human skeleton technology, and the virtual character achieves different appearances by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5D or 2D model, which is not limited in the present embodiment.

[0055] In a virtual scene, multiple virtual objects can participate in this virtual game. The virtual objects are virtual characters controlled by players (i.e., characters controlled by players through input devices) and / or artificial intelligence (AI) trained to compete in the game scene. Optionally, the virtual objects are virtual characters competing in the game scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of terminal devices participating in the virtual game, which is not limited in the embodiments of the present disclosure.

[0056] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can present the GUI to the player in a variety of ways, such as rendering it on the terminal device's display screen or presenting it to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the GUI, and the processor being used to run the game, generate the GUI, and control the display of the GUI on the display screen.

[0057] The present disclosure is applicable to the following application scenarios: The present disclosure can be applied to the field of gaming technology, where multiple players participate in a virtual game together.

[0058] Before entering a virtual game, players can select different character attributes, such as identity attributes, for their virtual objects in the virtual game. By assigning different character attributes to determine different camps, players can win the game by completing tasks assigned by the game during different stages of the virtual game. For example, multiple virtual objects with character attribute A can "eliminate" virtual objects with character attribute B during the battle stage to win the game. Alternatively, character attributes can be randomly assigned to each virtual object participating in the virtual game upon entering the virtual game.

[0059] An implementation environment provided in one embodiment of the present disclosure may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device each communicate with the server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with an application that executes the interface display control method provided by the present disclosure, and the server is a server-side device that executes the interface display control method provided by the present disclosure. Through the application, the first terminal device and the second terminal device can each communicate with the server.

[0060] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game based on the game request of the application. The parameters of the virtual game can be determined based on the parameters in the received game request. For example, the parameters of the virtual game may include the number of players participating in the virtual game, the levels of the characters participating in the virtual game, etc. When the first terminal device receives a response from the game server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the game scene.

[0061] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game based on the game request of the application. The parameters of the virtual game can be determined based on the parameters in the received game request. For example, the parameters of the virtual game may include the number of participants in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives a response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user. The virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0062] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual object according to the synchronization data sent by the game server.

[0063] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same character attributes or different character attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may belong to the same camp or different camps with hostile relations. The game AI virtual object participating in the virtual game may have a camp to which it belongs, for example, it may belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may also not belong to a camp and may interact with other virtual objects in the virtual game.

[0064] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0065] The interface display control method provided by the embodiments of the present disclosure can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical arena games (MOBAs), multiplayer gunfight survival games, third-person combat games, and first-person combat games.

[0066] The interface display control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0067] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0068] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0069] In a possible implementation, an embodiment of the present disclosure provides an interface display control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.

[0070] To facilitate understanding of the present disclosure, the interface display control method, device, electronic device, and storage medium provided by the embodiments of the present disclosure are described in detail below.

[0071] Please refer to Figure 3, which is a flowchart of an interface display control method provided by an exemplary embodiment of the present disclosure, which is generally applied to a game server, for example, the cloud game server described above, but the present disclosure is not limited thereto.

[0072] A graphical user interface is provided through the terminal device, and at least a portion of a virtual scene is displayed on the graphical user interface, where the virtual scene includes a controlled virtual object and a target object.

[0073] In the disclosed embodiment, the controlled virtual object is a virtual object controlled by a terminal device, and the target object can be a virtual object controlled by other players, or an artificial intelligence character controlled by a non-player, or a virtual object, for example, a virtual prop, ground, building, bridge, tree, mountain, vegetation, etc. in a virtual scene. Exemplarily, the above-mentioned target object is allowed to be attacked, disassembled, and destroyed. During the game process, the first attribute parameter of the target object in the virtual environment can be monitored in real time, and the real-time change of the first attribute parameter of the target object can be displayed to the player through a first prompt mark on the graphical user interface. Furthermore, benefits can be distributed to the controlled virtual object based on the change of the first attribute parameter of the target object (e.g., providing the controlled virtual object with virtual resources in the virtual scene).

[0074] As shown in FIG1 , the interface display control method of the exemplary embodiment of the present disclosure specifically includes:

[0075] Step S110: updating the virtual scene content presented in the graphical user interface.

[0076] In an embodiment of the present disclosure, changes in the virtual scene content presented by the graphical user interface may be controlled by at least one of the following methods.

[0077] A method for updating virtual scene content presented in a graphical user interface according to position changes of a controlled virtual object in the virtual scene.

[0078] For example, in response to a movement control instruction for a controlled virtual object, the controlled virtual object is controlled to move in the virtual scene, so that the presented virtual scene content changes.

[0079] Another way is to update the virtual scene content presented in the graphical user interface according to the changes in the viewing angle of the controlled virtual object.

[0080] For example, in response to a perspective adjustment instruction for a controlled virtual object, the perspective of the controlled virtual object is adjusted so that the presented virtual scene content changes.

[0081] Exemplarily, the virtual scene content presented in the graphical user interface may be a scene picture obtained by shooting the virtual scene with a virtual camera, that is, the scene picture may be a picture of observing the virtual scene from a preset perspective, which is the angle when observing the controlled virtual object in the virtual scene through the virtual camera.

