In-game identifier display method and apparatus, and electronic device

By adjusting the display status of the attribute marker borders of virtual objects in the game, the problem of markers obstructing the view in multiple states of virtual characters was solved, resulting in clear status prompts and an improved gaming experience.

WO2026021087A1PCT designated stage Publication Date: 2026-01-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/102728
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-07-23
Filing Date
2025-06-23
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

In the game, when a virtual character acquires multiple special states, the excessive number of markers obstructs the view, and the character model effects conflict with the main color scheme, making it difficult to determine the current state.

Method used

By displaying attribute identifiers of virtual objects in the graphical user interface, the display status of the identifier borders is changed to indicate the target game status, including outlining effects, dotted line effects, blinking effects, and glowing effects. The display status of the identifier borders is adjusted according to the game status.

Benefits of technology

It saves screen space, helps players clearly understand the status of virtual objects, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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    Figure CN2025102728_29012026_PF_FP_ABST
Patent Text Reader

Abstract

An in-game identifier display method, comprising: displaying, on a graphical user interface, a first virtual object and an attribute identifier used for indicating a basic attribute of the first virtual object, wherein the attribute identifier comprises an identifier border; and in response to the first virtual object entering a target game state, adjusting a display state of at least part of the identifier border in the attribute identifier on the basis of the target game state, so as to prompt the target game state of the first virtual object by means of the border of the attribute identifier. The method saves screen space, and enables players to clearly understand the state of a virtual object, thereby improving the game experience of the players.
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Description

Identification display method, device and electronic equipment in game

[0001] Cross-reference to Related Applications

[0002] This application claims priority to Chinese Patent Application No. 202410994643.6, filed on July 23, 2024, entitled "Identification display method, device and electronic equipment in game", the contents of which are incorporated herein in its entirety by reference. TECHNICAL FIELD

[0003] The present disclosure relates to the technical field of games, in particular, to an identification display method, device and electronic equipment in game. BACKGROUND

[0004] In a game, a virtual character will often enter some special state, such as invincibility, boss body, etc. In related technologies, an identification representing a special state is usually displayed near the head name of a character in a special state, or a special effect representing a special state is displayed on a character model. However, when a character obtains multiple special states, multiple special state identifications need to be displayed near the head name of the character, resulting in excessive number of identifications and blocking the field of view. When using a character model special effect to represent a special state, since the model special effect is often used to convey the characteristics related to the character setting, the character model usually has a set primary color, and when the model special effect corresponding to the special state conflicts with the primary color of the character model, it is difficult for the player to determine the current state of the character from the model special effect. SUMMARY

[0005] According to one aspect of the present disclosure, an identification display method in game is provided, a graphical user interface is provided by a terminal device; the method comprises: displaying a first virtual object and an attribute identification indicating a basic attribute of the first virtual object on the graphical user interface, wherein the attribute identification comprises an identification border; in response to the first virtual object entering a target game state, adjusting the display state of at least part of the identification border in the attribute identification based on the target game state, to prompt the target game state of the first virtual object through the border of the attribute identification.

[0006] According to one aspect of the present disclosure, an identification display device in game is provided, a graphical user interface is provided by a terminal device; the device comprises: an attribute identification display module, configured to display a first virtual object and an attribute identification indicating a basic attribute of the first virtual object on the graphical user interface, wherein the attribute identification comprises an identification border; an identification border display adjustment module, configured to, in response to the first virtual object entering a target game state, adjust the display state of at least part of the identification border in the attribute identification based on the target game state, to prompt the target game state of the first virtual object through the border of the attribute identification.

[0007] According to an aspect of the present disclosure, an electronic device is provided, comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the above-mentioned identification display method in a game.

[0008] According to an aspect of the present disclosure, a machine readable storage medium is provided, the machine readable storage medium storing machine executable instructions, the machine executable instructions, when invoked and executed by a processor, causing the processor to implement the above-mentioned identification display method in a game.

[0009] The embodiments of the present disclosure bring the following beneficial effects:

[0010] The above-mentioned identification display method in a game, device and electronic device display a first virtual object and an attribute identification indicating a basic attribute of the first virtual object on a graphical user interface, wherein the attribute identification comprises an identification border; in response to the first virtual object entering a target game state, adjusting a display state of at least part of the identification border in the attribute identification based on the target game state to prompt the target game state of the first virtual object through the border of the attribute identification. This way saves the screen space, and at the same time makes the player clearly understand the state of the virtual object, improving the game experience of the player.

[0011] Other features and advantages of the present disclosure will be described in the following specification, and some will become apparent from the specification, or will be learned from practice of the present disclosure. The purpose and other advantages of the present disclosure are achieved and obtained by the structures specifically pointed out in the specification, claims and drawings.

[0012] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described with reference to the attached drawings. BRIEF DESCRIPTION OF DRAWINGS

[0013] Fig. 1 is a flowchart of one of the identification display methods in a game provided by the embodiments of the present disclosure;

[0014] Fig. 2 is a schematic diagram of a first attribute identification according to an embodiment of the present disclosure;

[0015] Fig. 3 is a schematic diagram of a second attribute identification according to an embodiment of the present disclosure;

[0016] Fig. 4 is a schematic diagram of a third attribute identification according to an embodiment of the present disclosure;

[0017] Fig. 5 is a schematic diagram of a fourth attribute identification according to an embodiment of the present disclosure;

[0018] FIG. 6 is a schematic diagram of a first graphical user interface according to an embodiment of the present disclosure;

[0019] FIG. 7 is a schematic diagram of a second graphical user interface according to an embodiment of the present disclosure;

[0020] FIG. 8 is a schematic diagram of a third graphical user interface according to an embodiment of the present disclosure;

[0021] FIG. 9 is a schematic diagram of a structure of an identification display device in a game according to an embodiment of the present disclosure;

[0022] FIG. 10 is a schematic diagram of a structure of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0023] In order to make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be described clearly and completely below with reference to the drawings, obviously, the described embodiments are some but not all of the embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by a person of ordinary skill in the art without creative work fall within the protection scope of the present disclosure.

