Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that like reference numerals and letters refer to like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
In the related art, when array capacity inquiry is carried out in a self-propelled chess game, the operation is often carried out on a single full screen interface by separating from a battlefield, on one hand, the player cannot control war situation completely due to the completely blocking operation mode, and on the other hand, the player cannot compare the current array capacity when inquiring, and needs to recite well first and then switch back and forth, so that the game interaction efficiency is low.
In view of this, the embodiment of the application provides a game display control method, which can quickly compare the current array capacity through the perspective effect between the array capacity reference interface and the virtual scene, without the need of the player to recite memory, thereby reducing the memory pressure of the player, avoiding switching back and forth between the display of the array capacity reference interface and the virtual scene, and improving the interaction efficiency of the player.
The game display control method in one embodiment of the present application may be executed on a local terminal device or a server. When the game display control method is operated on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications, such as cloud gaming, may be run under the cloud interaction system. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the game display control method are completed on a cloud game server, the client device is used for receiving and sending data and presenting game pictures, for example, the client device can be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like, which is close to a user side, but the cloud game server is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a game display control method, and a graphical user interface is provided through a terminal device, wherein the terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
Fig. 1 is a flow chart of a game display control method according to an embodiment of the present application. Alternatively, the display control method may be applied to a self-playing chess game, as shown in fig. 1, and the method includes:
s101, displaying a virtual scene through a graphical user interface, wherein the virtual scene comprises a fight area and a fight reserve area.
The combat area is configured to place the virtual object to be battled.
Alternatively, when applied to a self-playing game, the virtual scene may be a board, which may be a grid of a plurality of grids, each grid being for placing one piece.
In some embodiments, the combat zone may be considered a primary chessboard, the primary chessboard may include a plurality of chesses, each for placing an array virtual object, and the spare area may be considered a secondary chessboard, the secondary chessboard may include a plurality of chesses, each for placing a virtual object to be arrayed.
In the actual application process, during the preparation stage, players can purchase and put chessmen (virtual objects) in the combat zone, and can move the chessmen to the combat zone when needed, wherein the chessmen in the combat zone can not participate in combat, and the players can adjust the occupation of the chessmen in the combat zone, and during the combat stage, the chessmen in the combat zone automatically fight with the chessmen of the other party.
Of course, it should be noted that the present application is not limited to the number of the chess grids in the main chessboard and the auxiliary chessboard, the number of the virtual objects to be arrayed in the actual application scene, and the specific expression forms of the virtual objects to be arrayed and the virtual objects to be arrayed.
S102, in response to the array content viewing instruction, controlling to display an array content reference interface with first transparency in a superimposed mode on the virtual scene, wherein the array content reference interface comprises at least one referenceable array content, and the array content reference interface with the first transparency is configured to see through at least part of the virtual scene.
The transparency of the array reference interface may be any value between 50% and 80%, so as to be limited to being capable of viewing at least part of the virtual scene.
Optionally, the player may generate the array content viewing instruction through a preset array content viewing control or an array content viewing shortcut key provided by the graphical user interface, and in response to the array content viewing instruction, an array content reference interface with the first transparency may be displayed in an overlapping manner on the virtual scene, where the array content reference interface may include at least one referent array content, and it may be understood that, at this time, for the player, sufficient exhibition of the array content reference interface may be ensured without interrupting the current game.
In some embodiments, the referee array may include a battle array collected by the player history, a battle array recommended by the game, a battle array with a higher frequency of use by the player history, etc., which are not limited herein and may be flexibly set according to the actual application scenario.
S103, responding to a first triggering operation meeting a first condition received through the graphical user interface, and controlling to execute an operation instruction corresponding to the first triggering operation on the array capacity reference interface.
S104, responding to a second triggering operation meeting a second condition, which is accepted by the graphical user interface, and controlling to execute an operation instruction corresponding to the second triggering operation on the virtual scene.
Alternatively, the first condition may indicate a first trigger mode, a first trigger position, a first trigger force, and the like, and the first trigger operation that satisfies the first condition may be a first trigger operation that satisfies the first trigger mode, the first trigger position, the first trigger force, and the like.
Alternatively, the second condition may indicate a second trigger mode, a second trigger position, a second trigger force, and the like, and the second trigger operation that satisfies the second condition may be a second trigger operation that satisfies the second trigger mode, the second trigger position, the second trigger force, and the like.
In some embodiments, the first triggering operation may specifically be generated by a first preset control set acting on the array capacity reference interface, a first interaction area, and the like, and the graphical user interface may control execution of an operation instruction corresponding to the first triggering operation on the array capacity reference interface in response to the first triggering operation, where the first preset control set may include a plurality of first preset controls, and the plurality of first preset controls are used for controlling the array capacity reference interface.
It should be noted that the present application is not limited to the operation instruction corresponding to the first triggering operation, for example, the operation instruction corresponding to the first triggering operation may be, for example, switching the currently displayed referent array capacity of the array capacity reference interface, editing a referent array capacity in the array capacity reference interface, or checking a detailed description of a referent array capacity in the array capacity reference interface, which is not limited herein, and may be flexibly set according to an actual application scenario.
In some embodiments, the second triggering operation may specifically be generated by acting on a second interaction area of the array reference interface, or may be generated by acting on a second preset control set in the graphical user interface, where the graphical user interface may control execution of an operation instruction corresponding to the second triggering operation on the virtual scene in response to the second triggering operation, where the second preset control set may include a plurality of second preset controls, and the plurality of second preset controls are used to control the virtual scene.