[0082] The virtual camera is a camera model located on or around a virtual object in a virtual scene. This camera model enables observation of the virtual object in the virtual scene from different perspectives. Optionally, the virtual camera is not actually displayed in the virtual scene displayed by the application; that is, the virtual camera is not visible within the virtual scene content displayed in the graphical user interface.

[0083] Exemplarily, each controlled virtual object has a one-to-one corresponding virtual camera in the virtual scene, and the position of the virtual camera changes synchronously with the position of the controlled virtual object. That is, the virtual camera automatically follows the controlled virtual object in the virtual scene, so that the scene image captured by the virtual camera changes as the controlled virtual object moves in the virtual scene. Optionally, during the automatic following process, the relative position of the virtual camera and the controlled virtual object does not change.

[0084] Optionally, the preset perspective may be an observation angle when observing a virtual object in a virtual environment from a first-person perspective, a third-person perspective, or a sighting perspective.

[0085] Exemplarily, the first-person perspective is the perspective of a virtual scene observed through a first-person camera positioned on or around a virtual object. Alternatively, the first-person perspective is the perspective of a virtual scene observed through a first-person camera positioned on the virtual object's chest, or through a first-person camera positioned on the virtual object's head, or through a first-person camera positioned on the virtual object's neck. In the scene image corresponding to the first-person perspective, the head or torso of the virtual model of the virtual object cannot be viewed, but the arms or legs of the virtual object may be visible. Optionally, the first-person camera is first bound to the virtual object's head, neck, or chest. This first binding means that, in most cases, the relative position of the first-person camera and the virtual object's head, neck, or chest remains unchanged. That is, when the virtual object's head, neck, or chest turns, the first-person camera rotates accordingly. When the virtual object's head, neck, or chest moves, the first-person camera moves accordingly.

[0086] The third-person perspective is the perspective of a virtual scene observed through a third-person virtual camera positioned around a virtual object. For example, the third-person virtual camera may be positioned behind the virtual object's head or back, or the third-person virtual camera may have a lens height relative to the controlled virtual object. For example, the third-person virtual camera may be positioned at a predetermined lens height and at an oblique angle to look down at the controlled virtual object.

[0087] The sighting perspective is the perspective of observing the virtual scene through the sighting camera installed on the virtual weapon (such as a virtual firearm) held by the virtual object. The sighting camera is located at the assembly position of the sight on the virtual weapon. For example, in the scene image corresponding to the sighting perspective, the outer frame features of the sight can be viewed, such as the object aiming point of the airborne sight, the lens barrel and front sight of the sight, etc. Optionally, the sighting camera and the virtual weapon are secondarily bound. This second binding means that the relative position of the sighting camera and the virtual firearm does not change. That is, when the virtual firearm turns, the sighting camera will also rotate accordingly, and when the virtual firearm moves, the sighting camera will also move accordingly.

[0088] Based on this, when the position of the controlled virtual object in the virtual scene changes, the position of the virtual camera corresponding to the controlled virtual object changes accordingly. When the observation angle of the controlled virtual object changes, the angle of view of the virtual camera corresponding to the controlled virtual object also changes accordingly, thereby making the virtual scene content captured by the virtual camera change synchronously.

[0089] Step S120: When the target object appears in the graphical user interface, in response to a specified interaction between the controlled virtual object and the target object, a marker display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface.

[0090] In an embodiment of the present disclosure, a trigger mechanism may be configured in advance for the display of the first prompt identifier. Exemplarily, the trigger mechanism may include but is not limited to at least one of the following items: the target object appears in the graphical user interface, and a specified interactive behavior occurs between the controlled virtual object and the target object.

[0091] When the trigger mechanism is satisfied, the display position of the indicator is determined to display the first prompt indicator on the graphical user interface. When the trigger mechanism is not satisfied, the first prompt indicator of the target object may not be displayed, or the first prompt indicator may be configured to be displayed at a fixed position (i.e., using the second display mechanism described below) to reduce the amount of calculation.

[0092] Here, the specified interactive behavior may include but is not limited to a game behavior of adjusting the first attribute parameter. That is, the interactive behavior between the controlled virtual object and the target object can cause the first attribute parameter of the target object to change.

[0093] Here, the first attribute parameter may refer to a parameter used to characterize the state attribute of the target object. Exemplarily, the first attribute parameter is a numerical game feature, that is, it can characterize the state attribute of the target object in numerical form. As an example, the first attribute parameter may include but is not limited to at least one of the following items: the health value of the target object, the defense value of the target object, the attack value of the target object, and the speed value of the target object.

[0094] In one embodiment, the specified interactive behavior includes an interactive behavior for performing attribute gain on the first attribute parameter.

[0095] At this time, the above-mentioned interactive behavior can bring a positive impact to the first attribute parameter of the target object. For example, the numerical value of the first attribute parameter can be increased through the above-mentioned interactive behavior. It should be understood that if the first attribute parameter is an attribute parameter used to characterize the weakening of the combat capability of the target object, the above-mentioned interactive behavior can also be to reduce the numerical value of the first attribute parameter to enhance the combat capability of the target object. For example, the first attribute parameter is used to characterize the concentration value of the virtual poison gas. The higher the concentration value, the slower the reaction speed of the target object (such as slow movement speed, low skill release frequency, etc.). The virtual poison gas can be applied to the target object by a controlled virtual object in a hostile relationship. At this time, the above-mentioned interactive behavior can be used to reduce the concentration value of the virtual poison gas to bring a positive impact on the combat capability of the target object.