[0024] In a game, a virtual character (also referred to as a "virtual object") can obtain some special states, such as invincibility, and a body, etc. Among them, a character in an invincible state will not be damaged; a character in a body state will not be affected by enemy control skills, i.e., cannot be dazzled, slowed down, and immobilized, etc. In the related art, an icon representing a special state is usually displayed near the character's head name when the character is in a special state, or a special effect representing a special state is displayed on the character model.

[0025] When an icon is displayed near the character's head name, if the character obtains multiple special states, displaying icons near the head name will result in too many icons and block the view.

[0026] When a special effect of a character model is used, since the model special effect is usually used to convey the characteristics related to the character setting, it is difficult to simultaneously satisfy the conveyance of the character setting and the conveyance of some common special states. For example, assuming that the invincible state is represented by a golden special effect, and a hero with a black color as the main tone has a skill with an invincible effect, then the special effect design of this skill is difficult to simultaneously consider the black color and the gold color.

[0027] Based on this, the present disclosure provides a game identification display method and device and an electronic device, which can be applied to various game scenarios.

[0028] The identification display method in the game in the embodiments of the present disclosure can run on a local terminal device or a server. When the identification display method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0029] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud games as an example, the cloud games refer to a game mode based on cloud computing. In the running mode of the cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the identification display method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally, the client device decodes and outputs the game picture.

[0030] In an optional embodiment, taking the game as an example, the local terminal device stores the game program and is used for presenting the game picture. The local terminal device is used for interacting with the player through the graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting the graphical user interface, the graphical user interface includes the game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0031] Referring to FIG. 1, first, a kind of identification display method in the game provided by the embodiments of the present disclosure is introduced, and a graphical user interface is provided by terminal device. The method includes the following steps:

[0032] Step S102, display a first virtual object and an attribute identifier for indicating the basic attribute of the first virtual object in the graphical user interface, where the attribute identifier includes an identification frame.

[0033] The above-mentioned first virtual object is usually any virtual object in the game, which can be a virtual object controlled by the above-mentioned terminal device, or a virtual object controlled by other terminal device or game system, which is not limited here.

[0034] The above basic attributes can be name, class, belonging camp, life value, attack power, etc. The attribute identifier can indicate a certain basic attribute. For example, the attribute identifier is displayed as a bar, and the length of the color filling inside the bar represents the current life value of the virtual object. The attribute identifier can also indicate multiple basic attributes at the same time. For example, when the attribute identifier can be displayed as a color corresponding to the class of the virtual object, and is marked with the name of the virtual object, the virtual identifier indicates the name and class of the virtual object.

[0035] Generally, when the first virtual object exists in the game scene, its basic attributes exist. When the first virtual object is displayed on the graphical user interface, the attribute identifier of the first virtual object is displayed. When the first virtual object is not a controlled virtual object, the basic attributes of the first virtual object can also be displayed when the distance between the first virtual object and the controlled virtual object is less than or equal to a preset distance threshold, or when the first virtual object is within the attack range of the controlled virtual object. The specific setting can be set according to the needs, which is not limited here.

[0036] The attribute identifier can be displayed above the first virtual object. When the display position of the first virtual object on the graphical user interface changes, the attribute identifier will move to maintain the relative position relationship between the display position of the first virtual object and the attribute identifier. The attribute identifier can also be fixedly displayed at a certain position of the graphical user interface. For example, when there are two camps with an antagonistic relationship in the game match, the attribute identifier of the virtual object in one game camp can be displayed at the upper left of the graphical user interface, and the attribute identifier of the virtual object in the other game camp can be displayed at the upper right of the graphical user interface. The specific setting can be set according to the needs, which is not limited here.

[0037] In step S104, in response to the first virtual object entering the target game state, the display state of at least part of the border of the attribute identifier is adjusted based on the target game state, so as to prompt the target game state of the first virtual object through the border of the attribute identifier.

[0038] The trigger condition for the first virtual object to enter the target game state can be various. For example, the first virtual object uses a certain skill or a certain prop; or other virtual objects use a certain skill or a certain prop on the first virtual object, etc.

[0039] The game state that the first virtual object can enter is usually multiple. Specifically, it can be favorable to the first virtual object, or it can be unfavorable to the first virtual object. The game state favorable to the first virtual object can usually reduce the damage to the first virtual object, or make the first virtual object not be controlled. The target game state unfavorable to the first virtual object usually increases the damage to the first virtual object when attacked, or reduces the action speed of the first virtual object (such as a dizziness state), etc. The above target game state can be one or more, when it is multiple, it can simultaneously include the game state favorable to the first virtual object and the game state unfavorable to the first virtual object, or only include the favorable or unfavorable game state. It can be set according to the needs, which is not limited here.

[0040] The identification frame of the attribute identifier can be colored or transparent in the initial state, which is not limited here. In order to make the attribute identifier indicate the target game state, the display state of the identification frame needs to change. Since the game state that the first virtual object can enter is usually multiple, in order to enable the player to accurately know the target game state when viewing the identification frame, the corresponding frame effect of each game state is usually set. The frame effect corresponding to different game states is usually different.