It should be noted that the operation instruction corresponding to the second triggering operation is not limited herein, for example, the operation instruction corresponding to the second triggering operation may be, for example, opening a virtual object purchase interface, dragging a virtual object to be array located in a spare area to a fight area, equipping the virtual object to be array or the virtual object to be array with virtual equipment, etc., which is not limited herein, and may be flexibly set according to an actual application scenario.
Of course, the number of the first preset controls in the first preset control set is not limited, the number of the second preset controls in the second preset control set is not limited, and the method and the device can be flexibly set according to actual application scenes. Furthermore, the present application is not limited to the order of execution of step S103 and step S104, and step S104 may be executed before step S103 according to the actual application scenario.
By applying the embodiment of the application, under the condition that the array reference interface with the first transparency is overlapped and displayed on the virtual scene, the array reference interface can be controlled according to the first trigger operation, the virtual scene is controlled according to the second trigger operation, the array reference interface and the virtual scene can be controlled without mutual influence, and when a player looks at the referee array through the array reference interface, the current array can be quickly compared through the perspective effect between the array reference interface and the virtual scene without the player reciting and memorizing, the memorizing pressure of the player is reduced, the back-and-forth switching display of the array reference interface and the virtual scene is avoided, and the interaction efficiency of the player can be improved.
In summary, the embodiment of the application provides a display control method of a game, which can provide a graphical user interface through terminal equipment, and the method comprises the steps of displaying a virtual scene through the graphical user interface, wherein the virtual scene comprises an fight area and a fight preparation area, the fight area is configured to place an array virtual object, the fight preparation area is configured to place the virtual object to be battled, the array reference interface with first transparency is controlled to be overlapped and displayed on the virtual scene in response to an array viewing instruction, the array reference interface comprises at least one referent array volume, the array reference interface with first transparency is configured to perspective at least part of the virtual scene, the operation instruction corresponding to the first triggering operation is controlled to be executed on the array reference interface in response to the first triggering operation which is received through the graphical user interface and meets the second condition, the operation instruction corresponding to the second triggering operation is controlled to be executed on the virtual scene, the array reference interface and the virtual scene can be controlled to be overlapped and displayed on the virtual scene without influence each other, and a player can quickly read the array reference interface through the array reference interface and the virtual interface without needing to switch the virtual interface to the virtual interface, and the current and the virtual interface can be prevented from being in comparison with the virtual interface.
Fig. 2 is a schematic diagram of a graphical user interface according to an embodiment of the present application. Fig. 3 is a schematic diagram of another graphical user interface according to an embodiment of the present application. In an optional embodiment, the first triggering operation and the second triggering operation act on an interaction area corresponding to the array capacity reference interface.
Optionally, the interaction area corresponding to the array capacity reference interface may include a first interaction area, a second interaction area, and the like. The first trigger operation may be a trigger operation acting on a first interaction region corresponding to the array capacity reference interface, and the second trigger operation may be a trigger operation acting on a second interaction region corresponding to the array capacity reference interface.
In some embodiments, the first interaction region may include a first preset control set and interaction regions corresponding to each referenceable array capacity. The second interaction region may include other regions of the array volume reference interface than the first interaction region.
As shown in fig. 2, the graphical user interface is an interface before the array reference interface is overlapped, wherein the graphical user interface comprises a virtual scene and a second preset control set, the virtual scene comprises a combat area S1 and a spare area S2, the combat area S1 is provided with an array virtual object M1, and the spare area configuration S3 is provided with a virtual object M2 to be arrayed. The second set of preset controls includes a backpack control 210, a purchase control 220, a taskbar control 230, and a setup control 240. Of course, it should be noted that the display mode of the gui before the stacking of the array reference interface is not limited thereto.
As shown in fig. 3, the graphical user interface is an interface after stacking the array reference interfaces, where the first interaction area in the array reference interfaces may include a first preset control set and interaction areas corresponding to each referenceable array.
Referring to fig. 3, the first preset control set may include, but is not limited to, a lineup recommendation control 110, a new lineup control 120, a page turn control (including a switch previous control 130 and a switch next control 140), a return control 150, and the like. The system comprises a matrix recommendation control 110 for recommending a referee matrix with highest winning rate to a player in response to the trigger operation of the player, a newly built matrix control 120 for creating a new referee matrix on a matrix reference interface in response to the trigger operation of the player, a page turning control for switching and displaying the referee matrix currently displayed on the matrix reference interface in response to the trigger operation of the player, and a return control 150 for canceling and displaying the matrix reference interface with first transparency in a superimposed manner on a virtual scene in response to the trigger operation of the player. Of course, it should be noted that the function of each control is not limited thereto.
Optionally, the interactive area corresponding to each referent array may include an array display area and a preset array control, where the array display area may be used to display the number, basic attribute, and the like of the target virtual objects in each referent array, and the preset array control may be used to edit each referent array, share the reference array, and the like, and is not limited herein.
Referring to fig. 3, optionally, a certain array capacity reference interface may include a total of 2 referenceable array capacities A1 and A2, and taking referenceable array capacity A1 as an example for explanation, an interaction area corresponding to referenceable array capacity A1 may be SA1, and it may be seen that the interaction area SA1 corresponding to referenceable array capacity A1 may include an array capacity display area and a preset array capacity control, where it may be seen from the array capacity display area that referenceable array capacity A1 includes 6 target virtual objects, and includes one 3 star level and 52 star levels.