[0096] In another case, the specified interactive behavior includes an interactive behavior for degrading the first attribute parameter.

[0097] In this case, the aforementioned interactive behavior can negatively impact the target object's first attribute parameter. For example, the interactive behavior can reduce the value of the first attribute parameter. For example, if the first attribute parameter represents the concentration of a virtual poison gas, the interactive behavior can also be used to increase the concentration of the virtual poison gas, thereby negatively impacting the target object's combat capability.

[0098] In a preferred embodiment of the present disclosure, the target object may be a virtual object located in a virtual scene that satisfies at least one of the following conditions.

[0099] One of the conditions: the volume of the virtual model is larger than the virtual object with a set threshold.

[0100] Each virtual object created in a virtual scene is typically presented in the virtual scene as a virtual model. This virtual model can be a two-dimensional model, a 2.5-dimensional model, or a three-dimensional model. In this case, a virtual object whose virtual model volume is greater than a set threshold can be identified as a target object, thereby determining the display position of the identifier when the above trigger mechanism is met. For virtual objects whose virtual model volume is less than or equal to the set threshold, the identifier display position can be determined through other methods (such as the second display mechanism or other display methods described below).

[0101] Condition 2: Virtual objects that can be disassembled in virtual scenes.

[0102] Among the virtual objects created in the virtual scene, some can respond to the interactive behaviors of the controlled virtual object, such as attacking and demolishing. Other virtual objects cannot interact with the controlled virtual object and do not respond to such attacks and demolishing behaviors. In this case, the virtual objects that can respond to the interactive behaviors of the controlled virtual object can be determined as target objects.

[0103] Condition 3: A virtual object configured with the first display mechanism.

[0104] Here, the first display mechanism may indicate that the display position of the first prompt identifier of the virtual object changes as the presentation mode of the virtual object in the graphical user interface changes. At this time, the virtual object configured with the first display mechanism may be determined as the target object.

[0105] In the embodiment of the present disclosure, a corresponding display mechanism may be configured in advance for each virtual object in the virtual scene, and during the game process, the first attribute parameter of each virtual object may be presented according to the configured display mechanism.

[0106] Specifically, in response to a specified interactive behavior between the controlled virtual object and the target object, the display mechanism configured for the target object is determined. When the display mechanism configured for the target object is the first display mechanism, the logo display position of the first prompt logo that controls the target object changes as the presentation method of the target object in the graphical user interface changes. When the display mechanism configured for the target object is the second display mechanism, the logo display position is positioned on the target object. For example, the logo display position is bound to the top or center of the virtual model of the target object, so that the logo display position of the first prompt logo changes accordingly with the movement of the target object.

[0107] In the embodiment of the present disclosure, the change in the presentation manner of the target object in the graphical user interface may include, but is not limited to, a change in the size of the display area where the target object is presented in the graphical user interface.

[0108] In the first case, the target object is presented locally in the graphical user interface.

[0109] At this time, a partial target object is presented in the graphical user interface. That is, due to the movement of the controlled virtual object in the virtual scene, the movement of the target object, and / or the change in the viewing angle of the controlled virtual object, only a portion of the target object is presented in the graphical user interface, and the other portion is outside the graphical user interface.

[0110] In the second case, the target object is presented as a whole in the graphical user interface.

[0111] At this point, the complete target object is presented in the graphical user interface. That is, due to the movement of the controlled virtual object in the virtual scene, the movement of the target object, and / or the change in the viewing angle of the controlled virtual object, the entire target object is presented in the graphical user interface.

[0112] In an embodiment of the present disclosure, the logo display position of the first prompt logo changes with the change of the presentation method. For example, for the above-mentioned overall presentation method, the logo display position is bound to a fixed position on the virtual model of the target object, that is, the relative position of the logo display position and the target object does not change. At this time, as the virtual scene content in the graphical user interface changes, the first prompt logo is always displayed at a fixed position of the target object. Exemplarily, in response to the target object being completely presented in the graphical user interface, the top of the target object is determined as the logo display position. It should be understood that other positions of the target object other than the top can also be determined as the logo display position, such as the center of the target object and the surrounding side of the target object, and the present disclosure does not limit this.

[0113] For the above-mentioned partial presentation mode, the relative position between the display position of the logo and the target object can be controlled to change. For example, the display position of the logo can change with the change of the display area of ​​the target object in the graphical user interface.

[0114] Here, the identifier display position may refer to the location of the first prompt identifier in the local coordinate system of the virtual model of the target object. In the overall presentation mode described above, the identifier display position in the local coordinate system remains unchanged. In the partial presentation mode described above, the identifier display position in the local coordinate system changes as the display area of ​​the target object changes. In other words, when the presentation mode of the target object changes between the overall presentation mode and the partial presentation mode, the determination of the identifier display position also changes between a fixed position and a variable position.

