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WO2025050984A1 - Interface display control method and apparatus, device and medium - Google Patents

Interface display control method and apparatus, device and medium
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WO2025050984A1
WO2025050984A1PCT/CN2024/113604CN2024113604WWO2025050984A1WO 2025050984 A1WO2025050984 A1WO 2025050984A1CN 2024113604 WCN2024113604 WCN 2024113604WWO 2025050984 A1WO2025050984 A1WO 2025050984A1
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virtual
target object
user interface
graphical user
display position
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麦冠强
罗启华
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

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

Description

Translated fromChinese
界面显示控制方法、装置、设备及介质Interface display control method, device, equipment and medium

相关申请的交叉引用CROSS-REFERENCE TO RELATED APPLICATIONS

本公开要求于2023年09月04日提交的,申请号为202311133857.6,名称为“界面显示控制方法、装置、设备及介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用结合在本文中。This disclosure claims priority to Chinese patent application number 202311133857.6, filed on September 4, 2023, entitled “Interface Display Control Method, Device, Equipment and Medium”, the entire contents of which are incorporated herein by reference.

技术领域Technical Field

本公开涉及计算机应用技术领域,尤其涉及一种界面显示控制方法、装置、设备及介质。The present disclosure relates to the field of computer application technology, and in particular to an interface display control method, device, equipment and medium.

背景技术Background Art

目前,游戏的交互方式越来越多,用户在游戏中可以控制虚拟对象移动,也可以控制虚拟对象使用虚拟环境中提供的虚拟道具,还可以使用各种虚拟技能或者虚拟道具对虚拟环境中的虚拟物体进行攻击(或者拆除、摧毁)。At present, there are more and more interactive ways of games. Users can control the movement of virtual objects in the game, control virtual objects to use virtual props provided in the virtual environment, and use various virtual skills or virtual props to attack (or demolish or destroy) virtual objects in the virtual environment.

通常,在游戏客户端会显示图形用户界面,该图形用户界面中可以包括虚拟环境对应的场景画面,虚拟对象以及虚拟物体可以以虚拟模型的形式展示在场景画面中。Typically, a graphical user interface is displayed on a game client, and the graphical user interface may include a scene screen corresponding to the virtual environment, and virtual objects and virtual objects may be displayed in the scene screen in the form of virtual models.

在相关技术中,虚拟物体的相关信息通常是固定显示在虚拟模型上的某一位置处,对于体积很大或者距离较近的虚拟物体,若用户希望查看该虚拟物体的相关信息,需要在虚拟环境中进行视角转换操作来调整视野,以使虚拟物体的相关信息被显示在视野内。In the related art, relevant information of a virtual object is usually displayed at a fixed position on the virtual model. For a virtual object that is large in size or close in distance, if a user wants to view relevant information of the virtual object, it is necessary to perform a perspective conversion operation in the virtual environment to adjust the field of view so that the relevant information of the virtual object can be displayed in the field of view.

上述操作过程繁琐、且交互效率低,导致计算资源增加。The above operation process is cumbersome and has low interaction efficiency, resulting in increased computing resources.

发明内容Summary of the invention

有鉴于此,本公开实施例至少提供一种界面显示控制方法、装置、设备及介质,以克服上述至少一种缺陷。In view of this, the embodiments of the present disclosure at least provide an interface display control method, device, equipment and medium to overcome at least one of the above-mentioned defects.

第一方面,本公开示例性实施例提供一种界面显示控制方法,通过终端设备提供图形用户界面,所述图形用户界面上显示有至少部分的虚拟场景,所述虚拟场景中包括受控虚拟对象和目标对象,所述目标对象包括第一属性参数,所述方法包括:响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。In a first aspect, an exemplary embodiment of the present disclosure provides an interface display control method, which provides a graphical user interface through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The method includes: in response to a movement control instruction and/or a perspective adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and/or controlling and adjusting the perspective of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface; when the target object appears in the graphical user interface, in response to a specified interaction behavior occurring between the controlled virtual object and the target object, determining an identification display position in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior for adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; and displaying a first prompt identification for indicating the first attribute parameter of the target object at the identification display position.

第二方面,本公开实施例还提供一种界面显示控制装置,通过终端设备提供图形用户界面,所述图形用户界面上显示有至少部分的虚拟场景,所述虚拟场景中包括受控虚拟对象和目标对象,所述目标对象包括第一属性参数,所述装置包括:更新模块,被配置为执行响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;位置确定模块,被配置为执行在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;显示控制模块,被配置为执行在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。In a second aspect, an embodiment of the present disclosure further provides an interface display control device, which provides a graphical user interface through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The device includes: an update module, configured to execute a movement control instruction and/or a perspective adjustment instruction for the controlled virtual object, control the controlled virtual object to move in the virtual scene and/or control and adjust the perspective of the controlled virtual object, and update the virtual scene content presented in the graphical user interface; a position determination module, configured to execute when the target object appears in the graphical user interface, in response to a specified interaction behavior between the controlled virtual object and the target object, determine an identification display position in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior for adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; a display control module, configured to execute a first prompt identification indicating the first attribute parameter of the target object at the identification display position.

第三方面,本公开实施例还提供一种电子设备,处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行上述界面显示控制方法的步骤。In a third aspect, an embodiment of the present disclosure further provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned interface display control method.

第四方面,本公开实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述界面显示控制方法的步骤。In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned interface display control method are executed.

本公开实施例提供的界面显示控制方法、装置、设备及介质,通过将第一提示标识的标识显示位置随目标对象在图形用户界面中的呈现方式的变化而变化,有效简化了查看目标对象的属性参数的操作过程,提升了交互效率,减少了计算资源的消耗。The interface display control method, apparatus, device and medium provided by the embodiments of the present disclosure effectively simplify the operation process of viewing the attribute parameters of the target object by changing the display position of the first prompt identifier as the presentation method of the target object in the graphical user interface changes, thereby improving the interaction efficiency and reducing the consumption of computing resources.

为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the accompanying drawings.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.

图1和图2示出相关技术中显示生命值图标的界面示意图;FIG. 1 and FIG. 2 are schematic diagrams showing interfaces for displaying life value icons in the related art;

图3示出本公开其中之一示例性实施例提供的界面显示控制方法的流程图;FIG3 is a flowchart showing an interface display control method provided by one exemplary embodiment of the present disclosure;

图4示出本公开其中之一示例性实施例提供的确定目标对象的显示面积的步骤的流程图;FIG4 is a flowchart showing steps of determining a display area of a target object provided by one exemplary embodiment of the present disclosure;

图5示出本公开其中之一示例性实施例提供的目标对象在图形用户界面中的显示变化示意图之一;FIG5 shows one of the schematic diagrams of display changes of a target object in a graphical user interface provided by one of the exemplary embodiments of the present disclosure;

图6示出本公开其中之一示例性实施例提供的目标对象在图形用户界面中的显示变化示意图之二;FIG6 shows a second schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

图7示出本公开其中之一示例性实施例提供的目标对象在图形用户界面中的显示变化示意图之三;FIG. 7 shows a third schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

图8示出本公开其中之一示例性实施例提供的目标对象在图形用户界面中的显示变化示意图之四;FIG8 shows a fourth schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

图9示出本公开其中之一示例性实施例提供的目标对象在图形用户界面中的显示变化示意图之五;FIG9 shows a fifth schematic diagram of display changes of a target object in a graphical user interface provided by one exemplary embodiment of the present disclosure;

图10示出本公开其中之一示例性实施例提供的显示每个子对象的第二提示标识的步骤的流程图;FIG10 is a flowchart showing the steps of displaying a second prompt mark of each sub-object provided by one exemplary embodiment of the present disclosure;

图11示出本公开其中之一示例性实施例提供的界面显示控制装置的结构示意图;FIG11 is a schematic structural diagram of an interface display control device provided by one exemplary embodiment of the present disclosure;

图12示出本公开其中之一示例性实施例提供的电子设备的结构示意图。FIG. 12 is a schematic diagram showing the structure of an electronic device provided by one of the exemplary embodiments of the present disclosure.

具体实施方式DETAILED DESCRIPTION

为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,应当理解,本公开中的附图仅起到说明和描述的目的,并不用于限定本公开的保护范围。另外,应当理解,示意性的附图并未按实物比例绘制。本公开中使用的流程图示出了根据本公开的一些实施例实现的操作。应当理解,流程图的操作可以不按顺序实现,没有逻辑的上下文关系的步骤可以反转顺序或者同时实施。此外,本领域技术人员在本公开内容的指引下,可以向流程图添加一个或多个其他操作,也可以从流程图中移除一个或多个操作。In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution in the embodiments of the present disclosure will be clearly and completely described in conjunction with the drawings in the embodiments of the present disclosure. It should be understood that the drawings in the present disclosure are only for the purpose of illustration and description and are not used to limit the scope of protection of the present disclosure. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowcharts used in the present disclosure illustrate the operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical contextual relationships can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of the present disclosure, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

本说明书中使用用语“一个”、“一”、“该”和“所述”用以表示存在一个或多个要素/组成部分/等;用语“包括”和“具有”用以表示开放式的包括在内的意思并且是指除了列出的要素/组成部分/等之外还可存在另外的要素/组成部分/等;用语“第一”和“第二”等仅作为标记使用,不是对其对象的数量限制。The terms "a", "an", "the" and "said" are used in this specification to indicate that there are one or more elements. /components/etc.; the terms "including" and "having" are used to express an open-ended inclusive meaning and mean that additional elements/components/etc. may exist in addition to the listed elements/components/etc.; the terms "first" and "second", etc. are used only as labels and are not intended to limit the quantity of their objects.

应当理解,在本公开实施例中,“至少一个”是指一个或者多个,“多个”是指两个或者两个以上。“和/或”仅仅是一种描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。“包含A、B和/或C”是指包含A、B、C三者中任1个或任2个或3个。It should be understood that in the embodiments of the present disclosure, "at least one" means one or more, and "more than one" means two or more. "And/or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and/or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character "/" generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and/or C" means including any one, any two, or any three of A, B, and C.

应当理解,在本公开实施例中,“与A对应的B”、“与A相对应的B”、“A与B相对应”或者“B与A相对应”,表示B与A相关联,根据A可以确定B。根据A确定B并不意味着仅仅根据A确定B,还可以根据A和/或其他信息确定B。It should be understood that in the embodiments of the present disclosure, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, and B can also be determined according to A and/or other information.

另外,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的全部其他实施例,都属于本公开保护的范围。In addition, the described embodiments are only a part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein may be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present disclosure.

目前,游戏的交互方式越来越多,用户在游戏中可以控制虚拟对象移动,也可以控制虚拟对象使用虚拟环境中提供的虚拟道具,还可以使用各种虚拟技能或者虚拟道具对虚拟环境中的虚拟物体进行攻击、拆除、摧毁等。At present, there are more and more interactive ways in games. Users can control the movement of virtual objects in the game, control virtual objects to use virtual props provided in the virtual environment, and use various virtual skills or virtual props to attack, demolish, and destroy virtual objects in the virtual environment.