With continued reference to fig. 3, the preset lineup control corresponding to the referent lineup A1 includes a detail control 101, a sharing control 102, and an editing control 103, where the detail control 101 is configured to respond to a triggering operation of a player, display a detail description interface corresponding to the referent lineup A1, the sharing control 102 is configured to respond to the triggering operation of the player, share the referent lineup A1 to terminal devices corresponding to other players, and the editing control 103 is configured to respond to the triggering operation of the player, and edit the referent lineup A1.
Of course, it should be noted that the content displayed in the array capacity display area and the specific type of the preset array capacity control are not limited thereto, and may be flexibly set according to the actual application scenario.
As described in connection with fig. 2 and 3, the second triggering operation may alternatively be generated by any control in the virtual scene acting on the second interaction region perspective, for example, may be generated by the knapsack control 210, the purchase control 220, the taskbar control 230, the setting control 240, etc. in the virtual scene acting on the second interaction region perspective, which are not limited herein, and may be different according to the actual application scenario. Further, if the second trigger operation is generated, responding to the second trigger control, the operation instruction corresponding to the second trigger operation can be controlled to be executed on the virtual scene.
Based on the above description, it can be understood that when a trigger operation is generated, the operation type of the trigger operation can be determined according to the interaction area acted by the trigger operation, that is, whether the trigger operation is a first trigger operation or a second trigger operation can be determined, if the trigger operation is determined to be the first trigger operation, an operation instruction corresponding to the first trigger operation can be controlled to be executed on the array capacity reference interface according to the first trigger operation, and if the trigger operation is determined to be the second trigger operation, an operation instruction corresponding to the second trigger operation can be controlled to be executed on the virtual scene.
Of course, it should be noted that, in some embodiments, the trigger operation may also be determined as the first trigger operation or the second trigger operation according to a trigger manner corresponding to the trigger operation.
For example, the triggering modes corresponding to the first triggering operation may include clicking, sliding, and the triggering modes corresponding to the second triggering mode may include double clicking, long pressing, dragging, and the like, which are not limited herein.
In addition, in some embodiments, if the second trigger operation is determined, the transparency of the array reference interface may be changed from the first transparency to the second transparency, where the second transparency (for example, 80%) is greater than the first transparency (for example, 30%), and at this time, the player may directly act on the virtual scene to perform related operations, for example, purchasing the virtual object, dragging the virtual object to be array, assembling equipment for the virtual object to be array, and so on, which is not limited herein.
By applying the embodiment of the application, on the premise of possessing a full-screen array reference interface and ensuring full information display, battlefield experience is not interrupted, the control of the array reference interface and the virtual scene can be realized without mutual influence, and when a player looks at the referee array through the array reference interface, the current array can be quickly compared through the perspective effect between the array reference interface and the virtual scene without the need of recitation memory of the player, the memory pressure of the player is reduced, the back and forth switching display of the array reference interface and the virtual scene is avoided, and the interaction efficiency of the player can be improved.
Fig. 4 is a schematic diagram of another graphical user interface according to an embodiment of the present application. In an optional embodiment, the controlling, in response to the second trigger operation meeting the second condition and accepted through the graphical user interface, executing an operation instruction corresponding to the second trigger operation on the virtual scene includes:
and responding to a second trigger operation which is received through the graphical user interface and used for controlling the virtual object to be array to move to a designated position in the fight area, and displaying the virtual object to be array at the designated position.
Optionally, a second trigger operation for controlling the virtual object to be array to move to the designated position in the combat area may be generated through a drag operation, and in response to the second trigger operation, the virtual object to be array may be displayed in the combat area, so as to implement the array operation of the virtual object. Optionally, further, the virtual object to be battled up may be omitted from being displayed in the spare area.
Of course, in some embodiments, the virtual object to be placed in the combat zone may be controlled to be placed in the field, which is not limited herein.
As shown in fig. 4, in some embodiments, the virtual object M2 to be battled in the spare area S2 may be dragged to a position indicated by an arrow in the fight area S1, and in response to the dragging operation, the virtual object M2 to be battled may be displayed in the fight area S1, and the virtual object M2 to be battled may be canceled from being displayed in the spare area S2.
By applying the embodiment of the application, when the array reference interface with the first transparency is displayed on the virtual scene in a superimposed manner, the virtual object to be arrayed or the virtual object to be arrayed in the virtual scene can be controlled, so that the battlefield experience can be not interrupted and the player game experience can be improved on the premise of having the full-screen array reference interface and ensuring the full information display.
In an optional embodiment, after controlling to superimpose and display the array content reference interface with the first transparency on the virtual scene in response to the array content viewing instruction, the method further includes:
And responding to the triggering operation of the target reference array capacity in the at least one reference array capacity, and superposing and displaying target array capacity virtual shadow corresponding to the target reference array capacity on the fight area, wherein the target array capacity virtual shadow comprises target virtual object virtual shadow corresponding to a target virtual object included in the target reference array capacity.
The target reference array may be any one of the referee array, which is not limited herein, and may be specifically selected by the player or determined by game recommendation.
In some embodiments, the triggering operation for the target reference volume in the at least one referenceable volume may include a selection operation for the target reference volume in the at least one referenceable volume and a confirmation operation for the target reference volume in the at least one referenceable volume. The confirmation operation is executed after the selection operation, and can be regarded as secondary confirmation after the selection operation, and the confirmation operation can be used for indicating the reference array capacity finally selected by the player in the battle.