[0115] In view of the situation that the display position of the marker changes with the change of the display area of ​​the target object in the graphical user interface, one of the following methods may be used to determine the display position of the marker.

[0116] In one example, a geometric center point of a display area of ​​the target object in the graphical user interface is determined as the identified display position.

[0117] At this time, a binding relationship is established between the display position of the first prompt logo and the above-mentioned geometric center point, so that as the virtual scene content in the graphical user interface changes, the first prompt logo is always located at the geometric center point of the display area of ​​the target object.

[0118] Here, the virtual scene content is displayed in the graphical user interface at a preset frame rate, which refers to the frequency (also referred to as rate) at which a bitmap image appears continuously on the graphical user interface in units of frames (fps). For example, the geometric center point of the display area of ​​the target object in each frame of the graphical user interface can be determined, and the determined geometric center point is determined as the identifier display position. In this way, as the display area of ​​the target object in each frame of the graphical user interface changes, the identifier display position also changes accordingly.

[0119] Preferably, since the movement of the controlled virtual object in the virtual scene, the movement of the target object, and / or the change in the viewing angle of the controlled virtual object usually do not cause large mutations, the display area of ​​the target object can be calculated once for multiple frames of the graphical user interface to reduce the amount of calculation.

[0120] For example, since the virtual scene content presented in the graphical user interface has a certain degree of continuity during the movement process, a display area can be calculated at preset intervals in response to the continuous movement of the controlled virtual object and / or the target object in the virtual scene. Here, the preset interval can include a predetermined number of frames of the graphical user interface. Those skilled in the art can set the size of the preset interval based on actual needs, and this disclosure does not impose any limitations on this.

[0121] In addition, since there may be obvious differences in the virtual scene content presented in the graphical user interface before and after the switch when the perspective is switched, the display area of ​​the target object can be calculated for each frame of the graphical user interface in response to the change in the perspective of the controlled virtual object.

[0122] In another example, the periphery of the geometric center point of the display area of ​​the target object in the graphical user interface is determined as the identified display position.

[0123] In a preferred embodiment of the present disclosure, a crosshair may be further displayed on the graphical user interface, the crosshair being used to indicate the aiming direction of the controlled virtual object in the virtual scene. Exemplarily, the crosshair may be displayed on the graphical user interface in at least one of the following ways: displayed when the controlled virtual object is equipped with a virtual weapon having a sight, displayed when the controlled virtual object uses (releases) a virtual skill with a skill effect direction, or displayed permanently on the graphical user interface for the controlled virtual object.

[0124] In this case, for the two identifiers (the crosshair and the first prompt identifier) ​​on the graphical user interface, the following method can be used to determine the display positions of the two identifiers.

[0125] For example, in response to at least partial overlap between the geometric center point and the crosshairs, the associated position of the crosshairs can be controlled to be determined as the indicator display position. Here, the associated position may include, but is not limited to: a first position on the side of the crosshairs near the geometric center point. For example, the first position may refer to a preset point on a virtual line connecting the crosshairs and the geometric center point. The preset point may be the midpoint of the virtual line, a point near the crosshairs, or a point near the geometric center point. However, the present disclosure is not limited to this. The associated position may also be a second position on the side of the crosshairs away from the geometric center point. It should be understood that the virtual continuum is only used to determine the first position and is not displayed on the graphical user interface.

[0126] In addition, in response to at least partial overlap between the geometric center point and the crosshairs, the position of the crosshairs can be controlled to be determined as the indicator display position, and the display of the crosshairs can be canceled on the graphical user interface. For example, the crosshairs is usually displayed at the center of the graphical user interface (or the field of view of the controlled virtual object). In this case, when at least partial overlap between the geometric center point and the crosshairs is detected, only the first prompt indicator is displayed at the center of the graphical user interface. Here, the first prompt indicator is used not only to indicate the first attribute parameter of the target object, but also to indicate the aiming direction of the controlled virtual object in the virtual scene.

[0127] In the exemplary embodiments of the present disclosure, the target object is presented in the virtual scene as a three-dimensional virtual model. Alternatively, it may be presented in the virtual scene as a two-dimensional virtual model or a 2.5-dimensional virtual model, which is not limited in this disclosure. The following describes a method for determining the display area of ​​a target object presented as a three-dimensional virtual model, in conjunction with FIG. 4 .

[0128] FIG. 4 shows a flowchart of steps for determining a display area of ​​a target object according to an exemplary embodiment of the present disclosure.

[0129] As shown in FIG. 4 , in step S201 , the region where the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface is determined.

[0130] Here, the above-mentioned area range may refer to the area where the three-dimensional virtual model is projected onto the graphical user interface. For example, only the size of the area range may be concerned, without paying attention to the specific appearance of the target object within the area range.

[0131] In step S202, the display area is determined according to the equivalent calculation area corresponding to the area range.