[0041] The frame effect usually includes multiple, such as a stroke effect, which is similar to adding a layer of frame to the outside of the current frame, or a partial stroke effect, that is, adding part of the frame, as shown in FIG. 2, the left side represents the initial state of the attribute identifier, the middle represents the display state of the attribute identifier under the full stroke effect, and the right side represents the display state of the attribute identifier under the partial stroke effect. Different colored stroke effects can correspond to different game states.

[0042] The frame effect can also include a dashed line effect, which is self-explanatory, that is, the frame is displayed as a dashed line, which usually only corresponds to one game state. The frame effect can also include a flashing effect, that is, the identification frame is displayed intermittently. The frame effect can also include a glowing effect, which is similar to the outer side of the frame being blurred. When applied, different glowing colors can correspond to different game states.

[0043] The above multiple frame effects can be used in combination, which is not limited here. When multiple frame effects need to be added to the frame identifier, the multiple frame effects usually do not overlap, or at least part of them do not overlap. Multiple frame effects can be added to different positions of the identification frame, as shown in FIG. 3, or can be added to the periphery of the identification frame in turn, as shown in FIG. 4. The order of addition can be determined according to the generation time or disappearance time of the target game state corresponding to each frame effect, or according to the preset priority of each target game state, which is not limited here.

[0044] The target game state usually has a preset time limit or a preset disappearance trigger condition. For example, the maintenance time of the target game state can be preset as 10s, and the first virtual object loses the game state after entering the target game state for 10s. The disappearance trigger condition of the target game state can also be preset as that the virtual object in the game state is attacked for a specified number of times, and the type of attack can also be limited. The implementation and disappearance trigger conditions of the target game state can also be set at the same time, and the first virtual object loses the target game state after any of the trigger conditions is met. After losing the target game state, the identification frame needs to be adjusted to the initial display state.

[0045] The above identification display method in a game displays a first virtual object and an attribute identification indicating a basic attribute of the first virtual object on a graphical user interface, wherein the attribute identification includes an identification frame; in response to the first virtual object entering a target game state, the display state of at least part of the identification frame in the attribute identification is adjusted based on the target game state, so as to prompt the target game state of the first virtual object through the frame of the attribute identification. This way saves screen space and enables the player to clearly understand the state of the virtual object, thereby improving the game experience of the player.

[0046] The following embodiments provide a specific way of adjusting the display state of at least part of the identification frame in the attribute identification based on the target game state in response to the first virtual object entering the target game state.

[0047] When the first virtual object enters the target game state, the display state of the identification frame of the attribute identification can be directly adjusted, or the display state of at least part of the identification frame in the attribute identification can be adjusted based on the target game state only when the condition that the first virtual object is in a battle state is met. When the first virtual object is attacked by another virtual object, it can be considered that the first virtual object is in a battle state, and when the first virtual object releases a skill to another virtual object, it can also be considered that the first virtual object is in a battle state. The specific setting can be made according to the requirements, which is not limited herein.

[0048] The above attribute identification can be displayed at a fixed position of the graphical user interface, for example, the character identification of each virtual object participating in the game match can be displayed at the upper left of the graphical user interface, or the avatar identification of the virtual objects belonging to two game teams can be displayed on the left and right sides of the graphical user interface. The specific setting can be made according to the requirements, which is not limited herein. The above attribute identification can also be displayed at a specified position of the first virtual object. If the attribute identification is displayed at a specified position of the first virtual object, the display position of the attribute identification also needs to change if the display position of the first virtual object in the graphical user interface changes.

[0049] The attribute identifier is usually used to indicate a basic attribute, and common basic attributes include a name, an avatar, and a life value. Therefore, the attribute identifier can be one or more of a name identifier, an avatar identifier, and a life value identifier of the first virtual object. The life value identifier is often displayed in the form of a "blood bar".

[0050] Generally, a corresponding border effect of the target game state can be set for the attribute identifier. The border effect can be a stroke effect, a light-emitting effect, or both. In a specific implementation, the border effect of the target game state can be added to all the border frames of the attribute identifier, or only to part of the border frames of the attribute identifier. The specific setting can be based on requirements.

[0051] In actual applications, in order to add the border effect, a first transparent layer can be generated above the attribute identifier. The transparent layer can completely cover the attribute identifier or partially cover the attribute identifier. As shown in FIG. 5, the shaded part represents the first transparent layer. The border effect of the target game state is displayed in the region of the first transparent layer corresponding to at least part of the border frames. The first transparent layer at least needs to cover at least part of the border frames to which the border effect is added. As shown in FIG. 5, the border effect added by the gray stroke identifier.

[0052] In order to distinguish different game states, the border effect corresponding to different target game states is usually different. For example, the border effect corresponding to one game state can be a stroke effect, and the border effect corresponding to another game state can be a light-emitting effect. When there are many possible target game states and the commonly used border effects cannot distinguish these states, the effect parameters of the border effects corresponding to different target game states can also be different. For example, the stroke colors of the stroke effects corresponding to different target game states are different, or the light-emitting colors of the light-emitting effects are different. Different border effects and effect parameters of the border effects can also be used to distinguish different game states, which are not limited herein.

[0053] When the first virtual object is in multiple target game states that need to be prompted, in order to enable the player to clearly identify various target game states, the border effect corresponding to different target game states can be added to different border parts of the border frame, as shown in FIG. 3, or the distance between the border effect corresponding to different target game states and the border frame can be different, as shown in FIG. 4.