For example, the selection operation may be a single click operation, the confirmation operation may be a double click or a long press operation, or the selection operation may be a long press operation, the confirmation operation may be a double click operation, which is not limited herein, and may be flexibly set according to an actual application scenario.
Optionally, the player may apply a selection operation (e.g., a clicking operation) to a target reference array capacity in the at least one referent array capacity to select, and in response to the triggering operation, a target array capacity virtual image corresponding to the target reference array capacity may be displayed superimposed on the fight area, where a display manner of each target virtual object virtual image in the target array capacity virtual image may be different from a display manner of the upper array virtual object in the fight area, so that the player may quickly distinguish the upper array virtual object from the target virtual object virtual image according to the display manner.
By applying the embodiment of the application, the target array volume virtual shadow corresponding to the target reference array volume based on the superimposed display on the fight area is realized, and the player can rapidly layout the array volume of the array virtual object according to the target array volume virtual shadow without recitation memory of the player, thereby reducing the memory pressure of the player and improving the interaction efficiency of the player.
In addition, it should be noted that, if after the virtual image of the target array volume corresponding to the target reference array volume is displayed on the fight area in a superimposed manner, the player wants to check the layout array volume of another reference array volume in the fight area, at this time, the selection and switching can be performed between the plurality of referent array volumes through the array volume reference interface until a suitable referent array volume is selected.
Fig. 5 is a schematic diagram of another graphical user interface according to an embodiment of the present application. In an optional embodiment, the foregoing responding to the triggering operation of the target reference capacity in the at least one referenceable capacity displays, superimposed on the combat area, a target capacity ghost corresponding to the target reference capacity, including:
and in response to the confirmation operation of the target reference array capacity, canceling the display array capacity reference interface, and displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superposition manner on the combat area.
The confirmation operation is a secondary confirmation after the selection operation, and the confirmation operation can be used for indicating the reference array capacity finally selected by the player in the battle.
Optionally, in the actual application process, the player can act on the target reference array capacity in at least one referent array capacity through a selection operation (such as a clicking operation), and in response to the selection operation, the target array capacity virtual image corresponding to the target reference array capacity can be displayed in an overlapping manner on the combat area, further, if the player confirms that the target reference array capacity is adopted as the reference array capacity finally selected in the combat, in order to avoid that the array capacity reference interface blocks the line of sight of the player, optionally, the player can act on the target reference array capacity through a confirmation operation (such as a long-press operation and a double-click operation), and in response to the confirmation operation, the display of the array capacity reference interface can be canceled, and in addition, the target array capacity virtual image corresponding to the target reference array capacity can be displayed in an overlapping manner on the combat area.
As shown in fig. 5, if the player performs the confirmation operation on the referent array capacity A1, the referent array capacity A1 can be regarded as the target reference array capacity, and at this time, the display of the array capacity reference interface on the graphical user interface may be canceled, and the virtual image of the target array capacity corresponding to the referent array capacity A1 may be displayed in a superimposed manner on the fight area. That is, as shown in fig. 5, the positions of 6 target virtual objects in the referent array capacity A1 in the combat area may be displayed.
By applying the embodiment of the application, after the target reference array capacity is confirmed, the display of the array capacity reference interface can be canceled, the array capacity reference interface is prevented from shielding the sight of a player, and the game experience of the player is improved.
Fig. 6 is a flowchart illustrating another method for controlling a game display according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 6, the foregoing response to the triggering operation on the target reference capacity in the at least one referenceable capacity, displays, in a superimposed manner, a target virtual image corresponding to the target reference capacity on the fight area, including:
S201, responding to triggering operation of a ghost switch in an array reference interface, and switching the ghost switch from an off state to an on state.
S202, when the virtual shadow switch is in an on state, responding to the triggering operation of the target reference array capacity in at least one referent array capacity, and displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the combat area.
Optionally, in some embodiments, the array reference interface may include a virtual switch, and during the game, the player may select whether to turn on the virtual switch, in some embodiments, the virtual switch in the array reference interface may be acted on by clicking, long pressing, or other triggering modes, and in response to the triggering operation, the virtual switch may be switched from the off state to the on state.
When the virtual switch is in the on state, the above description can be referred to, and the virtual image corresponding to the target reference array capacity is displayed superimposed on the combat area, which can be understood, of course, that if the virtual image corresponding to the target reference array capacity needs to be cancelled from being displayed on the combat area, the virtual image switch can be switched to the off state.
By applying the embodiment of the application, the virtual shadow switch is realized, whether the target array virtual shadow corresponding to the target reference array volume is displayed on the fight area in a superimposed manner can be flexibly selected by a player according to the actual application scene, and the flexibility and the applicability of the method can be improved.
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present application. In an optional embodiment, after the step of responding to the triggering operation of the target reference capacity in the at least one referenceable capacity and displaying the target capacity virtual image corresponding to the target reference capacity in a superimposed manner on the combat area, the method further includes:
And responding to the trigger operation of controlling the target virtual object to be arrayed in the spare area to move to the position of any target virtual object virtual shadow, and superposing and displaying the target virtual object to be arrayed at the position of any target virtual object virtual shadow.