[0132] Here, since the three-dimensional virtual model of the target object may be an irregular shape, the area formed by its projection onto the graphical user interface is likely to be an irregular two-dimensional graphic. To reduce the amount of calculation and improve the calculation speed, an equivalent calculation area containing the area can be determined, and the area of ​​the equivalent calculation area is equivalent to the display area of ​​the area. Exemplarily, the equivalent calculation area can meet the following conditions: it is regular (such as a rectangle, circle, sector, trapezoid, etc.), contains the above-mentioned area, and has the smallest deviation from the actual display area of ​​the area. As an example, the minimum bounding rectangle of the above-mentioned area can be determined as the equivalent calculation area.

[0133] Through the above method, the display position of the first prompt identifier can be dynamically adjusted according to the display area of ​​the target object on the screen. In this way, no matter how the observation angle of the controlled virtual object changes, how the controlled virtual object and / or the target object moves in the virtual scene, or how the size of the target object is set, the first prompt identifier for indicating the first attribute parameter of the target object can be accurately displayed on the screen to facilitate player observation and interaction.

[0134] It should be understood that the above-mentioned method of using the geometric center point of the display area of ​​the target object in the graphical user interface as the identification display position is only a preferred example. The identification display position can also be changed according to the logical requirements of the game and / or the layout of the game interface, at least to ensure that the first prompt identifier is displayed on the screen during the process of changes in the virtual scene content in the graphical user interface. The present disclosure does not impose any restrictions on the specific display position of the first prompt identifier.

[0135] Returning to FIG. 1 , step S130 : displaying a first prompt mark indicating a first attribute parameter of a target object at the mark display position.

[0136] As mentioned above, the target object can be a dynamic object or a static object. For a static object (such as a virtual building), even if the virtual building is fixed in the virtual scene, the display area of ​​the virtual building in the graphical user interface will change, so the display position of the first prompt logo for the virtual building will also change in the graphical user interface.

[0137] In the related art, where a character's name or health value is displayed on top of a virtual object's virtual model, although the character's name or health value moves with it as the virtual object moves in the virtual scene, its display position remains fixed relative to the virtual model, always at the top of the virtual model. In contrast, the display position of the first prompt indicator in the present disclosure changes based on how the target object is presented in the graphical user interface, resulting in a variable display position relative to the virtual model.

[0138] In the disclosed embodiment, the first prompt indicator displayed on the graphical user interface serves, firstly, to facilitate viewing of the first attribute parameter of the target object, and secondly, to facilitate controlling the interaction between the controlled virtual object and the target object. Specifically, the first prompt indicator allows the player to clearly understand the target object's response to a specific interactive behavior and promptly obtain the specific progress of the specified interactive behavior on the target object, thereby facilitating the player's development of a battle plan targeting the target object and / or within the current virtual game.

[0139] In the embodiment of the present disclosure, the first prompt identifier may be displayed in the following manner: the first prompt identifier is visible only to the controlled virtual object.

[0140] As mentioned above, the display of the first target object indicator must be triggered by the player controlling the controlled virtual object. When other players in the virtual game perform designated interactions with the target object, the first target object indicator will not be displayed on the screen of the player controlling the controlled virtual object. This avoids the game server's difficulty in determining the logical location of the target object when different players perform designated interactions with the target object at different locations, which increases computing resource consumption.

[0141] In an optional embodiment, a visual effect indicating the effect (and / or progress, and / or degree of damage) of a specified interactive behavior on the target object can be displayed simultaneously with the first prompt identifier displayed for the target object. The visual effect can be presented in a point-like or surface-like form. For example, the point of effect in the point-like form or the center point in the surface-like form can coincide with the display position of the first prompt identifier. As the first attribute parameter continuously changes, the corresponding visual effect also changes continuously.

[0142] Thus, through the changes in the target object's first prompt indicator and / or the presentation of visual effects, the player can observe the target object's first attribute parameter in real time, thereby better understanding the status of the designated interactive behavior. The first prompt indicator is always displayed on the screen, allowing the player to conveniently, quickly, and promptly perceive the specific progress of the designated interactive behavior with respect to the target object.

[0143] The above-mentioned display method for the first attribute parameter of the present disclosure does not change the existing presentation method of the first attribute parameter of the target object, but only adjusts the display position of the logo, which can avoid increasing additional learning costs.

[0144] The following describes the display method of the first prompt mark in the embodiment of the present disclosure with reference to FIG5 to FIG9.

[0145] FIG. 5 shows one of schematic diagrams of display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present disclosure.

[0146] In this example, the first attribute parameter of the target object may include the life value of the target object, and the first prompt identifier may include a life prompt bar corresponding to the target object.

[0147] As shown in FIG5 , a graphical user interface 20 is provided by a terminal device 10, in which a controlled virtual object 30 and a target object 40 are displayed. In the current frame graphical user interface shown in FIG5 , a portion of the target object 40 is presented in the graphical user interface 20, i.e., a partial presentation method is adopted. Another portion of the target object (the dotted portion indicated by 41 in the figure) is located outside the graphical user interface 20. In this case, an equivalent calculation area 50 of the target object 40 can be determined, such as the minimum circumscribed rectangle of the display area of ​​the target object 40 in the graphical user interface 20. The geometric center point of the display area of ​​the equivalent calculation area 50 is determined as the identification display position 60, thereby displaying the target object 40's life prompt bar 70 at the identification display position 60. It should be understood that the identification display position 60 can be displayed on the graphical user interface 20 or not displayed on the graphical user interface 20 according to the game settings.