在游戏开发过程中,需要根据游戏类型构建相关虚拟环境,上述在虚拟环境中的虚拟物体可以是在游戏开始时由虚拟引擎渲染显示在虚拟环境中的物体,如虚拟树木、虚拟建筑物等静态物体,还可以是动态物体,如玩家控制的虚拟对象,或者NPC(非玩家角色,non-player character)。例如,基于城市的游戏场景,需要在场景中搭建虚拟建筑物,并基于这些虚拟建筑物去进一步细化虚拟建筑物的具体形貌。In the process of game development, it is necessary to build a relevant virtual environment according to the game type. The virtual objects in the virtual environment can be objects rendered by the virtual engine and displayed in the virtual environment at the beginning of the game, such as static objects such as virtual trees and virtual buildings, or dynamic objects, such as virtual objects controlled by players, or NPCs (non-player characters). For example, in a game scene based on a city, it is necessary to build virtual buildings in the scene, and further refine the specific appearance of the virtual buildings based on these virtual buildings.

通常,在游戏客户端会显示图形用户界面,该图形用户界面中可以包括虚拟环境对应的场景画面,虚拟对象以及虚拟物体可以以虚拟模型的形式展示在场景画面中。Typically, a graphical user interface is displayed on a game client, and the graphical user interface may include a scene screen corresponding to the virtual environment, and virtual objects and virtual objects may be displayed in the scene screen in the form of virtual models.

在相关技术中提供了一种在图形用户界面上显示虚拟物体的生命值的方法,图1和图2示出相关技术中显示生命值图标的界面示意图。A method for displaying the life value of a virtual object on a graphical user interface is provided in the related art. FIG. 1 and FIG. 2 are schematic diagrams of an interface for displaying a life value icon in the related art.

如图1所示,本示例中以第三人称的游戏为例,通过终端设备来提供图形用户界面1,在该图形用户界面1中显示有受控虚拟对象2,该受控虚拟对象2为通过终端设备控制的虚拟对象,在该图形用户界面1中所呈现的虚拟场景内容随受控虚拟对象2在虚拟场景中的移动而变化。As shown in Figure 1, in this example, a third-person game is taken as an example. A graphical user interface 1 is provided through a terminal device. A controlled virtual object 2 is displayed in the graphical user interface 1. The controlled virtual object 2 is a virtual object controlled by the terminal device. The virtual scene content presented in the graphical user interface 1 changes with the movement of the controlled virtual object 2 in the virtual scene.

对于虚拟场景中的虚拟物体3,该虚拟物体3的相关信息通常是固定显示在虚拟模型上的某一位置处,例如,对于虚拟物体3的相关信息为角色名称的情况,可以在虚拟模型的头顶处显示角色名称,对于虚拟物体3的相关信息为生命值的情况,可以在虚拟模型的中心处显示生命值。For a virtual object 3 in a virtual scene, the relevant information of the virtual object 3 is usually displayed at a fixed position on the virtual model. For example, if the relevant information of the virtual object 3 is a character name, the character name can be displayed above the head of the virtual model; if the relevant information of the virtual object 3 is a health value, the health value can be displayed at the center of the virtual model.

对于小型的模块化结构的虚拟物体或者距离受控虚拟对象2较远的虚拟物体,虚拟物体3的整体被显示在图形用户界面1中,此时,玩家能够快速查看到虚拟物体3的相关信息。以图1所示为例,虚拟物体3的生命值的显示位置4被配置为固定在虚拟模型的中心处,当受控虚拟对象2与虚拟物体3之间的距离较远时,玩家能够观察到虚拟物体3的整体,从而快速查看到虚拟物体3的生命值5。For a virtual object of a small modular structure or a virtual object that is far away from the controlled virtual object 2, the entire virtual object 3 is displayed in the graphical user interface 1, and the player can quickly view the relevant information of the virtual object 3. Taking FIG. 1 as an example, the display position 4 of the life value of the virtual object 3 is configured to be fixed at the center of the virtual model. When the distance between the controlled virtual object 2 and the virtual object 3 is far, the player can observe the entire virtual object 3, thereby quickly viewing the life value 5 of the virtual object 3.

随着受控虚拟对象2在虚拟场景中的移动,受控虚拟对象2与虚拟物体3之间的距离也随之变化,当两者的距离较近和/或虚拟物体3的体积较大时,显示在虚拟物体3的中心处的生命值可能无法在屏幕内显示(如图2所示)。若玩家希望查看该虚拟物体3的相关信息,需要在虚拟环境中进行视角转换操作来调整视野,以使虚拟物体的相关信息被显示在图形用户界面1内,导致操作过程较为繁琐。As the controlled virtual object 2 moves in the virtual scene, the distance between the controlled virtual object 2 and the virtual object 3 also changes. When the distance between the two is close and/or the size of the virtual object 3 is large, the health value displayed at the center of the virtual object 3 may not be displayed on the screen (as shown in Figure 2). If the player wants to view the relevant information of the virtual object 3, he needs to perform a perspective conversion operation in the virtual environment to adjust the field of view so that the relevant information of the virtual object can be displayed. In the graphical user interface 1, the operation process is relatively complicated.

在一些FPS(第一人称射击类游戏,First-person shooting game)或者TPS(第三人称射击游戏,Third-Personal Shooting)游戏中,允许玩家对虚拟场景中的虚拟对象进行完全破坏,以改变周围地形,创造有利于作战的环境。通常需要对虚拟对象执行多次攻击才能实现完全破坏,对此,可以将玩家的攻击行为与虚拟对象的生命值反馈建立关系,通过生命值反馈来使玩家清晰知晓何时可以完全摧毁虚拟对象。In some FPS (First-person shooting game) or TPS (Third-person shooting game) games, players are allowed to completely destroy virtual objects in the virtual scene to change the surrounding terrain and create an environment conducive to combat. Usually, multiple attacks on virtual objects are required to achieve complete destruction. For this, a relationship can be established between the player's attack behavior and the health feedback of the virtual object, so that the player can clearly know when the virtual object can be completely destroyed through the health feedback.

对于相关技术中在固定位置显示生命值的方式,玩家在攻击过程中为获知生命值反馈需不断调整视角,增加了操作的复杂性,且使得攻击的连贯性容易被打断,降低了交互效率、且增加了计算资源的消耗。Regarding the method of displaying health values at a fixed position in the related art, the player needs to constantly adjust the viewing angle to obtain health value feedback during the attack process, which increases the complexity of the operation and makes the continuity of the attack easily interrupted, reducing the interaction efficiency and increasing the consumption of computing resources.

除此之外,相关技术中还可以针对虚拟物体不显示相关信息,例如,在对虚拟环境中的虚拟物体进行破坏时,在虚拟物体的虚拟模型上不显示生命值,而是通过虚拟物体的模型残破度的视觉表现来呈现虚拟物体的攻击反馈。In addition, the related technology may also not display relevant information for virtual objects. For example, when a virtual object in a virtual environment is destroyed, the health value is not displayed on the virtual model of the virtual object, but the attack feedback of the virtual object is presented through a visual representation of the degree of damage of the virtual object model.

如上,目前通常需要对虚拟对象执行多次攻击才能实现完全破坏,上述视觉反馈方式,使得玩家难以准确获知虚拟对象的具体破坏进度,甚至在玩家执行多次攻击后虚拟对象仍未被破坏时,可能会使玩家误认为该虚拟对象不可被破坏,导致交互效率变低、对计算资源的消耗增加。As mentioned above, currently it is usually necessary to perform multiple attacks on a virtual object to achieve complete destruction. The above-mentioned visual feedback method makes it difficult for players to accurately know the specific destruction progress of the virtual object. Even when the virtual object is still not destroyed after the player performs multiple attacks, the player may mistakenly believe that the virtual object is indestructible, resulting in low interaction efficiency and increased consumption of computing resources.

针对上述至少一个方面的问题,本公开提出一种界面显示控制方法、装置、设备及介质,以简化查看目标对象的属性参数的操作过程,提升交互效率,减少计算资源的消耗。In response to at least one of the above problems, the present disclosure proposes an interface display control method, device, equipment and medium to simplify the operation process of viewing the attribute parameters of a target object, improve interaction efficiency and reduce the consumption of computing resources.

首先,对本公开实施例中涉及的名称进行介绍。First, the names involved in the embodiments of the present disclosure are introduced.

终端设备:Terminal equipment:

本公开实施例中涉及的终端设备主要是指用于提供游戏画面(如,游戏中的相关设置/配置界面、呈现游戏场景的界面),并能够对虚拟角色进行控制操作的智能设备,终端设备可以包括但不限于以下设备中的任意一种:智能手机、平板电脑、便携式计算机、台式计算机、游戏机、个人数字助理(PDA)、电子书阅读器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等。该终端设备中安装和运行有支持游戏场景的应用程序,比如支持三维游戏场景的应用程序。该应用程序可以包括但不限于虚拟现实应用程序、三维地图程序、军事仿真程序、MOBA游戏、多人枪战类生存游戏、第三人称射击游戏(TPS,Third-Personal Shooting Game)中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。The terminal device involved in the embodiments of the present disclosure mainly refers to an intelligent device used to provide a game screen (such as a relevant setting/configuration interface in the game, an interface presenting a game scene) and capable of controlling a virtual character. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gun battle survival game, and a third-person shooting game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

图形用户界面:Graphical User Interface:

是一种人与计算机通信的界面显示格式,允许用户使用鼠标、键盘和/或游戏手柄等输入设备操纵屏幕上的图标、标识或菜单选项,也允许用户通过在触控终端的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。示例性的,图形用户界面中可以包括在游戏场景中执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。在该界面上包括能够看见的任何可视控件或元素,例如,可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击败人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等),还可以包括图片、输入框、文本框等控件,其中一些UI控件响应用户的操作。It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and/or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the game scene. The interface includes any visible controls or elements that can be seen, for example, game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.

虚拟场景:Virtual scene:

是应用程序在终端设备或服务器上运行时显示(或提供)的虚拟环境。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,虚拟环境可以为天空、陆地、海洋等。其中,虚拟场景为用户控制虚拟角色完整游戏逻辑的场景,可选地,该虚拟场景还用于至少两个虚拟角色之间的虚拟环境对战,在该虚拟场景中具有可供至少两个虚拟角色使用的虚拟资源。It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is the complete game logic of the user controlling the virtual character. Scene, optionally, the virtual scene is also used for a virtual environment battle between at least two virtual characters, and the virtual scene has virtual resources that can be used by at least two virtual characters.