The target virtual object to be arrayed may be any virtual object to be arrayed in the spare area, which is not limited herein. In some embodiments, the position of the target virtual object to be battled in the battle area may be determined according to the position of the target virtual object with the highest similarity with the target virtual object to be battled in the target reference array capacity.
Optionally, the target virtual object to be array in the combat zone can be dragged to the position of any target virtual object ghost in the combat zone by a dragging mode, and in response to the dragging operation, the target virtual object to be array can be displayed in a superimposed manner at the position of the target virtual object ghost, so that the purpose that the appropriate virtual object to be array can be selected for array loading according to the virtual shadows of all target virtual objects in the combat zone, so that a target reference array capacity or an array capacity close to the target reference array capacity is formed with the array virtual object, the player is prevented from switching the display array capacity reference interface and the virtual scene back and forth, and the interaction efficiency and the winning rate of the player can be improved.
As shown in fig. 7, the virtual object to be battle 3 in the battle area may be selected as the target virtual object to be battle 3, and it may be seen that the similarity between the virtual object to be battle 3 and the target virtual object is highest, and then the virtual object to be battle 3 may be dragged from the battle area to the position of the virtual shadow of the target virtual object 3 in the battle area, and in response to the dragging operation, the virtual object to be battle 3 may be displayed at the position of the virtual shadow of the target virtual object 3.
In an optional embodiment, after the step of responding to the triggering operation of the target reference capacity in the at least one referenceable capacity and displaying the target capacity virtual image corresponding to the target reference capacity in a superimposed manner on the combat area, the method further includes:
And responding to the trigger operation of controlling the target virtual object in the war area to move to the position of any target virtual object virtual shadow, and superposing and displaying the target virtual object at the position of any target virtual object virtual shadow.
The target array virtual object may be any array virtual object in the combat area, which is not limited herein. In some embodiments, the position of the target on-array virtual object in the combat area may be determined according to the position of the target virtual object with the highest similarity with the target on-array virtual object in the target reference array capacity.
Optionally, the target virtual object on the array in the battle area can be dragged to the position of any target virtual object virtual shadow in the battle area by a dragging mode, and in response to the dragging operation, the target virtual object on the array can be displayed in a superimposed manner at the position of the target virtual object virtual shadow, so that the position of the target virtual object on the array can be adjusted according to the virtual shadows of all target virtual objects in the battle area, and therefore, a target reference array or an array volume close to the target reference array can be formed, a player is prevented from switching and displaying an array volume reference interface and a virtual scene back and forth, and the interaction efficiency and the winning rate of the player can be improved.
It should be noted that, considering that the attributes of the virtual object to be arrayed and the virtual object to be arrayed actually owned by the player are not identical to the attributes of the target virtual object in the target reference array capacity, when in actual application, the virtual object to be arrayed and the station of the virtual object to be arrayed with the highest similarity can be selected.
In summary, by applying the embodiment of the application, the target virtual image of the target reference array capacity is displayed on the combat area in a superimposed manner, so that an array capacity reference interface is not required to be opened in the array capacity allocation process, and the array capacity allocation can be directly and at any time performed by contrasting the array capacity virtual image in the combat scene, thereby improving the array capacity layout efficiency.
As shown in fig. 7, the array virtual object M1 in the battle area may be selected as the target array virtual object, alternatively, if the similarity between the array virtual object M1 and the 6 th target virtual object is the highest, the array virtual object M1 may be dragged from the current position to the position where the 6 th target virtual object ghost is located, and in response to the dragging operation, the array virtual object M1 may be displayed at the position where the 6 th target virtual object ghost is located.
In an optional embodiment, the step of displaying the target overhead virtual object in a superimposed manner at the position of any target virtual object ghost in response to the triggering operation for controlling the target overhead virtual object in the war area to move to the position of any target virtual object ghost includes:
And responding to the trigger operation of controlling the target virtual object in the war area to move to the position of any target virtual object virtual shadow, superposing and displaying the target virtual object at the position of any target virtual object virtual shadow, and displaying any target virtual object virtual shadow as a preset format.
In some embodiments, in order to avoid that after the on-target virtual object is displayed at the position where the virtual image of any target virtual object is located, the on-target virtual object blocks any target virtual object virtual image, optionally, any target virtual object virtual image may be displayed in a preset format, so that a player can see the target virtual object virtual image based on the target virtual object virtual image in the preset format, so that a player can compare the difference between the target virtual object corresponding to the target virtual object virtual image and the on-target virtual object based on the difference, and further equip the on-target virtual object based on the difference, thereby forming a target reference array capacity or an array capacity close to the target reference array capacity, and improving the winning rate of the player.
Optionally, the preset format is used for indicating to set the virtual shadow of the target virtual object to a preset transparency, or is used for indicating to display the virtual shadow of the target virtual object around the virtual object in suspension, or is used for indicating to display the virtual shadow of the target virtual object on the front layer of the virtual object in suspension, which is not limited herein, and can be flexibly set according to the actual application scenario.
Of course, in some embodiments, the target virtual object in the battle area may be set to be in a hidden state, but the battle state of the target virtual object is not affected.
In an alternative embodiment, the method further comprises:
and in response to the trigger operation of controlling the battle to start battle by the battle-up virtual object in the battle area, cancelling the display of the target array virtual shadow.