[0148] As shown in Figures 6-9, with target object 40 representing a virtual building, the player manipulates the controlled virtual object 30, moving from viewing the virtual building from a distance to entering it. Regardless of the viewing angle or distance from the virtual building, the player receives clear feedback on the building's health, with a simple and intuitive display.

[0149] As in the example above, you can perform a specified interactive action (such as attacking) on ​​the virtual building from outside. Once inside, you can also perform the same interactive action from inside. As shown in Figure 9, after entering the virtual building, the equivalent computational area corresponding to the virtual building is equivalent to the size of the graphical user interface. In this case, the life bar can be directly displayed in the center of the graphical user interface without specifying a display area.

[0150] In an embodiment of the present disclosure, in response to the continuation of the specified interactive behavior, the control identifier display position changes with the change of the presentation method. That is, during the continuation of the interactive behavior, the identifier display position is always changing, so that the first attribute parameter of the target object can be viewed in a timely and convenient manner during the interaction process.

[0151] In response to the cessation of the specified interactive behavior, the first prompt identifier is controlled to remain unchanged at the identifier display position determined at the time the interactive behavior stopped. Here, the identifier display position of the first attribute parameter of the target object is determined based on the presentation method of the target object in the graphical user interface when the specified interactive behavior is triggered. If, after the display of the first prompt identifier is triggered, the specified interactive behavior is not performed between the controlled virtual object and the target object during the process of adjusting the observation angle of the controlled virtual object and / or controlling the movement of the controlled virtual object, the identifier display position of the first prompt identifier will remain unchanged to avoid excessive calculation.

[0152] In a preferred embodiment of the present disclosure, the three-dimensional virtual model of the target object is composed of at least one sub-model. When a specified interactive behavior is performed on the target object for disassembling the target object, in response to the interactive behavior, the first attribute parameter of the target object reaches a disassembly condition, and the target object is disassembled into at least one sub-object, and each sub-object is presented in the virtual scene in the form of a corresponding sub-model.

[0153] In one case, after the target object is disassembled, each sub-object scattered in the virtual scene is configured to not allow the execution of a specified interactive behavior on it, or to have no feedback on the specified interactive behavior. In this case, no prompt for the first attribute parameter is provided for each sub-object.

[0154] In another case, after the target object is disassembled, each sub-object scattered in the virtual scene is configured to allow a specified interactive behavior to be performed on it, or to provide feedback on the specified interactive behavior. In this case, the second prompt identifier corresponding to each sub-object can be displayed with reference to the process shown in FIG. 10 .

[0155] FIG. 10 is a flowchart showing steps of displaying a second prompt identifier for each sub-object provided by an exemplary embodiment of the present disclosure.

[0156] As shown in FIG. 10 , in step S301 , in response to a triggering event of a target object being disassembled, the target object is disassembled into at least one sub-object.

[0157] As described above, the first attribute parameter of the target object can be adjusted through a specified interactive behavior, for example, the value of the first attribute parameter can be increased or decreased. Here, in response to the interactive behavior, the first attribute parameter of the target object reaches the disassembly condition, indicating that a trigger event for the target object to be disassembled has occurred. The disassembly condition includes the first attribute parameter increasing to a first parameter threshold, or the first attribute parameter decreasing to a second parameter threshold. It should be understood that the first parameter threshold is greater than the second parameter threshold, and the size of each parameter threshold can be set by those skilled in the art according to the game requirements, and this disclosure does not limit this.

[0158] In step S302, for each sub-object, a sub-display position is determined in the graphical user interface based on the display area of ​​the sub-object in the graphical user interface, and a second prompt mark indicating the first attribute parameter of the sub-object is displayed in the sub-display position.

[0159] Here, the display method of the second prompt identifier for each sub-object is similar to the display method of the first prompt identifier for the target object mentioned above. For example, each sub-display position can change with the change of the display area of ​​the sub-object in the graphical user interface. The content of this part will not be repeated in this disclosure.

[0160] Exemplarily, a display mechanism for the second prompt identifier of each sub-object of the target object can be pre-set. In this case, in response to the target object being decomposed into at least two sub-objects due to the specified interactive behavior, the second prompt identifier of each sub-object is displayed in the graphical user interface according to the display mechanism corresponding to each sub-object. Here, the display mechanism of each sub-object can be the same, for example, all using the first display mechanism or the second display mechanism, or different display mechanisms can be set for each sub-object, for example, the corresponding display mechanism is set based on the volume size of the sub-model corresponding to each sub-object, the first display mechanism is set for sub-objects with a volume greater than a set value, and the second display mechanism is set for sub-objects with a volume less than or equal to the set value.

[0161] Through the embodiments of the present disclosure, it is possible to adapt to target objects of various sizes and appearances, so that no matter whether it is a small modular target object or a large or extra-large target object, the first prompt mark can be effectively and conveniently displayed.

[0162] In addition, by dynamically adjusting the display position of the first prompt identifier, the player can accurately understand the changes in the first attribute parameter when performing a specified interactive behavior with the target object, thereby improving interaction efficiency and enhancing the gaming experience.