[0054] The number of game states that can be prompted by the border effect of the identification border can be limited in advance. When the target game states include multiple target game states and the number of target game states exceeds the limit number, it is necessary to determine which target game states are to be prompted by the attribute identification. In a specific implementation, the priority of each target game state can be determined first, and the priority is usually preset. Then, based on the priority of the multiple target game states, at least part of the border effects is determined from the multiple preset border effects corresponding to each target game state. Generally, the target game state with a higher priority is regarded as the game state that needs to be prompted, and then the border effect corresponding to the target game state that needs to be prompted is determined as the border effect that needs to be added to the identification border of the attribute identification. Next, at least part of the border effect is added to at least part of the identification border of the attribute identification and displayed.

[0055] As shown above, in order to enable the player to clearly view different border effects, the distance between the border effect corresponding to each target game state and the identification border can be different. The distance can also be related to the priority of each target game state. After the priority of each target game state is determined, based on the priority of the multiple target game states, at least part of the border effects is determined from the multiple preset border effects corresponding to each target game state, and the distance between at least part of the border effects and the identification border is determined. Then, according to the distance between each border effect and the identification border, at least part of the border effect is added to at least part of the identification border of the attribute identification and displayed. Generally, the border effect corresponding to the target game state with the highest priority can be added to the position closest to the identification border, and the same applies to the rest. It can also be processed in the opposite way, i.e., the border effect corresponding to the target game state with the lowest priority is added to the position closest to the identification border, which is not limited herein.

[0056] When the identification border can only indicate one target game state, and is indicating the first target game state, in response to the first virtual object exiting the first target game state, the first border effect corresponding to the first target game state added in the identification border is cancelled; and based on the priority, a second target game state is determined from the remaining multiple target game states; and then, during the first virtual object is in the second target game state, a second border effect corresponding to the second target game state is added in the identification border. So that the player can determine that the first virtual object is in the second target game state through the border effect of the identification border. When the first virtual object exits the second target game state, the above-mentioned way can also be used for processing, so that the identification border prompts other target game states.

[0057] In the game, other virtual objects are usually included, assuming that the game also includes a second virtual object, and the second virtual object belongs to a different game camp from the first virtual object. In order to facilitate the player to control the second virtual object to attack, a crosshair is displayed on the terminal device controlling the second virtual object, and the crosshair is used to indicate the aiming direction of the second virtual object.

[0058] When the first virtual object enters the target game state, if the player controls the second virtual object to attack the first virtual object, in response to the second virtual object performing an attack behavior on the first virtual object, a state identifier corresponding to the target game state is displayed at a specified position of the crosshair based on the attack behavior. The above-mentioned specified position can be any one of the upper, lower, left and right positions of the crosshair. The target game state in which the first virtual object is located can be one or multiple. As shown in FIG. 6, the circular identifier with the internal label of invincible is the state identifier corresponding to the invincible state, that is, the attacked virtual object is in the invincible state.

[0059] When the attack behavior is executed for a specified duration, the state identifier corresponding to the attack behavior can be cancelled to not block the player's view. The state identifier can gradually increase in transparency with the duration of the execution of the attack behavior, and finally disappear after reaching the specified duration, or other display methods can be used, which are not limited herein.

[0060] Each time the attack behavior occurs, the state identifier corresponding to the target game state in which the attacked virtual object is located is displayed once. In the specific implementation, in response to a single occurrence of the attack behavior, the state identifier corresponding to the target game state is displayed once at the specified position of the crosshair, so that the display of the state identifier corresponds to the attack behavior one by one. When the state identifier stays in the graphical user interface for a long time, and the interval time of the attack behavior is short, the graphical user interface can simultaneously appear multiple state identifiers corresponding to the attack behaviors.

[0061] The embodiments of the present disclosure also provide another identification display method in a game. The method is implemented based on the method shown in FIG. 1.

[0062] The method displays the special state by the way of the outer frame of the blood bar, and sets different display priorities of the outer frame for different importance of the state, thereby reducing the occlusion of the view.

[0063] As shown in FIG. 7, the display styles of the three blood bars A, B and C respectively represent the cases that the corresponding virtual characters are in the conditions of no special state, one special state and two special states.

[0064] The B style shows the special state using the blood bar outer frame stroke, and different special states correspond to different colors. If only this way is used to show the special state, the priority of the special state that may appear at the same time needs to be sorted, and the state with higher priority is displayed first.

[0065] The C style shows the special state using the blood bar outer frame stroke and the blood bar outer frame light. This way can be used when some special states need to be displayed at the same time.

[0066] The blood bar outer frame stroke and the blood bar outer frame light here can be dynamic effects or static pictures, and the core is to display one in the outer layer of the other. In theory, the number of layers can also be increased on this basis.

[0067] When the player hits the character with a special state, a special icon can be displayed near the crosshair. Since it is displayed only when hitting, and the duration is short, it will not have too much impact on the field of view.

[0068] As shown in FIG. 8, the enemy character is in an invincible state at this time. When the player controls the virtual character to hit the character in the invincible state, the crosshair will display the regular hit feedback, that is, the X-shaped pattern in FIG. N, and the invincible icon, that is, the shield-shaped icon in FIG. N.

[0069] The regular hit feedback represents that the player hits the character, and the invincible icon represents that although the character is hit, no damage is caused because the character is in an invincible state.

[0070] The invincible icon will disappear after a short time, for example, 0.5 seconds, because the feedback for the next hit may need to be performed immediately.