虚拟对象:Virtual Objects:

是指在虚拟环境中的受控虚拟对象以及不受控虚拟对象,该受控虚拟对象可以是由玩家操控的虚拟角色,包括但不限于虚拟人物、虚拟动物、动漫人物中的至少一种,该不受控虚拟对象可以是非玩家操控的虚拟角色(NPC),还可以是虚拟物体,指虚拟场景中的静态对象,例如,虚拟场景中的虚拟道具、地面、建筑物、桥梁、树木、山、植被等。静态对象往往不受玩家直接控制,但可以响应场景中虚拟对象的交互行为(如,攻击、拆除等),而作出相应的表现,例如:虚拟对象可以对建筑物进行拆除、拾取、拖拽、建造等。可选地,虚拟物体也可以无法响应虚拟对象的交互行为,例如,虚拟物体同样可以为虚拟场景中的建筑物、门、窗、植等,但是虚拟对象并不能与其进行交互,比如,虚拟对象不能对窗进行破坏或是拆除等。可选地,当虚拟环境为三维虚拟环境时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟角色通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本公开实施例对此不加以限定。Refers to controlled virtual objects and uncontrolled virtual objects in a virtual environment. The controlled virtual object may be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and an animated character. The uncontrolled virtual object may be a virtual character (NPC) not controlled by a player. It may also be a virtual object, which refers to a static object in a virtual scene, such as virtual props, ground, buildings, bridges, trees, mountains, vegetation, etc. in a virtual scene. Static objects are often not directly controlled by players, but can respond to the interactive behaviors of virtual objects in the scene (such as attacking, demolishing, etc.) and perform corresponding behaviors. For example, virtual objects can demolish, pick up, drag, and build buildings. Optionally, virtual objects may not be able to respond to the interactive behaviors of virtual objects. For example, virtual objects may also be buildings, doors, windows, plants, etc. in a virtual scene, but virtual objects cannot interact with them. For example, virtual objects cannot destroy or demolish windows. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.

在虚拟场景中可以有多个虚拟对象来参与本次虚拟对局,该虚拟对象是玩家操控的虚拟角色(即,玩家通过输入设备进行控制的角色)、和/或是通过训练设置在游戏场景对战中的人工智能(Artificial Intelligence,AI)。可选地,该虚拟对象是在游戏场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟角色的数量是预设设置的,或者是根据加入虚拟对局的终端设备的数量动态确定的,本公开实施例对此不作限定。In the virtual scene, there may be multiple virtual objects participating in the virtual game. The virtual object is a virtual character controlled by the player (i.e., a character controlled by the player through an input device) and/or an artificial intelligence (AI) trained to compete in the game scene. Optionally, the virtual object is a virtual character competing in the game scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices participating in the virtual game, which is not limited in the embodiments of the present disclosure.

在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

对本公开可适用的应用场景进行介绍。本公开可应用于游戏技术领域,在游戏中,由参与游戏的多个玩家共同加入同一局虚拟对局中。The application scenarios to which the present disclosure is applicable are introduced. The present disclosure can be applied to the field of game technology, in which multiple players participating in the game jointly join the same virtual game.

在进入虚拟对局之前,玩家可以为自己在虚拟对局中的虚拟对象选择不同的角色属性,例如,身份属性,通过分配不同的角色属性以确定不同阵营,使得玩家在本次虚拟对局的不同对局阶段通过执行游戏分配的任务,以赢得游戏比赛,例如,具有A角色属性的多个虚拟对象通过在对战阶段将具有B角色属性的虚拟对象进行“淘汰”,以获得游戏比赛的胜利。这里,还可以是在进入虚拟对局时,为参与本次虚拟对局的每个虚拟对象随机分配角色属性。Before entering the virtual game, the player can select different role attributes, such as identity attributes, for the virtual objects in the virtual game. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of the virtual game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual object participating in the virtual game when entering the virtual game.

在本公开一个实施例提供的实施环境可以包括:第一终端设备、服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本公开所提供的界面显示控制方法的应用程序,服务器为执行本公开的提供的界面显示控制方法的服务器端。通过应用程序,使得第一终端设备和第二终端设备分别可以与服务器进行通信。The implementation environment provided in one embodiment of the present disclosure may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the interface display control method provided by the present disclosure, and the server is a server end that executes the interface display control method provided by the present disclosure. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

以第一终端设备为例,第一终端设备通过运行应用程序与服务器建立通信。在一可选的实施方式中,服务器根据应用程序的游戏请求建立虚拟对局。其中,虚拟对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,虚拟对局的参数可包括参与虚拟对局的人数、参与虚拟对局的角色级别等。当第一终端设备接收到游戏服务器的响应时,通过第一终端设备的图形用户界面显示虚拟对局所对应的游戏场景,第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中所显示的虚拟对象为该第一用户控制的玩家角色,第一用户通过图形用户界面输入操作指令,以控制虚拟对象在游戏场景中执行相应的操作。Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. The parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives a response from the game server, it The graphical user interface of the first terminal device displays the game scene corresponding to the virtual game. The first terminal device is a device controlled by a first user. The virtual object displayed in the graphical user interface of the first terminal device is a player character controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the game scene.

以第二终端设备为例,第二终端设备通过运行应用程序与服务器建立通信。在一可选的实施方式中,服务器根据应用程序的游戏请求建立虚拟对局。其中,虚拟对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,虚拟对局的参数可包括参与虚拟对局的人数、参与虚拟对局的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示虚拟对局所对应的游戏场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中所显示的虚拟对象为该第二用户控制的玩家角色,第二用户通过图形用户界面输入操作指令,以控制虚拟对象在虚拟场景中执行相应的操作。Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据游戏服务器下发的同步数据控制图形用户界面渲染出对应的游戏场景和/或虚拟对象。The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and/or virtual object according to the synchronization data sent by the game server.

在本实施方式中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象为处于同一局虚拟对局中的虚拟对象。其中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象可以具有相同的角色属性,也可以为具有不同的角色属性,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象属于相同的阵营,或者分属于敌对关系的不同阵营。参与到虚拟对局中的游戏AI虚拟对象可以具有所属阵营,例如,可以属于第一终端设备控制的虚拟对象所属的阵营,或者第二终端设备控制的虚拟对象所属的阵营,游戏AI虚拟对象也可以不存在所属阵营,在虚拟对局中与其他虚拟对象进行游戏交互。In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attributes, or can have different role attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual object participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may also not have a camp to which it belongs, and interact with other virtual objects in the virtual game.

需要说明的是,虚拟对局中,可以包括两个或是两个以上的虚拟对象,不同的虚拟对象可以分别对应不同的终端设备,也就是说,在虚拟对局中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

本公开实施例提供的界面显示控制方法可以应用于虚拟现实应用程序、三维地图程序、军事仿真程序、多人在线战术竞技游戏(MOBA)、多人枪战类生存游戏、第三人称对战游戏、第一人称对战游戏中的任一种。The interface display control method provided by the embodiments of the present disclosure can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gunfight survival games, third-person combat games, and first-person combat games.

在本公开其中一种实施例中的界面显示控制方法可以运行于本地终端设备或者是服务器。当该控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。The interface display control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,该控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud 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, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by the conventional electronic device. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, and the graphical user interface Including game screen, the processor is used to run the game, generate a graphical user interface and control the display of the graphical user interface on the display screen.

在一种可能的实施方式中,本公开实施例提供了一种界面显示控制方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。In a possible implementation, an embodiment of the present disclosure provides an interface display control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

为便于对本公开进行理解,下面对本公开实施例提供的界面显示控制方法、装置、电子设备及存储介质进行详细介绍。To facilitate understanding of the present disclosure, the interface display control method, device, electronic device and storage medium provided by the embodiments of the present disclosure are introduced in detail below.

请参阅图3,为本公开示例性实施例提供的界面显示控制方法的流程图,其通常被应用于游戏服务器中,例如,前述描述的云游戏服务器,但本公开不限于此。Please refer to Figure 3, which is a flowchart of an interface display control method provided in an exemplary embodiment of the present disclosure, which is generally applied to a game server, for example, the cloud game server described above, but the present disclosure is not limited thereto.

通过终端设备提供图形用户界面,图形用户界面上显示有至少部分的虚拟场景,虚拟场景中包括受控虚拟对象和目标对象。A graphical user interface is provided through the terminal device, and at least a part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object.

在本公开实施例中,受控虚拟对象为由终端设备操控的虚拟对象,目标对象可以是由其他玩家操控的虚拟对象,也可以是由非玩家操控的人工智能角色,还可以是虚拟物体,例如,虚拟场景中的虚拟道具、地面、建筑物、桥梁、树木、山、植被等。示例性的,上述目标对象允许被攻击、被拆解、被破坏。在游戏进程中,可以对虚拟环境中的目标对象的第一属性参数进行实时监测,并在图形用户界面上通过第一提示标识来向玩家展示该目标对象的第一属性参数的实时变化。进一步地,还可以根据目标对象的第一属性参数的变化向受控虚拟对象分配收益(如,向受控虚拟对象提供虚拟场景中的虚拟资源)。In the disclosed embodiment, the controlled virtual object is a virtual object controlled by a terminal device, and the target object can be a virtual object controlled by other players, or an artificial intelligence character controlled by a non-player, or a virtual object, for example, a virtual prop, ground, building, bridge, tree, mountain, vegetation, etc. in a virtual scene. Exemplarily, the above-mentioned target object is allowed to be attacked, disassembled, and destroyed. During the game process, the first attribute parameter of the target object in the virtual environment can be monitored in real time, and the real-time change of the first attribute parameter of the target object can be displayed to the player through the first prompt mark on the graphical user interface. Furthermore, the income can also be distributed to the controlled virtual object according to the change of the first attribute parameter of the target object (e.g., providing the controlled virtual object with virtual resources in the virtual scene).

如图1所示,本公开示例性实施例的界面显示控制方法具体包括:As shown in FIG1 , the interface display control method of the exemplary embodiment of the present disclosure specifically includes:

步骤S110:更新图形用户界面中呈现的虚拟场景内容。Step S110: updating the virtual scene content presented in the graphical user interface.

在本公开实施例中,可以通过以下方式中的至少一种来控制图形用户界面所呈现的虚拟场景内容的变化。In the embodiment of the present disclosure, the change of the virtual scene content presented by the graphical user interface can be controlled by at least one of the following methods.

一种方式,根据受控虚拟对象在虚拟场景中的位置变化来更新图形用户界面中呈现的虚拟场景内容。A method for updating virtual scene content presented in a graphical user interface according to a position change of a controlled virtual object in the virtual scene.

例如,响应于针对受控虚拟对象的移动控制指令,控制受控虚拟对象在虚拟场景中进行移动,以使所呈现的虚拟场景内容发生变化。For example, in response to a movement control instruction for a controlled virtual object, the controlled virtual object is controlled to move in the virtual scene, so that the presented virtual scene content changes.

另一种方式,根据受控虚拟对象观察视角的变化来更新图形用户界面中呈现的虚拟场景内容。Another way is to update the virtual scene content presented in the graphical user interface according to the change of the viewing angle of the controlled virtual object.