Optionally, if the method is seen to be used for constructing the target array capacity in the combat area, the trigger operation of starting combat can be generated by acting on the game combat control in trigger modes such as long press, double click and the like, and in response to the trigger operation of starting combat, each of the upper array virtual objects and the enemy virtual roles in the combat area can be controlled to combat, and the target array capacity virtual image in the combat area is canceled to be displayed, so that the target array capacity virtual image in the combat area can be prevented from shielding the player's visual field, and the game experience of the player is improved.
In an alternative embodiment, the target reference array comprises a plurality of target virtual objects, and attribute information of each target virtual object is displayed in the target array virtual shadow, wherein the attribute information comprises at least one of station position, equipment information and grade.
In some embodiments, in order to enable the player to quickly know the detailed information of the target reference array according to the virtual image of the target array, attribute information of each target virtual object may be displayed in the virtual image of the target array, where the attribute information may include one or more of a station location, equipment information, and a level, which is not limited herein, and may be flexibly set according to an actual application scenario.
By applying the embodiment of the application, the player can quickly know the details of the target reference array according to the target array virtual shadow, so that the player can quickly construct similar target array based on the target array virtual shadow, and the winning rate of the player is improved.
In an alternative embodiment, the combat zone is further configured to display attribute information for each of the upscaled virtual objects, the attribute information for the upscaled virtual objects including at least one of a virtual object model, a station, equipment information, a grade, a blood volume.
Optionally, the virtual object model may represent an identity, a role type, etc. of the array virtual object, the standing may represent an arrangement position of the array virtual object in the fight area, the equipment information may represent a virtual weapon, a virtual skill, etc. held by the array virtual object, the grade may represent a grade of the array virtual object, and the blood volume may represent vitality of the array virtual object.
Of course, the attribute information of the virtual object is not limited to this, and may be different according to the actual application scenario. For example, the attribute information of the array virtual object may be set to be the same as the attribute information of the target virtual object, so that the target virtual object ghost may have the same display effect as the array virtual object.
The attribute information of each array virtual object is displayed in the fight area, so that a player knows the difference between the array virtual object and the target virtual object in the target reference array according to the attribute information of the array virtual object, and accordingly assembles the array virtual object, so that the target array which is the same as or similar to the target reference array can be quickly constructed, and the winning rate of the player is improved.
Of course, it should be noted that, in the battle process, the progress in the battle process may be known according to the attribute information of each of the above-mentioned virtual objects, so as to improve the game experience of the player.
In summary, by applying the embodiment of the application, the virtual image of the target array volume of the target reference array volume can be intuitively displayed one by one in the fight area without repeated switching and checking of the array volume reference interface by a player, and in addition, the array volume reference interface can not be opened after the target reference array volume is selected, so that the short-time memory volume of the player is greatly reduced, and the operation efficiency and the operation accuracy of the player are improved.
Fig. 8 is a schematic functional block diagram of a game display control device according to an embodiment of the present application. The basic principle and the technical effects of the display control device can be the same as those of the corresponding method embodiment, and for brevity, reference is made to corresponding contents in the method embodiment for the parts not mentioned in the embodiment. As shown in fig. 8, the display control apparatus 300 includes:
A display module 310, configured to display a virtual scene through the graphical user interface, where the virtual scene includes a combat area configured to place an array virtual object and a spare area configured to place a virtual object to be arrayed;
a response module 320, configured to control, in response to a content viewing instruction, to display a content reference interface with a first transparency superimposed on the virtual scene, where the content reference interface includes at least one referenceable content, and the content reference interface with the first transparency is configured to perspective at least a portion of the virtual scene;
A first control module 330, configured to control execution of an operation instruction corresponding to a first trigger operation on the array capacity reference interface in response to the first trigger operation meeting a first condition received through the graphical user interface;
And the second control module 340 is configured to control execution of an operation instruction corresponding to a second trigger operation on the virtual scene in response to a second trigger operation meeting a second condition, which is accepted through the graphical user interface.
In an optional implementation manner, the first triggering operation and the second triggering operation act on an interaction area corresponding to the array capacity reference interface.
In an optional implementation manner, the second control module 340 is specifically configured to respond to a second trigger operation accepted through the graphical user interface to control the virtual object to be battled to move to a specified position in the battle area, and display the virtual object to be battled at the specified position.
In an optional implementation manner, the response module 320 is further configured to, in response to a triggering operation on a target reference array capacity in the at least one referenceable array capacity, superimpose and display a target array capacity ghost corresponding to the target reference array capacity on the fight area, where the target array capacity ghost includes a target virtual object ghost corresponding to a target virtual object included in the target reference array capacity.
In an optional implementation manner, the response module 320 is specifically configured to cancel displaying the array capacity reference interface in response to a confirmation operation on the target reference array capacity, and superimpose and display a target array capacity virtual image corresponding to the target reference array capacity on the combat area.
In an optional implementation manner, the response module 320 is specifically configured to switch the ghost switch from an off state to an on state in response to a triggering operation on the ghost switch in the matrix reference interface;
And under the condition that the virtual shadow switch is in an on state, responding to the triggering operation of the target reference array capacity in the at least one referent array capacity, and displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed mode on the fight area.
In an optional embodiment, the response module 320 is further configured to, in response to a trigger operation that controls the target virtual object to be placed in the spare area to move to a position where any of the target virtual object ghosts is located, superimpose and display the target virtual object to be placed at the position where any of the target virtual object ghosts is located.