[0071] In specific implementation, the condition for triggering the feedback can also have more changes. For example: the feedback of the blood bar outer frame can also be displayed after hitting, not necessarily always displayed; the feedback of the crosshair icon can also be displayed when the crosshair is aimed at the character, not necessarily displayed only when the gun is hit.

[0072] For the above method embodiment, referring to a display device for an identifier in a game shown in FIG. 9, a graphical user interface is provided through a terminal device; the device comprises:

[0073] The attribute identifier display module 902 is configured to display, on the graphical user interface, the first virtual object and an attribute identifier for indicating a basic attribute of the first virtual object, wherein the attribute identifier comprises an identifier border; and the identifier border display adjustment module 904 is configured to, in response to the first virtual object entering a target game state, adjust a display state of at least part of the identifier border in the attribute identifier based on the target game state, so as to prompt the target game state of the first virtual object through the identifier border of the attribute identifier.

[0074] The above-mentioned attribute identifier display device in a game displays, on a graphical user interface, a first virtual object and an attribute identifier for indicating a basic attribute of the first virtual object, wherein the attribute identifier comprises an identifier border; and in response to the first virtual object entering a target game state, the display state of at least part of the identifier border in the attribute identifier is adjusted based on the target game state, so as to prompt the target game state of the first virtual object through the identifier border of the attribute identifier. This way saves screen space and enables the player to clearly understand the state of the virtual object, thereby improving the game experience of the player.

[0075] Optionally, the above-mentioned identifier border display adjustment module is further configured to, in response to the first virtual object entering the target game state and the first virtual object being in a battle state, adjust the display state of at least part of the identifier border in the attribute identifier based on the target game state.

[0076] Optionally, the above-mentioned attribute identifier is displayed at a fixed position of the graphical user interface; or the attribute identifier is displayed at a specified position of the first virtual object.

[0077] Optionally, the above-mentioned attribute identifier comprises at least one of the following: a name identifier, an avatar identifier and a life value identifier of the first virtual object.

[0078] Optionally, the above-mentioned target game state has a corresponding border effect; and the above-mentioned identifier border display adjustment module is further configured to add the border effect corresponding to the target game state to at least part of the identifier border in the attribute identifier.

[0079] Optionally, the above-mentioned identifier border display adjustment module is further configured to generate a first transparent layer above the attribute identifier; and display the border effect corresponding to the target game state in a region corresponding to at least part of the identifier border in the first transparent layer.

[0080] Optionally, the above-mentioned border effect comprises at least one of the following effects: an outline effect and a light-emitting effect.

[0081] Optionally, in the above-mentioned device, the border effects corresponding to different target game states are different, or the effect parameters of the border effects corresponding to different target game states are different.

[0082] In the above embodiment, since the game states that the first virtual object can enter are usually multiple, in order to enable the player to accurately know the target game state when viewing the identification frame, the corresponding frame effect is usually set for each game state. The frame effects corresponding to different game states are usually different.

[0083] Optionally, when the target game states include multiple, the identification frame display adjustment module is further configured to perform: determining the priority of each target game state; determining at least part of the frame effects from the preset multiple frame effects corresponding to each target game state based on the priority of the multiple target game states; adding at least part of the frame effects to at least part of the identification frames in the attribute identification and displaying.

[0084] Optionally, in the device, the frame effects corresponding to different target game states are added to different frame parts of the identification frame, or the frame effects corresponding to different target game states are different in distance from the identification frame.

[0085] Optionally, in the device, when the frame effects corresponding to different target game states are different in distance from the identification frame, the step of adjusting the display state of at least part of the identification frames in the attribute identification based on the target game states includes: determining the priority of each target game state; determining at least part of the frame effects from the preset multiple frame effects corresponding to each target game state based on the priority of the multiple target game states, and determining the distance of at least part of the frame effects from the identification frame; and adding at least part of the frame effects to at least part of the identification frames in the attribute identification and displaying according to the distance.

[0086] Through the above embodiment, the player can clearly view different frame effects, and the display priority of different outer frames is set according to the importance of different states, thereby reducing the occlusion of the field of view.

[0087] Optionally, the device further includes a first effect canceling module configured to perform: in response to the first virtual object exiting the first target game state, canceling the first frame effect corresponding to the first target game state added in the identification frame; determining a second target game state from the multiple target game states based on the priority; and adding a second frame effect corresponding to the second target game state in the identification frame during the first virtual object being in the second target game state.

[0088] Through the above embodiment, the player can determine that the first virtual object is in the second target game state through the frame effect of the identification frame. When the first virtual object exits the second target game state, the above manner can also be used for processing, so that the frame identification prompts other target game states.

[0089] Optionally, the game further includes a second virtual object; the second virtual object belongs to a different game camp from the first virtual object; the terminal device of the second virtual object displays a reticle, the reticle being used to indicate a targeting direction of the second virtual object; the apparatus further includes a state identifier display module configured to perform the following: in response to the second virtual object performing an attack behavior on the first virtual object when the first virtual object enters the target game state, displaying a state identifier corresponding to the target game state at a specified position of the reticle based on the attack behavior.

[0090] Optionally, the state identifier display module is further configured to perform the following: in response to a single occurrence of the attack behavior, displaying a state identifier corresponding to a target game state at a specified position of the reticle, so that the display of the state identifier corresponds to the attack behavior one by one.

[0091] Optionally, the apparatus further includes an identifier cancel display module configured to perform the following: in response to the attack behavior being performed for a specified duration, canceling the display of the state identifier corresponding to the attack behavior.