例如,响应于针对受控虚拟对象的视角调整指令,控制调整受控虚拟对象的视角,以使所呈现的虚拟场景内容发生变化。For example, in response to a view angle adjustment instruction for a controlled virtual object, the view angle of the controlled virtual object is controlled to adjust so that the presented virtual scene content changes.

示例性的,在图形用户界面中所呈现的虚拟场景内容可以是通过一虚拟摄像机拍摄虚拟场景而获得的场景画面,也就是说,该场景画面可以是以预设视角对虚拟场景进行观察的画面,该预设视角是在虚拟场景中通过虚拟摄像机对受控虚拟对象进行观察时的角度。Exemplarily, the virtual scene content presented in the graphical user interface may be a scene picture obtained by shooting the virtual scene with a virtual camera, that is, the scene picture may be a picture of observing the virtual scene from a preset perspective, which is the angle at which the controlled virtual object is observed in the virtual scene through the virtual camera.

上述虚拟摄像机是在虚拟场景中位于虚拟对象身体上或者虚拟对象周围的摄像机模型,通过该摄像机模型可以以不同视角对位于虚拟场景中的虚拟对象进行观察。可选地,虚拟摄像机在应用程序所显示的虚拟场景中不会进行实际显示,即,在图形用户界面显示的虚拟场景内容中无法看到该虚拟摄像机。The virtual camera is a camera model located on the body of a virtual object or around a virtual object in a virtual scene, through which the virtual object in the virtual scene can be observed from different perspectives. Optionally, the virtual camera will not be actually displayed in the virtual scene displayed by the application, that is, the virtual camera cannot be seen in the virtual scene content displayed by the graphical user interface.

示例性的,每个受控虚拟对象在虚拟场景中存在一一对应的虚拟摄像机,虚拟摄像机的位置与受控虚拟对象的位置同步变化,即,虚拟摄像机在虚拟场景中对受控虚拟对象进行自动跟随,以使得虚拟摄像机所采集的场景画面随着受控虚拟对象在虚拟场景中的移动而变化。可选地,在自动跟随过程中,虚拟摄像机和受控虚拟对象的相对位置不发生变化。Exemplarily, each controlled virtual object has a one-to-one corresponding virtual camera in the virtual scene, and the position of the virtual camera changes synchronously with the position of the controlled virtual object, that is, the virtual camera automatically follows the controlled virtual object in the virtual scene, so that the scene image captured by the virtual camera changes as the controlled virtual object moves in the virtual scene. Optionally, during the automatic following process, the relative position of the virtual camera and the controlled virtual object does not change.

可选地,上述预设视角可以是以虚拟对象的第一人称视角、第三人称视角、或者瞄具视角在虚拟环境中进行观察时的观察角度。Optionally, the preset viewing angle may be an observation angle when observing the virtual object in a virtual environment from a first-person perspective, a third-person perspective, or a sighting perspective.

示例性的,第一人称视角是通过设置在虚拟对象身上或者周围的第一人称摄像机对虚拟场景进行观察时的视角。可选地,第一人称视角是通过设置在虚拟对象的胸部的第一人称摄像机对虚拟场景进行观察时的视角,或者,第一人称视角是通过设置在虚拟对象的头部的第一人称摄像机对虚拟场景进行观察时的视角,或者,第一人称视角是通过设置在虚拟对象的颈部的第一人称摄像机对虚拟场景进行观察时的视角。在第一人称视角对应的场景画面中,无法查看到虚拟对象的虚拟模型中的头部或者躯干部分,但有可能查看到虚拟对象的手臂或者脚部。可选地,第一人称摄像机与虚拟对象的头部、颈部或者胸部进行第一绑定,该第一绑定是指在大部分情况下,第一人称摄像机与虚拟对象的头部、颈部或者胸部的相对位置不发生改变。也即,当虚拟对象的头部、颈部或者胸部发生转向时,该第一人称摄像机也会发生相应的旋转,当虚拟对象的头部、颈部或胸部发生位移时,该第一人称摄像机也会发生相应的位移。Exemplarily, the first-person perspective is the perspective of observing the virtual scene through a first-person camera set on or around the virtual object. Optionally, the first-person perspective is a first-person camera set on the chest of the virtual object. The first-person perspective is the perspective of a first-person camera when observing a virtual scene, or the first-person perspective is the perspective of a first-person camera set on the head of a virtual object when observing a virtual scene, or the first-person perspective is the perspective of a first-person camera set on the neck of a virtual object when observing a virtual scene. In the scene picture corresponding to the first-person perspective, the head or torso of the virtual model of the virtual object cannot be viewed, but the arms or feet of the virtual object may be viewed. Optionally, the first-person camera is first bound to the head, neck or chest of the virtual object, and the first binding means that in most cases, the relative position of the first-person camera and the head, neck or chest of the virtual object does not change. That is, when the head, neck or chest of the virtual object turns, the first-person camera will also rotate accordingly, and when the head, neck or chest of the virtual object is displaced, the first-person camera will also be displaced accordingly.

第三人称视角是通过设置在虚拟对象的周侧的第三人称虚拟摄像机对虚拟场景进行观察时的视角。例如,第三人称虚拟摄像机可以位于虚拟对象的脑后或者背后,或者,第三人称虚拟摄像机还可以相对于受控虚拟对象具有镜头高度,示例性的,第三人称虚拟摄像机可以以一定的镜头高度、以倾斜角度向下俯视受控虚拟对象。The third-person perspective is the perspective of observing the virtual scene through a third-person virtual camera set on the side of the virtual object. For example, the third-person virtual camera can be located behind the head or back of the virtual object, or the third-person virtual camera can also have a lens height relative to the controlled virtual object. For example, the third-person virtual camera can look down at the controlled virtual object at a certain lens height and at an inclined angle.

瞄具视角是通过设置在虚拟对象所持有的虚拟武器(如虚拟枪械)上的瞄具摄像机对虚拟场景进行观察时的视角,该瞄具摄像机位于虚拟武器上瞄具所在的装配位置。示例性的,在瞄具视角对应的场景画面中,能够查看到瞄具的外框特征,例如,机载瞄具的物体瞄准点、瞄准镜的镜筒和准星等。可选地,瞄具摄像机与虚拟武器进行第二绑定。该第二绑定是指瞄具摄像机与虚拟枪械的相对位置不发生改变。也即,当虚拟枪械发生转向时,该瞄具摄像机也会发生相应的旋转,当虚拟枪械发生位移时,该瞄具摄像机也会发生相应的位移。The sighting angle is the angle of view when observing the virtual scene through the sighting camera set on the virtual weapon (such as a virtual firearm) held by the virtual object, and the sighting camera is located at the assembly position of the sight on the virtual weapon. Exemplarily, in the scene picture corresponding to the sighting angle, the outer frame features of the sight can be viewed, such as the object aiming point of the airborne sight, the lens barrel and the front sight of the sight, etc. Optionally, the sighting camera is secondly bound to the virtual weapon. The second binding means that the relative position of the sighting camera and the virtual firearm does not change. That is, when the virtual firearm turns, the sighting camera will also rotate accordingly, and when the virtual firearm is displaced, the sighting camera will also be displaced accordingly.

基于此,当受控虚拟对象在虚拟场景中的位置发生变化时,与该受控虚拟对象对应的虚拟摄像机的位置随之变化,当受控虚拟对象的观察视角发生变化时,与该受控虚拟对象对应的虚拟摄像机的视角也随之变化,从而使得虚拟摄像机所拍摄的虚拟场景内容同步变化。Based on this, when the position of the controlled virtual object in the virtual scene changes, the position of the virtual camera corresponding to the controlled virtual object changes accordingly. When the observation angle of the controlled virtual object changes, the angle of view of the virtual camera corresponding to the controlled virtual object also changes accordingly, thereby making the virtual scene content captured by the virtual camera change synchronously.

步骤S120:在目标对象出现于图形用户界面中时,响应于受控虚拟对象与目标对象间发生指定的交互行为,基于目标对象在图形用户界面中的呈现方式在图形用户界面中确定一标识显示位置。Step S120: When the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, a marker display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface.

在本公开实施例中,可以预先针对第一提示标识的显示配置触发机制,示例性的,该触发机制可以包括但不限于以下项中的至少一项:目标对象出现于图形用户界面中、受控虚拟对象与目标对象间发生指定的交互行为。In an embodiment of the present disclosure, a trigger mechanism may be configured in advance for the display of the first prompt identifier. Exemplarily, the trigger mechanism may include but is not limited to at least one of the following items: a target object appears in a graphical user interface, and a specified interactive behavior occurs between the controlled virtual object and the target object.

在上述触发机制被满足时,确定标识显示位置,以在图形用户界面上显示第一提示标识。在上述触发机制未被满足时,可以不显示目标对象的第一提示标识,或者也可以将第一提示标识配置为在固定位置处显示(即,采用下述的第二显示机制),以减少计算量。When the trigger mechanism is satisfied, the display position of the mark is determined to display the first prompt mark on the graphical user interface. When the trigger mechanism is not satisfied, the first prompt mark of the target object may not be displayed, or the first prompt mark may be configured to be displayed at a fixed position (i.e., using the second display mechanism described below) to reduce the amount of calculation.

这里,指定的交互行为可以包括但不限于对第一属性参数进行调整的游戏行为。即,受控虚拟对象与目标对象之间所发生的交互行为能够引起目标对象的第一属性参数发生变化。Here, the specified interactive behavior may include but is not limited to a game behavior of adjusting the first attribute parameter. That is, the interactive behavior between the controlled virtual object and the target object can cause the first attribute parameter of the target object to change.

这里,第一属性参数可以指用于表征目标对象的状态属性的参数,示例性的,第一属性参数为数值类游戏特征,即,能够以数值形式来表征目标对象的状态属性,作为示例,该第一属性参数可以包括但不限于以下项中的至少一项:目标对象的生命值、目标对象的防御值、目标对象的攻击值、目标对象的速度值。Here, the first attribute parameter may refer to a parameter used to characterize the state attribute of the target object. Exemplarily, the first attribute parameter is a numerical game feature, that is, it can characterize the state attribute of the target object in numerical form. As an example, the first attribute parameter may include but is not limited to at least one of the following items: the health value of the target object, the defense value of the target object, the attack value of the target object, and the speed value of the target object.

一种情况,指定的交互行为包括用于对第一属性参数进行属性增益的交互行为。In one embodiment, the specified interactive behavior includes an interactive behavior for performing attribute gain on the first attribute parameter.