In an optional implementation manner, the response module 320 is further configured to, in response to a trigger operation that controls the target on-array virtual object in the combat area to move to a position where any of the target virtual object ghosts is located, superimpose and display the target on-array virtual object at the position where any of the target virtual object ghosts is located.
In an optional implementation manner, the response module 320 is further configured to, in response to a trigger operation that controls the target virtual object in the combat area to move to a position where any of the target virtual object ghosts is located, superimpose and display the target virtual object at the position where any of the target virtual object ghosts is located, and display any of the target virtual object ghosts as a preset format.
In an optional implementation manner, the response module 320 is further configured to cancel displaying the target array virtual shadow in response to a trigger operation that controls the virtual object in the combat area to start combat.
In an alternative embodiment, the target reference array capacity comprises a plurality of target virtual objects, and attribute information of each target virtual object is displayed in the target array capacity virtual shadow, wherein the attribute information comprises at least one of a station position, equipment information and a grade.
In an alternative embodiment, the combat zone is further configured to display attribute information of each of the upscaled virtual objects, the attribute information of the upscaled virtual objects including at least one of a virtual object model, a station, equipment information, a grade, a blood volume.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The modules above may be one or more integrated circuits configured to implement the above methods, such as one or more Application SPECIFIC INTEGRATED Circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable GATE ARRAY, FPGAs), or the like. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application, where the electronic device may be integrated in the display control apparatus. As shown in fig. 9, the electronic device may include a processor 410, a storage medium 420, and a bus 430, the storage medium 420 storing machine-readable instructions executable by the processor 410, the processor 410 and the storage medium 420 communicating over the bus 430 when the electronic device is running, the processor 410 executing the machine-readable instructions to perform the steps of the method embodiments described below:
Displaying a virtual scene through the graphical user interface, wherein the virtual scene comprises a fight area and a fight preparation area, the fight preparation area is configured to place an array virtual object, and the fight preparation area is configured to place a virtual object to be arrayed;
Controlling to display an array volume reference interface with first transparency in a superposition mode on the virtual scene in response to an array volume viewing instruction, wherein the array volume reference interface comprises at least one referenceable array volume, and the array volume reference interface with the first transparency is configured to see through at least part of the virtual scene;
Responding to a first trigger operation meeting a first condition received through the graphical user interface, and controlling to execute an operation instruction corresponding to the first trigger operation on the array capacity reference interface;
and responding to a second triggering operation meeting a second condition, which is accepted by the graphical user interface, and controlling to execute an operation instruction corresponding to the second triggering operation on the virtual scene.
In an optional implementation manner, the first triggering operation and the second triggering operation act on an interaction area corresponding to the array capacity reference interface.
In an optional embodiment, the responding to the second trigger operation meeting the second condition accepted by the graphical user interface controls to execute an operation instruction corresponding to the second trigger operation on the virtual scene, including:
and responding to a second trigger operation accepted through the graphical user interface and controlling the virtual object to be array to move to a designated position in the fight area, and displaying the virtual object to be array at the designated position.
In an optional embodiment, after the controlling, in response to the array content viewing instruction, to superimpose and display the array content reference interface with the first transparency on the virtual scene, the method further includes:
And responding to the triggering operation of the target reference array capacity in the at least one referent array capacity, and displaying target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the fight area, wherein the target array capacity virtual shadow comprises target virtual object virtual shadow corresponding to a target virtual object included in the target reference array capacity.
In an optional embodiment, the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity displays a target array capacity virtual image corresponding to the target reference array capacity in a superimposed manner on the combat area, including:
And in response to the confirmation operation of the target reference array capacity, canceling to display the array capacity reference interface, and displaying the target array capacity virtual image corresponding to the target reference array capacity in a superposition manner on the fight area.
In an optional embodiment, the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity displays a target array capacity virtual image corresponding to the target reference array capacity in a superimposed manner on the combat area, including:
responding to the triggering operation of the virtual switch in the array reference interface, and switching the virtual switch from an off state to an on state;
And under the condition that the virtual shadow switch is in an on state, responding to the triggering operation of the target reference array capacity in the at least one referent array capacity, and displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed mode on the fight area.
In an optional embodiment, after the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity, displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the combat area, the method further includes:
And responding to a trigger operation for controlling the target virtual object to be arrayed in the spare area to move to the position of any target virtual object virtual shadow, and displaying the target virtual object to be arrayed in a superposition manner at the position of any target virtual object virtual shadow.
In an optional embodiment, after the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity, displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the combat area, the method further includes:
and responding to a trigger operation for controlling the target upper array virtual object in the fight area to move to the position of any target virtual object virtual shadow, and displaying the target upper array virtual object in a superposition manner at the position of any target virtual object virtual shadow.
In an optional embodiment, the responding to the trigger operation that the target virtual object in the combat area moves to the position where any target virtual object virtual shadow is located, and displaying the target virtual object in a superimposed manner at the position where any target virtual object virtual shadow is located includes:
and responding to a trigger operation for controlling the target virtual object in the fight area to move to the position of any target virtual object virtual shadow, displaying the target virtual object in a superimposed manner at the position of any target virtual object virtual shadow, and displaying any target virtual object virtual shadow in a preset format.
In an alternative embodiment, the method further comprises:
And responding to the trigger operation of controlling the virtual object in the battle area to start battle, and canceling to display the target array virtual shadow.
In an alternative embodiment, the target reference array capacity comprises a plurality of target virtual objects, and attribute information of each target virtual object is displayed in the target array capacity virtual shadow, wherein the attribute information comprises at least one of a station position, equipment information and a grade.