[0092] In this module, in response to the attack behavior being performed for a specified duration, the state identifier corresponding to the attack behavior can be canceled to not block the player's view.

[0093] The embodiment also provides an electronic device including a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the identifier display method in the game, for example:

[0094] displaying, on a graphical user interface, a first virtual object and an attribute identifier used to indicate a basic attribute of the first virtual object, wherein the attribute identifier includes an identifier border; and in response to the first virtual object entering a target game state, adjusting a display state of at least part of the identifier border in the attribute identifier based on the target game state, to prompt the target game state of the first virtual object through the border of the attribute identifier.

[0095] The above manner saves screen space and enables the player to clearly understand the state of the virtual object, thereby improving the game experience of the player.

[0096] Optionally, the step of adjusting the display state of at least part of the identifier border in the attribute identifier based on the target game state in response to the first virtual object entering the target game state includes the following: in response to the first virtual object entering the target game state and the first virtual object being in a battle state, adjusting the display state of at least part of the identifier border in the attribute identifier based on the target game state.

[0097] Optionally, the attribute identifier is displayed at a fixed position of the graphical user interface; or the attribute identifier is displayed at a specified position of the first virtual object.

[0098] Optionally, the attribute identifier includes at least one of a name identifier, an avatar identifier, and a life value identifier of the first virtual object.

[0099] Optionally, the target game state has a corresponding border effect, and the step of adjusting the display state of at least part of the border of the attribute identifier based on the target game state includes adding the target game state corresponding border effect to at least part of the border of the attribute identifier.

[0100] Optionally, the step of adding the target game state corresponding border effect to at least part of the border of the attribute identifier includes generating a first transparent layer above the attribute identifier, and displaying the target game state corresponding border effect in a region corresponding to at least part of the border in the first transparent layer.

[0101] Optionally, the border effect includes at least one of a stroke effect and a light emitting effect.

[0102] Optionally, in the method, the border effects corresponding to different target game states are different, or the effect parameters of the border effects corresponding to different target game states are different.

[0103] In the above embodiment, since the game states that the first virtual object can enter are usually multiple, in order to enable the player to accurately know the target game state when viewing the identifier border, the corresponding border effect of each game state is usually set. The border effects corresponding to different game states are usually different.

[0104] Optionally, when the target game states include multiple target game states, the step of adjusting the display state of at least part of the border of the attribute identifier based on the target game state includes determining the priority of each target game state, determining at least part of the border effects from the preset multiple border effects corresponding to each target game state based on the priority of the multiple target game states, and adding and displaying at least part of the border effects to at least part of the border of the attribute identifier.

[0105] Optionally, in the method, the border effects corresponding to different target game states are added to different border parts of the identifier border, or the border effects corresponding to different target game states are different from the distance of the identifier border.

[0106] Optionally, in the method, when the different target game states correspond to different distances between the border effects and the identification border, the step of adjusting the display state of at least part of the identification border in the attribute identification based on the target game state comprises: determining the priority of each target game state; determining at least part of the border effects based on the priority of the plurality of target game states from the plurality of preset border effects corresponding to each target game state, and determining the distances between at least part of the border effects and the identification border; and adding at least part of the border effects to at least part of the identification border in the attribute identification according to the distances and displaying.

[0107] Through the above embodiments, the player can clearly view different border effects, and the display priority of different outer frames is set according to the importance of different states, thereby reducing the occlusion of the field of view.

[0108] Optionally, the method further comprises: in response to the first virtual object exiting the first target game state, canceling the first border effect corresponding to the first target game state added in the identification border; determining a second target game state from the plurality of target game states based on the priority; and adding a second border effect corresponding to the second target game state in the identification border during the first virtual object being in the second target game state.

[0109] Through the above embodiments, the player can determine that the first virtual object is in the second target game state through the border effect of the identification border. When the first virtual object exits the second target game state, the above method can also be used for processing, so that the border identification prompts other target game states.

[0110] Optionally, the game further comprises a second virtual object; the second virtual object and the first virtual object belong to different game camps; and a reticle is displayed on a terminal device of the second virtual object, and the reticle is used to indicate the aiming direction of the second virtual object. The method further comprises: when the first virtual object enters the target game state, in response to the second virtual object performing an attack behavior on the first virtual object, displaying a state identification corresponding to the target game state at a specified position of the reticle based on the attack behavior.

[0111] Optionally, the step of displaying the state identification corresponding to the target game state at the specified position of the reticle based on the attack behavior comprises: in response to a single occurrence of the attack behavior, displaying the state identification corresponding to the target game state at the specified position of the reticle once, so that the display of the state identification corresponds to the attack behavior one by one.

[0112] Optionally, the method further comprises: in response to the attack behavior being executed for a specified duration, canceling the display of the state identification corresponding to the attack behavior.

[0113] In the above embodiment, the state identifier corresponding to the attack behavior can be canceled from display in response to the attack behavior execution completing a specified duration, so as not to block the player's view.

[0114] Referring to FIG. 10, the electronic device includes a processor 100 and a memory 101 storing machine executable instructions executable by the processor 100 to implement the above-described identifier display method in the game.

[0115] Further, the electronic device shown in FIG. 10 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.

[0116] The memory 101 can include a high-speed random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is shown in FIG. 10, but it does not mean that there is only one bus or only one type of bus.