此时,上述交互行为能够为目标对象的第一属性参数带来正面影响,例如,可以通过上述交互行为来增加第一属性参数的数值。应理解,若第一属性参数为用于表征削弱目标对象的战斗能力的属性参数,上述交互行为也可以为减少第一属性参数的数值,以提升目标对象的战斗能力。例如,第一属性参数用于表征虚拟毒气的浓度值,浓度值越高,目标对象的反应速度越慢(如,移动速度慢、技能释放频率低等),该虚拟毒气可以是敌对关系的受控虚拟对象施加到该目标对象上的,此时,上述交互行为可以用于减少虚拟毒气的浓度值,以对目标对象的战斗能力带来正面影响。At this time, the above-mentioned interactive behavior can bring a positive impact to the first attribute parameter of the target object. For example, the value of the first attribute parameter can be increased through the above-mentioned interactive behavior. It should be understood that if the first attribute parameter is an attribute parameter used to characterize the weakening of the target object's combat capability, the above-mentioned interactive behavior can also be to reduce the value of the first attribute parameter to enhance the target object's combat capability. For example, the first attribute parameter is used to characterize the concentration value of the virtual poison gas. The higher the concentration value, the lower the target object's combat capability. The slower the object's reaction speed (such as slow movement speed, low skill release frequency, etc.), the virtual poison gas can be applied to the target object by a controlled virtual object in a hostile relationship. At this time, the above-mentioned interactive behavior can be used to reduce the concentration value of the virtual poison gas to have a positive impact on the target object's combat capability.

另一种情况,指定的交互行为包括用于对第一属性参数进行属性减益的交互行为。In another case, the specified interactive behavior includes an interactive behavior for degrading the first attribute parameter.

此时,上述交互行为能够为目标对象的第一属性参数带来负面影响,例如,可以通过上述交互行为来减少第一属性参数的数值。以上述第一属性参数用于表征虚拟毒气的浓度值为例,上述交互行为也可以用于增加虚拟毒气的浓度值,以对目标对象的战斗能力带来负面影响。At this time, the above interaction behavior can have a negative impact on the first attribute parameter of the target object. For example, the value of the first attribute parameter can be reduced through the above interaction behavior. Taking the first attribute parameter used to characterize the concentration value of the virtual poison gas as an example, the above interaction behavior can also be used to increase the concentration value of the virtual poison gas to have a negative impact on the combat capability of the target object.

在本公开一优选实施例中,上述目标对象可以是位于虚拟场景中满足以下条件中的至少一项的虚拟对象。In a preferred embodiment of the present disclosure, the target object may be a virtual object located in a virtual scene that satisfies at least one of the following conditions.

条件之一:虚拟模型的体积大于设定阈值的虚拟对象。One of the conditions: the volume of the virtual model is larger than the virtual object with a set threshold.

虚拟场景中所创建的各虚拟对象通常是在虚拟场景中以虚拟模型的形式来呈现,该虚拟模型可以是二维模型、2.5维模型或者三维模型,此时,可以将虚拟模型的体积大于设定阈值的虚拟对象确定为目标对象,从而在上述触发机制被满足时,确定标识显示位置。对于虚拟模型的体积小于或者等于设定阈值的虚拟对象,则可以通过其他方式(如下述的第二显示机制或者其他显示方式)来确定标识显示位置。Each virtual object created in the virtual scene is usually presented in the form of a virtual model in the virtual scene. The virtual model can be a two-dimensional model, a 2.5-dimensional model or a three-dimensional model. At this time, a virtual object whose volume of the virtual model is greater than a set threshold can be determined as a target object, so that when the above trigger mechanism is satisfied, the logo display position is determined. For a virtual object whose volume of the virtual model is less than or equal to the set threshold, the logo display position can be determined by other means (such as the second display mechanism or other display methods described below).

条件之二:能够在虚拟场景中被拆解的虚拟对象。Condition 2: Virtual objects that can be disassembled in virtual scenes.

在虚拟场景内所创建的各虚拟对象中,部分虚拟对象可以响应受控虚拟对象的交互行为,如,攻击行为、拆除行为,另一部分虚拟对象无法与受控虚拟对象进行交互,其对上述攻击行为、拆除行为不进行响应。此时,可以将能够响应受控虚拟对象的交互行为的虚拟对象确定为目标对象。Among the virtual objects created in the virtual scene, some virtual objects can respond to the interactive behaviors of the controlled virtual objects, such as attack behaviors and demolition behaviors, while other virtual objects cannot interact with the controlled virtual objects and do not respond to the above-mentioned attack behaviors and demolition behaviors. At this time, the virtual objects that can respond to the interactive behaviors of the controlled virtual objects can be determined as target objects.

条件之三:配置有第一显示机制的虚拟对象。Condition three: A virtual object configured with a first display mechanism.

这里,第一显示机制可以指示虚拟对象的第一提示标识的标识显示位置随着虚拟对象在图形用户界面中的呈现方式的变化而变化。此时,可以将配置有第一显示机制的虚拟对象确定为目标对象。Here, the first display mechanism may indicate that the display position of the first prompt identifier of the virtual object changes with the change of the presentation mode of the virtual object in the graphical user interface. At this time, the virtual object configured with the first display mechanism may be determined as the target object.

在本公开实施例中,可以预先针对虚拟场景中的各虚拟对象配置对应的显示机制,在游戏进程中,按照所配置的显示机制来呈现各虚拟对象的第一属性参数。In the disclosed embodiment, a corresponding display mechanism may be pre-configured for each virtual object in a virtual scene, and during the game process, the first attribute parameter of each virtual object may be presented according to the configured display mechanism.

具体的,响应于受控虚拟对象与目标对象间发生指定的交互行为,确定针对目标对象所配置的显示机制,在针对目标对象所配置的显示机制为第一显示机制时,控制目标对象的第一提示标识的标识显示位置随着目标对象在图形用户界面中的呈现方式的变化而变化,在针对目标对象所配置的显示机制为第二显示机制时,将标识显示位置定位到目标对象上,例如,将标识显示位置绑定到目标对象的虚拟模型的顶部或者中心处,以使第一提示标识的标识显示位置跟随目标对象的移动对应变化。Specifically, in response to a specified interactive behavior between the controlled virtual object and the target object, a display mechanism configured for the target object is determined; when the display mechanism configured for the target object is a first display mechanism, a display position of a first prompt logo that controls the target object changes as the presentation method of the target object in a graphical user interface changes; when the display mechanism configured for the target object is a second display mechanism, the logo display position is positioned on the target object, for example, the logo display position is bound to the top or center of the virtual model of the target object, so that the logo display position of the first prompt logo changes accordingly with the movement of the target object.

在本公开实施例中,目标对象在图形用户界面中的呈现方式的变化可以包括但不限于目标对象被呈现在图形用户界面中的显示区域大小的变化。In the embodiment of the present disclosure, the change in the presentation manner of the target object in the graphical user interface may include, but is not limited to, a change in the size of the display area where the target object is presented in the graphical user interface.

第一种情况,目标对象在图形用户界面中为局部呈现方式。In the first case, the target object is presented locally in the graphical user interface.

此时,在图形用户界面中呈现局部的目标对象。即,由于受控虚拟对象在虚拟场景中的移动、目标对象的移动、和/或受控虚拟对象的视角改变,目标对象仅有部分被呈现在图形用户界面中,另一部分处于图形用户界面之外。At this time, a partial target object is presented in the graphical user interface. That is, due to the movement of the controlled virtual object in the virtual scene, the movement of the target object, and/or the change of the viewing angle of the controlled virtual object, only a part of the target object is presented in the graphical user interface, and the other part is outside the graphical user interface.

第二种情况,目标对象在图形用户界面中为整体呈现方式。In the second case, the target object is presented as a whole in the graphical user interface.

此时,在图形用户界面中呈现完整的目标对象。即,由于受控虚拟对象在虚拟场景中的移动、目标对象的移动、和/或受控虚拟对象的视角改变,目标对象的整体被呈现在图形用户界面中。At this time, the complete target object is presented in the graphical user interface. That is, due to the movement of the controlled virtual object in the virtual scene, the movement of the target object, and/or the change of the viewing angle of the controlled virtual object, the entire target object is presented in the graphical user interface.

在本公开实施例中,第一提示标识的标识显示位置随呈现方式的变化而变化。例如,针对上述整体呈现方式,标识显示位置与目标对象的虚拟模型上的一固定位置进行绑定,即,标识显示位置与目标对象的相对位置不发生改变。此时,随着在图形用户界面中的虚拟场景内容的变化,第一提示标识始终被显示在目标对象的固定位置处。示例性的,响应于目标对象被完整呈现在图形用户界面中,将目标对象的顶部确定为标识显示位置。应理解,也可以将目标对象的除顶部之外的其他位置确定为标识显示位置,如,目标对象的中心处、目标对象的周侧,本公开对此不做限制。In the embodiment of the present disclosure, the display position of the first prompt logo changes with the change of the presentation mode. For example, for the above-mentioned overall presentation mode, the display position of the logo is bound to a fixed position on the virtual model of the target object. That is, the relative position of the identification display position and the target object does not change. At this time, as the virtual scene content in the graphical user interface changes, the first prompt identification is always displayed at a fixed position of the target object. Exemplarily, in response to the target object being fully presented in the graphical user interface, the top of the target object is determined as the identification display position. It should be understood that other positions of the target object other than the top can also be determined as the identification display position, such as the center of the target object and the surrounding side of the target object, and the present disclosure does not limit this.

针对上述局部呈现方式,可以控制标识显示位置与目标对象的相对位置之间发生改变。示例性的,该标识显示位置可以跟随目标对象在图形用户界面中的显示面积的变化而变化。For the above-mentioned partial presentation mode, the relative position between the logo display position and the target object can be controlled to change. Exemplarily, the logo display position can change with the change of the display area of the target object in the graphical user interface.

这里,标识显示位置可以是指第一提示标识在目标对象的虚拟模型的局部坐标系下的设置位置,在上述整体呈现方式下,标识显示位置在该局部坐标系下的位置不发生变化,在上述局部呈现方式下,标识显示位置在该局部坐标系下的位置随目标对象的显示面积的变化而变化。也就是说,当目标对象的呈现方式在整体呈现方式与局部呈现方式之间来回变化时,针对标识显示位置的确定也在固定位置与变化位置之间来回变化。Here, the logo display position may refer to the setting position of the first prompt logo in the local coordinate system of the virtual model of the target object. In the above-mentioned overall presentation mode, the position of the logo display position in the local coordinate system does not change. In the above-mentioned local presentation mode, the position of the logo display position in the local coordinate system changes with the change of the display area of the target object. In other words, when the presentation mode of the target object changes back and forth between the overall presentation mode and the local presentation mode, the determination of the logo display position also changes back and forth between the fixed position and the changed position.

针对上述标识显示位置跟随目标对象在图形用户界面中的显示面积的变化而变化的情况,可以采用下述方式之一来确定标识显示位置。In view of the above situation that the display position of the mark changes with the change of the display area of the target object in the graphical user interface, one of the following methods may be used to determine the display position of the mark.

在一示例中,将目标对象在图形用户界面中的显示面积的几何中心点确定为标识显示位置。In one example, a geometric center point of a display area of the target object in the graphical user interface is determined as the identified display position.