[0163] The above-mentioned display method for the first prompt mark does not increase the learning cost of the player and does not require additional triggering steps, making the display of the first prompt mark intuitive, simple and easy to use.

[0164] By determining the display position of the first prompt icon based on the target object's display area on the screen, it is possible to ensure that the first prompt icon is correctly displayed within the player's field of view. Furthermore, the first prompt icon can be displayed at any position within the target object's display area, allowing the icon's display position to be freely adjusted based on game requirements to meet the needs of different game scenarios.

[0165] Based on the same application concept, the embodiments of the present disclosure also provide a control device for a virtual object corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the control method for a virtual object in the above embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0166] FIG11 is a schematic diagram of the structure of an interface display control device provided by an exemplary embodiment of the present disclosure. As shown in FIG11 , a graphical user interface is provided by a terminal device, and at least a portion of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The interface display control device 200 includes:

[0167] an updating module 210 configured to execute, in response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, control the movement of the controlled virtual object in the virtual scene and / or control and adjust the perspective of the controlled virtual object, and update the virtual scene content presented in the graphical user interface;

[0168] a position determination module 220 configured to determine, in response to a specified interaction between the controlled virtual object and the target object when the target object appears in the graphical user interface, a display position of an identifier in the graphical user interface based on a presentation manner of the target object in the graphical user interface, wherein the specified interaction includes a gaming behavior of adjusting the first attribute parameter, and the display position of the identifier changes with changes in the presentation manner;

[0169] The display control module 230 is configured to display a first prompt mark indicating the first attribute parameter of the target object at the mark display position.

[0170] In a possible implementation manner of the present disclosure, the presentation manner of the target object in the graphical user interface at least includes: presenting a portion of the target object in the graphical user interface.

[0171] In a possible implementation manner of the present disclosure, the changing of the display position of the identifier as the presentation mode changes includes: the display position of the identifier changing as the display area of ​​the target object in the graphical user interface changes.

[0172] In a possible implementation manner of the present disclosure, the identification display position is a geometric center point corresponding to a display area of ​​the target object in the graphical user interface.

[0173] In one possible embodiment of the present disclosure, the graphical user interface further includes a crosshair, which is used to indicate the aiming direction of the controlled virtual object in the virtual scene, and the position determination module 220 is further configured to execute: in response to at least partial overlap between the geometric center point and the crosshair, control the associated position of the crosshair to be determined as the identification display position; wherein the associated position includes: a first position where the circumference of the crosshair is close to the geometric center point, and a second position where the circumference of the crosshair is away from the geometric center point.

[0174] In one possible implementation of the present disclosure, the target object is presented in the virtual scene in the form of a three-dimensional virtual model, wherein the position determination module 220 determines the display area of ​​the target object in the graphical user interface in the following manner: determining the area range in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface, and determining the display area based on an equivalent calculation area corresponding to the area range, wherein the equivalent calculation area is the minimum circumscribed rectangle of the area range.

[0175] In one possible embodiment of the present disclosure, the three-dimensional virtual model of the target object is composed of at least one sub-model, wherein the display control module 230 is further configured to execute: in response to a trigger event of the target object being disassembled, the target object is disassembled into at least one sub-object, each sub-object is presented in the form of a corresponding sub-model in the virtual scene, for each sub-object, a sub-display position is determined in the graphical user interface based on the display area of ​​the sub-object in the graphical user interface, and a second prompt mark for indicating the first attribute parameter of the sub-object is displayed at the sub-display position, wherein the sub-display position changes with the change of the display area of ​​the sub-object.

[0176] In a possible embodiment of the present disclosure, the position determination module 230 is further configured to execute: in response to the continuation of the specified interactive behavior, controlling the display position of the identification to change with the change of the presentation method; in response to the cessation of the specified interactive behavior, controlling the first prompt identification to remain unchanged at the identification display position determined at the moment the interactive behavior stops.

[0177] In a possible implementation of the present disclosure, the first attribute parameter includes the health value of the target object, and the first prompt identifier includes a life prompt bar corresponding to the target object; the specified interactive behavior includes: an interactive behavior for increasing the attribute of the first attribute parameter, and an interactive behavior for decreasing the attribute of the first attribute parameter.

[0178] In a possible implementation manner of the present disclosure, the first prompt mark is visible only to the controlled virtual object.

[0179] In a possible implementation of the present disclosure, the position determination module 230 is further configured to execute: in response to the target object being completely presented in the graphical user interface, determining the top of the target object as the identification display position.

[0180] The interface display control device provided by the present disclosure changes the display position of the first prompt identifier as the target object is presented in a graphical user interface, thereby making it possible to view the attribute parameters of the target object faster and in real time, thereby helping to timely grasp the attack feedback against the target object, speeding up the game process, and reducing the consumption of computing resources.

[0181] Please refer to Figure 12, which is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present disclosure. As shown in Figure 12, the electronic device 300 includes a processor 310, a memory 320 and a bus 330.

[0182] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the interface display control method in any of the above embodiments can be performed, which are specifically as follows:

[0183] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. In response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene and / or the perspective of the controlled virtual object is controlled and adjusted, and the virtual scene content presented in the graphical user interface is updated; when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, an identification display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a first prompt identification for indicating the first attribute parameter of the target object is displayed at the identification display position.