[0117] The processor 100 can be an integrated circuit chip with processing capability. In implementation process, each step of the above method can be completed by integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The processor 100 described above can be a general processor, including a central processing unit (CPU), a network processor (NP), etc.; can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware component. Each method, step and logic block in the embodiments of the present disclosure can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read only memory, a programmable read only memory or an electrically erasable programmable memory, a register, etc. The storage medium in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101, and combines the hardware to complete the steps of the method of the above embodiment.

[0118] The embodiment also provides a machine readable storage medium, which stores machine executable instructions. When the machine executable instructions are called and executed by a processor, the machine executable instructions cause the processor to implement the above-mentioned identification display method in the game.

[0119] The game identification display method, device and electronic equipment provided by the embodiment of the present disclosure include a computer readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the method in the above method embodiment, for example:

[0120] In the graphical user interface, a first virtual object and an attribute identifier for indicating a basic attribute of the first virtual object are displayed, wherein the attribute identifier includes an identification frame; in response to the first virtual object entering a target game state, at least part of the identification frame in the attribute identifier is adjusted based on the target game state to prompt the target game state of the first virtual object through the frame of the attribute identifier.

[0121] The above manner saves screen space and enables the player to clearly understand the state of the virtual object, thereby improving the game experience of the player.

[0122] Optionally, the step of adjusting the display state of the at least part of the identification border in the attribute identification based on the target game state in response to the first virtual object entering the target game state comprises: adjusting the display state of the at least part of the identification border in the attribute identification based on the target game state in response to the first virtual object entering the target game state and the first virtual object being in a battle state.

[0123] Optionally, the attribute identification is displayed at a fixed position of the graphical user interface, or the attribute identification is displayed at a specified position of the first virtual object.

[0124] Optionally, the attribute identification comprises at least one of the following: a name identification of the first virtual object, a head portrait identification, and a life value identification.

[0125] Optionally, the target game state has a corresponding border effect, and the step of adjusting the display state of the at least part of the identification border in the attribute identification based on the target game state comprises: adding the border effect corresponding to the target game state to the at least part of the identification border in the attribute identification.

[0126] Optionally, the step of adding the border effect corresponding to the target game state to the at least part of the identification border in the attribute identification comprises: generating a first transparent layer above the attribute identification; and displaying the border effect corresponding to the target game state in a region corresponding to the at least part of the identification border in the first transparent layer.

[0127] Optionally, the border effect comprises at least one of the following effects: an outline effect and a light-emitting effect.

[0128] Optionally, in the method, the border effects corresponding to different target game states are different, or the effect parameters of the border effects corresponding to different target game states are different.

[0129] In the above embodiment, since the game states that the first virtual object can enter are usually multiple, in order to enable the player to accurately know the target game state when viewing the identification border, the corresponding border effect of each game state is usually set. The border effects corresponding to different game states are usually different.

[0130] Optionally, the target game state comprises a plurality of times, and the step of adjusting the display state of at least part of the identification border in the attribute identifier based on the target game state comprises: determining the priority of each target game state; determining at least part of the border effect from the preset plurality of border effects corresponding to each target game state based on the priority of the plurality of target game states; and adding and displaying at least part of the border effect to at least part of the identification border in the attribute identifier.

[0131] Optionally, in the method, the border effect corresponding to different target game states is added to different border parts of the identification border, or the border effect corresponding to different target game states is different in distance from the identification border.

[0132] Optionally, in the method, when the border effect corresponding to different target game states is different in distance from the identification border, the step of adjusting the display state of at least part of the identification border in the attribute identifier based on the target game state comprises: determining the priority of each target game state; determining at least part of the border effect from the preset plurality of border effects corresponding to each target game state based on the priority of the plurality of target game states, and determining the distance of at least part of the border effect from the identification border; and adding and displaying at least part of the border effect to at least part of the identification border in the attribute identifier according to the distance.

[0133] Through the above embodiments, the player can clearly view different border effects, and the display priority of different outer frames is set according to the importance of different states, thereby reducing the occlusion of the field of view.

[0134] Optionally, the method further comprises: in response to the first virtual object exiting the first target game state, canceling the first border effect corresponding to the first target game state added in the identification border; determining a second target game state from the plurality of target game states based on the priority; and adding a second border effect corresponding to the second target game state in the identification border during the first virtual object being in the second target game state.

[0135] Through the above embodiments, the player can determine that the first virtual object is in the second target game state through the border effect of the identification border. When the first virtual object exits the second target game state, the above method can also be used for processing, so that the identification border prompts other target game states.

[0136] Optionally, the game further includes a second virtual object; the second virtual object belongs to a different game camp from the first virtual object; the terminal device of the second virtual object displays a reticle, the reticle being used to indicate a targeting direction of the second virtual object; the method further includes: in response to the second virtual object performing an attack behavior on the first virtual object when the first virtual object enters the target game state, displaying the state identifier corresponding to the target game state at a specified position of the reticle based on the attack behavior.

[0137] Optionally, the step of displaying the state identifier corresponding to the target game state at the specified position of the reticle based on the attack behavior includes: in response to a single occurrence of the attack behavior, displaying the state identifier corresponding to the target game state at the specified position of the reticle, so that the display of the state identifier corresponds to the attack behavior one by one.

[0138] Optionally, the method further includes: in response to the attack behavior being executed for a specified duration, canceling the display of the state identifier corresponding to the attack behavior.

[0139] In the above embodiments, in response to the attack behavior being executed for a specified duration, the display of the state identifier corresponding to the attack behavior can be canceled, so as not to block the view of the player.

[0140] 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 foregoing method embodiments, which will not be described here.