此时,将第一提示标识的标识显示位置与上述几何中心点之间建立绑定关系,以使随着在图形用户界面中的虚拟场景内容的变化,第一提示标识始终处于目标对象的显示面积的几何中心点处。At this time, a binding relationship is established between the display position of the first prompt logo and the above-mentioned geometric center point, so that as the virtual scene content in the graphical user interface changes, the first prompt logo is always located at the geometric center point of the display area of the target object.

这里,虚拟场景内容在图形用户界面中以预设帧率来显示,该帧率是指以帧(fps)为单位的位图图像连续出现在图形用户界面上的频率(也可称为速率)。示例性的,可以针对每帧图形用户界面,确定目标对象在该帧图形用户界面中的显示面积的几何中心点,将所确定的几何中心点确定为标识显示位置,这样,随着目标对象在每帧图形用户界面中的显示面积的变化,标识显示位置也随之变化。Here, the virtual scene content is displayed in the graphical user interface at a preset frame rate, which refers to the frequency (also referred to as rate) at which a bitmap image in units of frames (fps) continuously appears on the graphical user interface. Exemplarily, for each frame of the graphical user interface, the geometric center point of the display area of the target object in the frame of the graphical user interface can be determined, and the determined geometric center point can be determined as the logo display position, so that as the display area of the target object in each frame of the graphical user interface changes, the logo display position also changes accordingly.

优选地,由于受控虚拟对象在虚拟场景中的移动、目标对象的移动、和/或受控虚拟对象的视角改变,通常不会发生较大突变,因此,可以针对多帧图形用户界面,计算一次目标对象的显示面积,以减少计算量。Preferably, since the movement of the controlled virtual object in the virtual scene, the movement of the target object, and/or the change in the viewing angle of the controlled virtual object usually do not undergo large mutations, the display area of the target object can be calculated once for multiple frames of the graphical user interface to reduce the amount of calculation.

示例性的,由于在移动过程中,在图形用户界面中所呈现的虚拟场景内容具有一定的连续性,此时,可以响应于受控虚拟对象和/或目标对象在虚拟场景中的持续移动,以预设间隔来计算一显示面积。这里,该预设间隔可以包括预定帧数的图形用户界面,本领域技术人员可以根据实际需求来设置预设间隔的大小,本公开对此不做限制。For example, since the virtual scene content presented in the graphical user interface has a certain continuity during the movement, at this time, a display area can be calculated at a preset interval in response to the continuous movement of the controlled virtual object and/or the target object in the virtual scene. Here, the preset interval may include a graphical user interface with a predetermined number of frames, and those skilled in the art may set the size of the preset interval according to actual needs, and the present disclosure does not limit this.

此外,由于在进行视角切换时,切换前后在图形用户界面中所呈现的虚拟场景内容可能存在较为明显的差异性,此时,可以响应于受控虚拟对象的视角改变,针对每帧图形用户界面来计算目标对象的显示面积。In addition, since there may be obvious differences in the virtual scene content presented in the graphical user interface before and after the switch when the perspective is switched, the display area of the target object can be calculated for each frame of the graphical user interface in response to the change in the perspective of the controlled virtual object.

在另一示例中,将目标对象在图形用户界面中的显示面积的几何中心点的周侧确定为标识显示位置。In another example, the periphery of the geometric center point of the display area of the target object in the graphical user interface is determined as the identified display position.

在本公开一优选实施例中,在图形用户界面上可以还显示有一准星,该准星用于指示受控虚拟对象在虚拟场景中的瞄准方向。示例性的,上述准星可以通过以下至少一种方式被显示在图形用户界面上:在受控虚拟对象装备上具有瞄具的虚拟武器时被显示、在受控虚拟对象使用(释放)具有技能作用方向的虚拟技能时被显示、针对受控虚拟对象在图形用户界面上常驻显示。In a preferred embodiment of the present disclosure, a crosshair may be further displayed on the graphical user interface, and the crosshair is used to indicate the aiming direction of the controlled virtual object in the virtual scene. Exemplarily, the crosshair may be displayed on the graphical user interface in at least one of the following ways: displayed when the controlled virtual object is equipped with a virtual weapon with a sight, displayed when the controlled virtual object uses (releases) a virtual skill with a skill action direction, or displayed permanently on the graphical user interface for the controlled virtual object.

在此情况下,针对在图形用户界面上存在的两种标识(准星和第一提示标识),可以采用以下方式来确定两者的显示位置。In this case, for the two logos (the crosshair and the first prompt logo) on the graphical user interface, the display positions of the two logos may be determined in the following manner.

示例性的,可以响应于几何中心点与准星之间存在至少部分重叠,控制将准星的关联位置确定为标识显示位置。这里,该关联位置可以包括但不限于:准星的周侧靠近几何中心点的第一位置,例如,第一位置可指准星与几何中心点之间的虚拟连线上的预设点,该预设点可以是虚拟连线的中点、靠近准星的一点、或者靠近几何中心点的一点。但本公开不限于此,上述关联位置还可以是准星的周侧远离几何中心点的第二位置。应理解,上述虚拟连续仅用于确定第一位置,并不在图形用户界面上显示出来。For example, in response to at least a partial overlap between the geometric center point and the crosshair, the associated position of the crosshair can be controlled to be determined as the identification display position. Here, the associated position may include but is not limited to: the side of the crosshair near the geometric center point; The first position of the center point, for example, the first position may refer to a preset point on the virtual line between the crosshairs and the geometric center point, and the preset point may be the midpoint of the virtual line, a point close to the crosshairs, or a point close to the geometric center point. However, the present disclosure is not limited thereto, and the above-mentioned associated position may also be a second position on the side of the crosshairs away from the geometric center point. It should be understood that the above-mentioned virtual continuum is only used to determine the first position and is not displayed on the graphical user interface.

除此之外,还可以响应于几何中心点与准星之间存在至少部分重叠,控制将准星所在位置确定为标识显示位置,并在图形用户界面上取消对准星的显示。示例性的,准星通常被显示在图形用户界面(或者受控虚拟对象的视野范围)的中心处,此时,在检测到几何中心点与准星之间存在至少部分重叠时,在图形用户界面的中心处仅显示第一提示标识。这里,该第一提示标识不仅用于指示目标对象的第一属性参数,还用于指示受控虚拟对象在虚拟场景中的瞄准方向。In addition, in response to at least partial overlap between the geometric center point and the crosshair, the position of the crosshair can be controlled to be determined as the identification display position, and the display of the crosshair can be cancelled on the graphical user interface. Exemplarily, the crosshair is usually displayed at the center of the graphical user interface (or the field of view of the controlled virtual object). At this time, when at least partial overlap between the geometric center point and the crosshair is detected, only the first prompt mark is displayed at the center of the graphical user interface. Here, the first prompt mark is used not only to indicate the first attribute parameter of the target object, but also to indicate the aiming direction of the controlled virtual object in the virtual scene.

在本公开示例性实施例中,目标对象在虚拟场景中以三维虚拟模型的形式来呈现,或者,也可以在虚拟场景中以二维虚拟模型的形式或者2.5维虚拟模型的形式来呈现,本公开对此不做限制。下面结合图4来介绍针对三维虚拟模型形式呈现的目标对象的显示面积的确定方式。In an exemplary embodiment of the present disclosure, the target object is presented in the form of a three-dimensional virtual model in the virtual scene, or it can also be presented in the form of a two-dimensional virtual model or a 2.5-dimensional virtual model in the virtual scene, and the present disclosure does not limit this. The following describes a method for determining the display area of a target object presented in the form of a three-dimensional virtual model in conjunction with FIG.

图4示出本公开示例性实施例提供的确定目标对象的显示面积的步骤的流程图。FIG. 4 is a flowchart showing steps of determining a display area of a target object provided by an exemplary embodiment of the present disclosure.

如图4所示,在步骤S201中,确定目标对象对应的三维虚拟模型被显示在图形用户界面中的区域范围。As shown in FIG. 4 , in step S201 , the region in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface is determined.

这里,上述区域范围可指三维虚拟模型投影到图形用户界面上的区域。示例性的,可以仅关注区域范围的大小,无需关注区域范围内目标对象的具体形貌。Here, the above-mentioned area range may refer to the area where the three-dimensional virtual model is projected onto the graphical user interface. For example, only the size of the area range may be concerned, without paying attention to the specific appearance of the target object within the area range.

在步骤S202中,根据区域范围对应的等效计算区域,确定显示面积。In step S202, the display area is determined according to the equivalent calculation area corresponding to the area range.

这里,由于目标对象的三维虚拟模型可能是不规则的形状,其被投影到图形用户界面上所形成的区域范围很可能是不规则的二维图形,为减小计算量、提高计算速率,可以确定一包含该区域范围的等效计算区域,将该等效计算区域的面积等效为区域范围的显示面积,示例性的,该等效计算区域可以满足以下条件:规则的(如,矩形、圆形、扇形、梯形等)、包含上述区域范围、与区域范围的实际显示面积偏差最小。作为示例,可以将上述区域范围的最小外接矩形确定为等效计算区域。Here, since the three-dimensional virtual model of the target object may be an irregular shape, the area formed by projecting it onto the graphical user interface may be an irregular two-dimensional graphic. In order to reduce the amount of calculation and increase the calculation rate, an equivalent calculation area containing the area can be determined, and the area of the equivalent calculation area is equivalent to the display area of the area. Exemplarily, the equivalent calculation area can meet the following conditions: regular (such as rectangular, circular, sector, trapezoidal, etc.), containing the above-mentioned area, and having the smallest deviation from the actual display area of the area. As an example, the minimum circumscribed rectangle of the above-mentioned area can be determined as the equivalent calculation area.

通过上述方式,可以根据目标对象在屏幕中的显示面积,动态调整第一提示标识的标识显示位置,这样,无论受控虚拟对象的观察视角如何变化、受控虚拟对象和/或目标对象在虚拟场景中如何移动、目标对象的尺寸如何设置,用于指示目标对象的第一属性参数的第一提示标识均能准确地显示在屏幕中,以便于玩家观察与交互。Through the above method, the display position of the first prompt logo can be dynamically adjusted according to the display area of the target object on the screen. In this way, no matter how the observation angle of the controlled virtual object changes, how the controlled virtual object and/or the target object moves in the virtual scene, or how the size of the target object is set, the first prompt logo indicating the first attribute parameter of the target object can be accurately displayed on the screen to facilitate player observation and interaction.

应理解,上述将目标对象在图形用户界面中的显示面积的几何中心点作为标识显示位置的方式仅为一优选示例,该标识显示位置还可以根据游戏的逻辑要求和/或游戏界面的布局方式进行更改,至少确保在图形用户界面中的虚拟场景内容发生变化的过程中,该第一提示标识被显示在屏幕中,本公开对于第一提示标识的具体显示位置不做限制。It should be understood that the above-mentioned method of using the geometric center point of the display area of the target object in the graphical user interface as the identification display position is only a preferred example. The identification display position can also be changed according to the logical requirements of the game and/or the layout of the game interface, at least to ensure that the first prompt logo is displayed on the screen during the process of changes in the virtual scene content in the graphical user interface. The present disclosure does not limit the specific display position of the first prompt logo.