In an alternative embodiment, the combat zone is further configured to display attribute information of each of the upscaled virtual objects, the attribute information of the upscaled virtual objects including at least one of a virtual object model, a station, equipment information, a grade, a blood volume.
The specific implementation manner and technical effects of the above method embodiments are similar to those of the foregoing related embodiments, and are not repeated here.
Optionally, the present application further provides a storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method embodiments of:
Displaying a virtual scene through the graphical user interface, wherein the virtual scene comprises a fight area and a fight preparation area, the fight preparation area is configured to place an array virtual object, and the fight preparation area is configured to place a virtual object to be arrayed;
Controlling to display an array volume reference interface with first transparency in a superposition mode on the virtual scene in response to an array volume viewing instruction, wherein the array volume reference interface comprises at least one referenceable array volume, and the array volume reference interface with the first transparency is configured to see through at least part of the virtual scene;
Responding to a first trigger operation meeting a first condition received through the graphical user interface, and controlling to execute an operation instruction corresponding to the first trigger operation on the array capacity reference interface;
and responding to a second triggering operation meeting a second condition, which is accepted by the graphical user interface, and controlling to execute an operation instruction corresponding to the second triggering operation on the virtual scene.
In an optional implementation manner, the first triggering operation and the second triggering operation act on an interaction area corresponding to the array capacity reference interface.
In an optional embodiment, the responding to the second trigger operation meeting the second condition accepted by the graphical user interface controls to execute an operation instruction corresponding to the second trigger operation on the virtual scene, including:
and responding to a second trigger operation accepted through the graphical user interface and controlling the virtual object to be array to move to a designated position in the fight area, and displaying the virtual object to be array at the designated position.
In an optional embodiment, after the controlling, in response to the array content viewing instruction, to superimpose and display the array content reference interface with the first transparency on the virtual scene, the method further includes:
And responding to the triggering operation of the target reference array capacity in the at least one referent array capacity, and displaying target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the fight area, wherein the target array capacity virtual shadow comprises target virtual object virtual shadow corresponding to a target virtual object included in the target reference array capacity.
In an optional embodiment, the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity displays a target array capacity virtual image corresponding to the target reference array capacity in a superimposed manner on the combat area, including:
And in response to the confirmation operation of the target reference array capacity, canceling to display the array capacity reference interface, and displaying the target array capacity virtual image corresponding to the target reference array capacity in a superposition manner on the fight area.
In an optional embodiment, the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity displays a target array capacity virtual image corresponding to the target reference array capacity in a superimposed manner on the combat area, including:
responding to the triggering operation of the virtual switch in the array reference interface, and switching the virtual switch from an off state to an on state;
And under the condition that the virtual shadow switch is in an on state, responding to the triggering operation of the target reference array capacity in the at least one referent array capacity, and displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed mode on the fight area.
In an optional embodiment, after the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity, displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the combat area, the method further includes:
And responding to a trigger operation for controlling the target virtual object to be arrayed in the spare area to move to the position of any target virtual object virtual shadow, and displaying the target virtual object to be arrayed in a superposition manner at the position of any target virtual object virtual shadow.
In an optional embodiment, after the responding to the triggering operation of the target reference array capacity in the at least one referenceable array capacity, displaying the target array capacity virtual shadow corresponding to the target reference array capacity in a superimposed manner on the combat area, the method further includes:
and responding to a trigger operation for controlling the target upper array virtual object in the fight area to move to the position of any target virtual object virtual shadow, and displaying the target upper array virtual object in a superposition manner at the position of any target virtual object virtual shadow.
In an optional embodiment, the responding to the trigger operation that the target virtual object in the combat area moves to the position where any target virtual object virtual shadow is located, and displaying the target virtual object in a superimposed manner at the position where any target virtual object virtual shadow is located includes:
and responding to a trigger operation for controlling the target virtual object in the fight area to move to the position of any target virtual object virtual shadow, displaying the target virtual object in a superimposed manner at the position of any target virtual object virtual shadow, and displaying any target virtual object virtual shadow in a preset format.
In an alternative embodiment, the method further comprises:
And responding to the trigger operation of controlling the virtual object in the battle area to start battle, and canceling to display the target array virtual shadow.
In an alternative embodiment, the target reference array capacity comprises a plurality of target virtual objects, and attribute information of each target virtual object is displayed in the target array capacity virtual shadow, wherein the attribute information comprises at least one of a station position, equipment information and a grade.
In an alternative embodiment, the combat zone is further configured to display attribute information of each of the upscaled virtual objects, the attribute information of the upscaled virtual objects including at least one of a virtual object model, a station, equipment information, a grade, a blood volume.
The specific implementation manner and technical effects of the above method embodiments are similar to those of the foregoing related embodiments, and are not repeated here.
Optionally, the present application also provides a computer program product comprising instructions which, when executed on an electronic device, cause the electronic device to carry out the steps of the above-described method embodiments.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of the units is merely a logical function division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods according to the embodiments of the application. The storage medium includes various media capable of storing program codes, such as a U disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk or an optical disk.
It should be noted that in this document, relational terms such as "first" and "second" and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises an element.
The above description is only of the preferred embodiments of the present application and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application. It should be noted that like reference numerals and letters refer to like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. The above description is only of the preferred embodiments of the present application and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.