[0141] In addition, in the description of the embodiments of the present disclosure, unless otherwise explicitly specified and limited, the terms "mounting", "connecting", "connecting" should be understood in a broad sense, for example, can be fixedly connected, can also be detachably connected, or integrally connected; can be mechanically connected, can also be electrically connected; can be directly connected, can also be indirectly connected through an intermediate medium, can be the communication inside two elements. For those skilled in the art, the specific meaning of the above terms in the present disclosure can be understood according to the specific circumstances.

[0142] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a plurality of instructions for causing 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 embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various program code storage media.

[0143] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship based on the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.

[0144] Finally, it should be noted that: the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them, the protection scope of the present disclosure is not limited thereto, although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand: any person skilled in the art within the technical range disclosed by the present disclosure, they can still modify or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to part of the technical features; and these modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and all should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for displaying an identity in a game, comprising: providing a graphical user interface by a terminal device; displaying a first virtual object and an attribute identity for indicating a basic attribute of the first virtual object in the graphical user interface, wherein the attribute identity comprises an identity border; and adjusting a display state of at least part of the identity border in the attribute identity based on a target game state of the first virtual object, so as to prompt the target game state of the first virtual object through the identity border of the attribute identity. The step of adjusting the display state of at least part of the identity border in the attribute identity based on the target game state of the first virtual object comprises: adjusting the display state of at least part of the identity border in the attribute identity based on the target game state of the first virtual object, and the first virtual object being in a battle state. The attribute identity is displayed at a fixed position of the graphical user interface.

2. The method of claim 1, wherein, Alternatively, the attribute identity is displayed at a specified position of the first virtual object. 4.The method of claim 1, wherein the attribute identity comprises at least one of a name identity, an avatar identity, and a life value identity of the first virtual object.

3. The method of claim 1, wherein, 5.The method of claim 1, wherein the target game state has a corresponding border effect. The step of adjusting the display state of at least part of the identity border in the attribute identity based on the target game state comprises: adding the corresponding border effect of the target game state to at least part of the identity border in the attribute identity. The step of adding the corresponding border effect of the target game state to at least part of the identity border in the attribute identity comprises: generating a first transparent layer above the attribute identity; and displaying the corresponding border effect of the target game state in a region corresponding to at least part of the identity border in the first transparent layer. The border effect comprises at least one of a stroke effect and a light-emitting effect. The border effect corresponding to different target game states is different, or the effect parameters of the border effect corresponding to different target game states are different. When the target game state comprises a plurality of target game states, the step of adjusting the display state of at least part of the identity border in the attribute identity based on the target game state comprises: determining a priority of each target game state; determining at least part of border effects corresponding to the plurality of target game states based on the priorities of the plurality of target game states; and adding the at least part of the border effects to at least part of the identity border in the attribute identity and displaying the at least part of the border effects.

6. The method of claim 5, wherein, The border effect corresponding to different target game states is added to different border portions of the identity border, or the distance between the border effect corresponding to different target game states and the identity border is different. When the distance between the border effect corresponding to different target game states and the identity border is different, the step of adjusting the display state of at least part of the identity border in the attribute identity based on the target game state comprises: ​ 7. The method of claim 5, wherein, ​ 8. The method of claim 5, wherein, ​ 9. The method of claim 8, wherein, ​ ​ ​ ​ 10. The method of claim 8, wherein, ​ 11. The method of claim 10, wherein, ​ determining priorities of the target game states; determining at least part of the border effects from a plurality of preset border effects corresponding to the target game states based on the priorities of the target game states, and determining distances between the at least part of the border effects and the identification border respectively; adding the at least part of the border effects to at least part of the identification border of the attribute identification and displaying according to the distances.

12. The method of claim 9 or 11, wherein, The method further comprises: canceling the first border effect corresponding to the first target game state added in the identification border in response to the first virtual object exiting the first target game state; determining a second target game state from the target game states based on the priorities; adding a second border effect corresponding to the second target game state in the identification border during the first virtual object being in the second target game state.

13. The method of any one of claims 1-11, wherein, The game further comprises a second virtual object; the second virtual object belongs to a different game camp from the first virtual object; a crosshair is displayed on a terminal device of the second virtual object, and the crosshair is used to indicate a direction of aiming of the second virtual object; The method further comprises: in response to the second virtual object performing an attack behavior on the first virtual object when the first virtual object enters the target game state, displaying a state identification corresponding to the target game state at a specified position of the crosshair based on the attack behavior.

14. The method of claim 13, wherein, The step of displaying the state identification corresponding to the target game state at the specified position of the crosshair based on the attack behavior comprises: in response to a single occurrence of the attack behavior, displaying the state identification corresponding to the target game state at the specified position of the crosshair once, so that the display of the state identification corresponds to the attack behavior one by one.

15. The method of claim 14, wherein, The method further comprises: in response to the attack behavior being performed for a specified duration, canceling the display of the state identification corresponding to the attack behavior.

16. An identification display device in a game, providing a graphical user interface through a terminal device; the device comprises: an attribute identification display module configured to display a first virtual object in the graphical user interface and an attribute identification used to indicate a basic attribute of the first virtual object, wherein the attribute identification comprises an identification border; an identification border display adjustment module configured to adjust a display state of at least part of the identification border in the attribute identification based on a target game state in response to the first virtual object entering the target game state, so as to prompt the target game state of the first virtual object through the border of the attribute identification.

17. An electronic device comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the identification display method in the game according to any one of claims 1-15.

18. A machine readable storage medium having stored machine executable instructions, which when invoked and executed by a processor, cause the processor to implement the method of claim 1-15.

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