返回图1,步骤S130:在标识显示位置显示用于指示目标对象的第一属性参数的第一提示标识。Returning to FIG. 1 , step S130 : displaying a first prompt mark indicating a first attribute parameter of a target object at the mark display position.

如上,目标对象可以是动态对象,也可以是静态对象,对于静态对象(如虚拟建筑物),即使虚拟建筑物在虚拟场景中是固定放置的,但由于该虚拟建筑物在图形用户界面中的显示面积会发生变化,使得针对虚拟建筑物的第一提示标识的标识显示位置也会在图形用户界面中发生变化。As mentioned above, the target object can be a dynamic object or a static object. For a static object (such as a virtual building), even if the virtual building is fixed in the virtual scene, the display area of the virtual building in the graphical user interface will change, so the display position of the first prompt logo for the virtual building will also change in the graphical user interface.

对于相关技术中,将角色名称或者血量值显示在虚拟对象的虚拟模型的顶部的情况,虽然虚拟对象在虚拟场景中移动时,角色名称或者血量值也会随之移动,但其显示位置始终是虚拟模型的顶部,该显示位置相对于虚拟模型是固定的。而本公开中的第一提示标识的标识显示位置是根据目标对象在图形用户界面中的呈现方式的变化而变化的,使得该标识显示位置相对于虚拟模型是变化的。In the case of displaying the character name or health value on the top of the virtual model of the virtual object in the related art, although the character name or health value will move with it when the virtual object moves in the virtual scene, its display position is always the top of the virtual model, and the display position is fixed relative to the virtual model. However, the display position of the first prompt mark in the present disclosure changes according to the change of the presentation method of the target object in the graphical user interface, so that the display position of the mark changes relative to the virtual model.

在本公开实施例中,在图形用户界面上所显示的第一提示标识作用之一是便于查看目标对象的第一属性参数,作用之二是便于控制受控虚拟对象与目标对象进行交互。也就是说,通过第一提示标识使得玩家能够清晰知晓目标对象针对指定的交互行为的反馈,及时获知指定的交互行为在目标对象上的具体作用进度,以便于玩家制定针对目标对象和/或在本次虚拟对局中的作战计划。In the disclosed embodiment, the first prompt mark displayed on the graphical user interface has one function of facilitating viewing of the first attribute parameter of the target object, and a second function of facilitating controlling the controlled virtual object to interact with the target object. In other words, the first prompt mark enables the player to clearly know the feedback of the target object for the specified interactive behavior, and timely know the specific progress of the specified interactive behavior on the target object, so that the player can formulate a battle plan for the target object and/or in this virtual game.

在本公开实施例中,针对第一提示标识的显示可以采用下述方式:第一提示标识仅对受控虚拟对象可见。In the embodiment of the present disclosure, the first prompt mark may be displayed in the following manner: the first prompt mark is visible only to the controlled virtual object.

如上,针对目标对象的第一提示标识的显示需要操控受控虚拟对象的玩家自己触发,本次虚拟对局中的其他玩家对目标对象实施指定的交互行为时,并不会在操控受控虚拟对象的玩家自己的屏幕内显示目标对象的第一提示标识。这样避免了不同玩家在不同位置针对目标对象实施指定的交互行为时,游戏服务器难以进行位置显示的逻辑判断,增加计算资源的消耗。As mentioned above, the display of the first prompt mark for the target object needs to be triggered by the player who controls the controlled virtual object. When other players in this virtual game perform designated interactive behaviors on the target object, the first prompt mark of the target object will not be displayed on the screen of the player who controls the controlled virtual object. This avoids the situation where different players perform designated interactive behaviors on the target object at different locations, making it difficult for the game server to make logical judgments on the position display, thereby increasing the consumption of computing resources.

在一可选实施例中,可以在针对目标对象显示第一提示标识的基础上,同时显示用于指示指定的交互行为在目标对象上的作用效果(和/或作用进度、和/或残破度)的视觉特效,该视觉特效可以以点状形式或者面状形式来呈现,示例性的,点状形式的作用点或者面状形式的中心点可以与第一提示标识的标识显示位置重合。随着第一属性参数的不断变化,对应的视觉特效也呈连续性的变化。In an optional embodiment, on the basis of displaying the first prompt mark for the target object, a visual effect indicating the effect (and/or progress of the action, and/or degree of damage) of the specified interactive behavior on the target object can be displayed at the same time. The visual effect can be presented in a point form or a surface form. For example, the point of action in the point form or the center point in the surface form can coincide with the display position of the first prompt mark. As the first attribute parameter changes continuously, the corresponding visual effect also changes continuously.

这样,通过目标对象的第一提示标识的变化和/或视觉特效的呈现,玩家能够实时观察目标对象的第一属性参数,从而更好地掌握指定的交互行为的情况。第一提示标识始终被显示在屏幕内,使得玩家能够方便、快捷、及时感知指定的交互行为针对目标对象的具体进度。In this way, through the changes in the first prompt mark of the target object and/or the presentation of visual effects, the player can observe the first attribute parameter of the target object in real time, so as to better understand the situation of the specified interactive behavior. The first prompt mark is always displayed on the screen, so that the player can conveniently, quickly and timely perceive the specific progress of the specified interactive behavior on the target object.

本公开的上述针对第一属性参数的显示方式,不改变现有的目标对象的第一属性参数的呈现方式,仅是调整了标识显示位置,可以避免增加额外的学习成本。The above-mentioned display method for the first attribute parameter of the present disclosure does not change the existing presentation method of the first attribute parameter of the target object, but only adjusts the display position of the logo, which can avoid increasing additional learning costs.

下面结合图5-图9来介绍本公开实施例中针对第一提示标识的显示方式。The following describes the display method of the first prompt mark in the embodiment of the present disclosure in conjunction with Figures 5 to 9.

图5示出本公开示例性实施例提供的目标对象在图形用户界面中的显示变化示意图之一。FIG. 5 shows one of the schematic diagrams of display changes of a target object in a graphical user interface provided by an exemplary embodiment of the present disclosure.

在本示例中,目标对象的第一属性参数可以包括目标对象的生命值,上述第一提示标识可以包括目标对象对应的生命提示条。In this example, the first attribute parameter of the target object may include the life value of the target object, and the first prompt identifier may include a life prompt bar corresponding to the target object.

如图5所示,通过终端设备10来提供图形用户界面20,在该图形用户界面20中显示有受控虚拟对象30和目标对象40。在图5所示的当前帧图形用户界面中,目标对象40的局部被呈现在图形用户界面20中,即,采用的是局部呈现方式,目标对象的另一部分(图中41所指示的虚线部分)位于图形用户界面20之外,此时,可以确定目标对象40的等效计算区域50,如,目标对象40在图形用户界面20中的显示区域的最小外接矩形,将等效计算区域50的显示面积的几何中心点确定为标识显示位置60,从而将目标对象40的生命提示条70显示在标识显示位置60处。应理解,标识显示位置60可以根据游戏设定,显示在图形用户界面20上,也可以在图形用户界面20上不显示。As shown in FIG5 , a graphical user interface 20 is provided by a terminal device 10, in which a controlled virtual object 30 and a target object 40 are displayed. In the current frame graphical user interface shown in FIG5 , a part of the target object 40 is presented in the graphical user interface 20, that is, a local presentation mode is adopted, and another part of the target object (the dotted line part indicated by 41 in the figure) is located outside the graphical user interface 20. At this time, the equivalent calculation area 50 of the target object 40 can be determined, such as the minimum circumscribed rectangle of the display area of the target object 40 in the graphical user interface 20, and the geometric center point of the display area of the equivalent calculation area 50 is determined as the identification display position 60, so that the life prompt bar 70 of the target object 40 is displayed at the identification display position 60. It should be understood that the identification display position 60 can be displayed on the graphical user interface 20 according to the game settings, or it can be not displayed on the graphical user interface 20.

参见图6-图9所示,以目标对象40为虚拟建筑物威力,其还原了玩家操控受控虚拟对象30从远处观看虚拟建筑物到进入虚拟建筑物内部的过程。无论在哪个视角下、在哪一距离下对虚拟建筑物执行指定的交互行为,都能清晰获知虚拟建筑物的生命值变化的反馈,显示方式简单且直观。As shown in Figures 6 to 9, the target object 40 is a virtual building, which restores the process of the player controlling the controlled virtual object 30 from viewing the virtual building from a distance to entering the inside of the virtual building. Regardless of the viewing angle and the distance at which the specified interactive behavior is performed on the virtual building, the feedback of the change of the life value of the virtual building can be clearly obtained, and the display method is simple and intuitive.

如上述示例,可以在虚拟建筑物的外部对虚拟建筑物执行指定的交互行为(如攻击行为),在进入虚拟建筑物之后,在虚拟建筑物的内部也可以对虚拟建筑物执行指定的交互行为。如图9所示,在进入虚拟建筑物的内部之后,虚拟建筑物对应的等效计算区域相当于为图形用户界面的大小,此时,可以直接将生命提示条显示在图形用户界面的中心处,而无需确定显示面积。As in the above example, a specified interactive behavior (such as an attack behavior) can be performed on the virtual building outside the virtual building, and after entering the virtual building, a specified interactive behavior can also be performed on the virtual building inside the virtual building. As shown in FIG9 , after entering the inside of the virtual building, the equivalent calculation area corresponding to the virtual building is equivalent to the size of the graphical user interface. At this time, the life prompt bar can be directly displayed at the center of the graphical user interface without determining the display area.

在本公开实施例中,响应于指定的交互行为的持续,控制标识显示位置随呈现方式的变化而变化,也就是说,在交互行为持续的过程中,标识显示位置始终是变化的,以使得在交互过程中能够及时、方便的查看目标对象的第一属性参数。In the embodiment of the present disclosure, in response to the continuation of the specified interactive behavior, the control logo display position changes with the change of the presentation method. That is, during the continuous process of the interactive behavior, the logo display position is always changing, so that the first attribute parameter of the target object can be viewed in a timely and convenient manner during the interaction process.

响应于指定的交互行为的停止,控制第一提示标识显示在交互行为停止时刻所确定的标识显示位置处保持不变。这里,目标对象的第一属性参数的标识显示位置是根据触发指定的交互行为时目标对象在图形用户界面中的呈现方式决定的。如果触发了第一提示标识的显示之后,在调整受控虚拟对象的观察视角、和/或控制受控虚拟对象移动的过程中,没有控制受控虚拟对象与目标对象之间执行指定的交互行为,则第一提示标识的标识显示位置将保持不变,以避免过多的计算量。In response to the cessation of the specified interactive behavior, the first prompt logo is controlled to remain unchanged at the logo display position determined at the moment when the interactive behavior stops. Here, the logo display position of the first attribute parameter of the target object is determined according to the presentation method of the target object in the graphical user interface when the specified interactive behavior is triggered. If after the display of the first prompt logo is triggered, in the process of adjusting the observation angle of the controlled virtual object and/or controlling the movement of the controlled virtual object, the specified interactive behavior is not controlled to be performed between the controlled virtual object and the target object, the logo display position of the first prompt logo will remain unchanged to avoid excessive calculation.