[0184] The electronic device provided by the present disclosure changes the display position of the first prompt identifier as the target object is presented in a graphical user interface, thereby making it possible to view the attribute parameters of the target object faster and in real time, thereby helping to timely grasp the attack feedback against the target object, speeding up the game process, and reducing the consumption of computing resources.

[0185] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the method for controlling a virtual object in any of the above embodiments are performed, specifically as follows:

[0186] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. In response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene and / or the perspective of the controlled virtual object is controlled and adjusted, and the virtual scene content presented in the graphical user interface is updated; when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, an identification display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a first prompt identification for indicating the first attribute parameter of the target object is displayed at the identification display position.

[0187] The computer-readable storage medium provided by the present disclosure changes the display position of the first prompt identifier as the target object is presented in a graphical user interface, thereby making it possible to view the attribute parameters of the target object faster and in real time, thereby helping to timely grasp the attack feedback against the target object, speeding up the game process, and reducing the consumption of computing resources.

[0188] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0189] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0190] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0191] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0192] The above are only specific embodiments of the present disclosure, but the scope of protection of the present disclosure is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this disclosure should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. An interface display control method, providing a graphical user interface through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and wherein the method comprises: In response to a movement control instruction and / or a perspective adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and / or controlling and adjusting the perspective of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface; When the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, a display position of an identifier is determined in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the display position of the identifier changes with a change in the presentation mode; A first prompt mark indicating the first attribute parameter of the target object is displayed at the mark display position.

2. The method according to claim 1, wherein: The presentation manner of the target object in the graphical user interface at least includes: presenting a portion of the target object in the graphical user interface.

3. The method according to claim 1, characterized in that The changing of the display position of the identification as the presentation mode changes includes: the display position of the identification changing as the display area of ​​the target object in the graphical user interface changes.

4. The method according to claim 3, wherein: The identification display position is the geometric center point corresponding to the display area of ​​the target object in the graphical user interface.

5. The method according to claim 4, wherein: The graphical user interface further includes a crosshair, and the crosshair is used to indicate the aiming direction of the controlled virtual object in the virtual scene. The method further includes: In response to at least a partial overlap between the geometric center point and the crosshair, controlling to determine the associated position of the crosshair as the identification display position; The associated positions include: a first position where the circumference of the crosshair is close to the geometric center point, and a second position where the circumference of the crosshair is far from the geometric center point.

6. The method according to claim 2, wherein: The target object is presented in the virtual scene in the form of a three-dimensional virtual model. The display area of ​​the target object in the graphical user interface is determined in the following manner: determining a region in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface, The display area is determined according to an equivalent calculation area corresponding to the area range, and the equivalent calculation area is a minimum circumscribed rectangle of the area range.

7. The method according to claim 6, wherein: The three-dimensional virtual model of the target object is composed of at least one sub-model. Wherein, the method further comprises: In response to a triggering event that the target object is disassembled, the target object is disassembled into at least one sub-object, each sub-object being presented in the virtual scene in the form of a corresponding sub-model, For each sub-object, a sub-display position is determined in the graphical user interface based on the display area of ​​the sub-object in the graphical user interface, and a second prompt indicator for indicating the first attribute parameter of the sub-object is displayed at the sub-display position, wherein the sub-display position changes with the display area of ​​the sub-object.

8. The method according to claim 1, wherein: The method further comprises: In response to the specified interactive behavior continuing, controlling the display position of the logo to change along with the change of the presentation mode; In response to the cessation of the designated interactive behavior, the first prompt logo is controlled to remain unchanged at the logo display position determined at the moment when the interactive behavior is stopped.

9. The method according to claim 1, wherein: The first attribute parameter includes the life value of the target object, and the first prompt identifier includes a life prompt bar corresponding to the target object; The specified interactive behavior includes: an interactive behavior for performing attribute gain on the first attribute parameter, and an interactive behavior for performing attribute loss on the first attribute parameter.

10. The method according to claim 1, wherein: The first prompt mark is visible only to the controlled virtual object.

11. The method according to claim 1, wherein: The determining a display position of an identification in the graphical user interface based on the presentation mode of the target object in the graphical user interface includes: In response to the target object being completely presented in the graphical user interface, the top of the target object is determined as the identification display position.

12. An interface display control device, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and wherein the device comprises: an updating module, configured to execute, in response to a movement control instruction and / or a viewing angle adjustment instruction for the controlled virtual object, control the controlled virtual object to move in the virtual scene and / or control and adjust the viewing angle of the controlled virtual object, and update the virtual scene content presented in the graphical user interface; a position determination module, configured to determine, in response to a specified interactive behavior occurring between the controlled virtual object and the target object when the target object appears in the graphical user interface, a display position of an identification mark in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the display position of the identification mark changes with a change in the presentation mode; The display control module is configured to display a first prompt mark indicating the first attribute parameter of the target object at the mark display position.

13. An electronic device, comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 11.

14. A computer-readable storage medium having a computer program stored thereon, wherein the computer program executes the steps of any one of the methods of claims 1 to 11 when executed by a processor.

Citation Information

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