在本公开一优选实施例中,目标对象的三维虚拟模型由至少一个子模型组成,在针对目标对象执行指定的交互行为为用于对目标对象进行拆解的行为时,响应于该交互行为使得目标对象的第一属性参数达到被拆解条件,将目标对象拆解为至少一个子对象,每个子对象在虚拟场景中以对应的子模型的形式来呈现。In a preferred embodiment of the present disclosure, the three-dimensional virtual model of the target object is composed of at least one sub-model. When a specified interactive behavior is performed on the target object to disassemble the target object, in response to the interactive behavior making the first attribute parameter of the target object reach a disassembly condition, the target object is disassembled into at least one sub-object, and each sub-object is presented in the virtual scene in the form of a corresponding sub-model.

一种情况,目标对象被拆解之后,散落在虚拟场景中的各子对象被配置为不允许对其执行指定的交互行为,或者对指定的交互行为无反馈。此时,针对各子对象不进行第一属性参数的提示。In one case, after the target object is disassembled, each sub-object scattered in the virtual scene is configured to not allow the specified interactive behavior to be performed on it, or to have no feedback on the specified interactive behavior. In this case, no prompt of the first attribute parameter is performed for each sub-object.

另一种情况,目标对象被拆解之后,散落在虚拟场景中的各子对象被配置为允许对其执行指定的交互行为,或者对指定的交互行为有反馈。此时,可以参照图10所示的流程来显示每个子对象对应的第二提示标识。In another case, after the target object is disassembled, each sub-object scattered in the virtual scene is configured to allow a specified interactive behavior to be performed on it, or to provide feedback on the specified interactive behavior. At this time, the second prompt mark corresponding to each sub-object can be displayed with reference to the process shown in FIG. 10 .

图10示出本公开示例性实施例提供的显示每个子对象的第二提示标识的步骤的流程图。FIG. 10 is a flowchart showing steps of displaying a second prompt mark of each sub-object provided by an exemplary embodiment of the present disclosure.

如图10所示,在步骤S301中,响应于目标对象被拆解的触发事件,将目标对象拆解为至少一个子对象。As shown in FIG. 10 , in step S301 , in response to a triggering event of a target object being disassembled, the target object is disassembled into at least one sub-object.

如上,通过指定的交互行为可以对目标对象的第一属性参数进行调整,例如,使得第一属性参数的数值增加或者减少,这里,响应于该交互行为使得目标对象的第一属性参数达到被拆解条件,表明发生了目标对象被拆解的触发事件。该拆解条件包括第一属性参数增加到第一参数阈值,或者第一属性参数减少到第二参数阈值。应理解,第一参数阈值大于第二参数阈值,各参数阈值的大小本领域技术人员可以根据游戏需求来进行设置,本公开对此不做限制。As described above, the first attribute parameter of the target object can be adjusted through the specified interactive behavior, for example, the value of the first attribute parameter is increased or decreased. Here, in response to the interactive behavior, the first attribute parameter of the target object reaches the disassembly condition, indicating that a triggering event for the target object to be disassembled has occurred. The disassembly condition includes the first attribute parameter increasing to the first parameter threshold, or the first attribute parameter decreasing to the second parameter threshold. It should be understood that the first parameter threshold is greater than the second parameter threshold, and the size of each parameter threshold can be set by those skilled in the art according to the game requirements, and the present disclosure does not limit this.

在步骤S302中,针对每个子对象,基于该子对象在图形用户界面中的显示面积在图形用户界面中确定一子显示位置,并在子显示位置显示用于指示该子对象的第一属性参数的第二提示标识。In step S302, for each sub-object, a sub-display position is determined in the graphical user interface based on the display area of the sub-object in the graphical user interface, and a second prompt mark indicating a first attribute parameter of the sub-object is displayed at the sub-display position.

这里,针对每个子对象的第二提示标识的显示方式与上述针对目标对象的第一提示标识的显示方式相似,例如,每个子显示位置可以随该子对象在图形用户界面中的显示面积的变化而变化,本公开对此部分的内容不再赘述。Here, the display method of the second prompt identifier for each sub-object is similar to the display method of the first prompt identifier for the target object mentioned above. For example, each sub-display position can change with the change of the display area of the sub-object in the graphical user interface. The present disclosure will not go into details about this part.

示例性的,可以针对目标对象预先设置其各子对象的第二提示标识的显示机制,此时,响应于目标对象由于指定的交互行为被拆解为至少两个子对象,按照各子对象对应的显示机制来在图形用户界面中显示每个子对象的第二提示标识。这里,每个子对象的显示机制可以相同,例如,均采用第一显示机制或者第二显示机制,也可以针对各子对象分别设置不同的显示机制,例如,基于各子对象对应的子模型的体积大小来设置对应的显示机制,针对体积大于设定值的子对象设置第一显示机制,针对体积小于或者等于设定值的子对象设置第二显示机制。Exemplarily, a display mechanism for the second prompt identifier of each sub-object of the target object can be pre-set. At this time, in response to the target object being decomposed into at least two sub-objects due to the specified interactive behavior, the second prompt identifier of each sub-object is displayed in the graphical user interface according to the display mechanism corresponding to each sub-object. Here, the display mechanism of each sub-object can be the same, for example, all use the first display mechanism or the second display mechanism, or different display mechanisms can be set for each sub-object, for example, the corresponding display mechanism is set based on the volume size of the sub-model corresponding to each sub-object, the first display mechanism is set for the sub-object whose volume is greater than the set value, and the second display mechanism is set for the sub-object whose volume is less than or equal to the set value.

通过本公开实施例,能够适应各种体积大小和外观形态的目标对象,使得无论是小型模块化的目标对象还是大型或者超大型的目标对象,均能够有效、方便地显示第一提示标识。Through the embodiments of the present disclosure, it is possible to adapt to target objects of various sizes and appearances, so that no matter whether it is a small modular target object or a large or extra-large target object, the first prompt mark can be effectively and conveniently displayed.

此外,通过上述动态调整第一提示标识的标识显示位置的方式,玩家在与目标对象进行指定的交互行为时,可以准确了解第一属性参数的变化,从而提高交互效率,提升游戏体验。In addition, by dynamically adjusting the display position of the first prompt logo, the player can accurately understand the changes in the first attribute parameter when performing a specified interactive behavior with the target object, thereby improving the interaction efficiency and enhancing the gaming experience.

上述针对第一提示标识的显示方式,不增加玩家的学习成本,无需额外的触发步骤,使得第一提示标识的显示直观且简单易用。The above-mentioned display method for the first prompt mark does not increase the learning cost of the player and does not require additional triggering steps, so that the display of the first prompt mark is intuitive and easy to use.

通过根据目标对象在屏幕内的显示面积来判断第一提示标识的标识显示位置,能够确保第一提示标识被正确展示在玩家视野内。并且,第一提示标识的显示可在目标对象的显示面积内的任意位置进行展示,根据游戏需求可以自由调整标识显示位置,以满足不同游戏场景的需求。By determining the display position of the first prompt logo according to the display area of the target object on the screen, it is possible to ensure that the first prompt logo is correctly displayed in the player's field of view. In addition, the first prompt logo can be displayed at any position within the display area of the target object, and the logo display position can be freely adjusted according to game requirements to meet the needs of different game scenarios.

基于同一申请构思,本公开实施例中还提供了与上述实施例提供的方法对应的虚拟对象的控制装置,由于本公开实施例中的装置解决问题的原理与本公开上述实施例的虚拟对象的控制方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。Based on the same application concept, the embodiments of the present disclosure also provide a control device for a virtual object corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the control method for a virtual object in the above embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

图11为本公开示例性实施例提供的界面显示控制装置的结构示意图。如图11所示,通过终端设备提供图形用户界面,图形用户界面上显示有至少部分的虚拟场景,虚拟场景中包括受控虚拟对象和目标对象,目标对象包括第一属性参数,该界面显示控制装置200包括:FIG11 is a schematic diagram of the structure of an interface display control device provided by an exemplary embodiment of the present disclosure. As shown in FIG11 , a graphical user interface is provided by a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. The interface display control device 200 includes:

更新模块210,被配置为执行响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;An updating module 210 is configured to execute, in response to a movement control instruction and/or a perspective adjustment instruction for the controlled virtual object, control the controlled virtual object to move in the virtual scene and/or control and adjust the perspective of the controlled virtual object, and update the virtual scene content presented in the graphical user interface;

位置确定模块220,被配置为执行在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;The position determination module 220 is configured to execute, when the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, determining an identification display position in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with a change in the presentation mode;

显示控制模块230,被配置为执行在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。The display control module 230 is configured to display a first prompt mark indicating the first attribute parameter of the target object at the mark display position.

在本公开的一种可能实施方式中,所述目标对象在所述图形用户界面中的呈现方式至少包括:在所述图形用户界面中呈现局部的所述目标对象。In a possible implementation manner of the present disclosure, the presentation manner of the target object in the graphical user interface at least includes: presenting a portion of the target object in the graphical user interface.

在本公开的一种可能实施方式中,所述标识显示位置随所述呈现方式的变化而变化包括:所述标识显示位置跟随所述目标对象在所述图形用户界面中的显示面积的变化而变化。In a possible implementation manner of the present disclosure, the changing of the logo display position as the presentation mode changes includes: the logo display position changes following the change of the display area of the target object in the graphical user interface.

在本公开的一种可能实施方式中,所述标识显示位置为所述目标对象在所述图形用户界面中的显示面积对应的几何中心点。In a possible implementation manner of the present disclosure, the identification display position is a geometric center point corresponding to a display area of the target object in the graphical user interface.

在本公开的一种可能实施方式中,所述图形用户界面还包括一准星,所述准星用于指示所述受控虚拟对象在所述虚拟场景中的瞄准方向,位置确定模块220还被配置为执行:响应于所述几何中心点与所述准星之间存在至少部分重叠,控制将所述准星的关联位置确定为所述标识显示位置;其中,所述关联位置包括:所述准星的周侧靠近所述几何中心点的第一位置、所述准星的周侧远离所述几何中心点的第二位置。In a possible implementation of the present disclosure, the graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual object in the virtual scene, and the position determination module 220 is further configured to execute: in response to at least partial overlap between the geometric center point and the crosshair, controlling the associated position of the crosshair to be determined as the identification display position; wherein the associated position includes: a first position where the peripheral side of the crosshair is close to the geometric center point, and a second position where the peripheral side of the crosshair is away from the geometric center point.

在本公开的一种可能实施方式中,所述目标对象在所述虚拟场景中以三维虚拟模型的形式来呈现,其中,位置确定模块220通过以下方式确定所述目标对象在所述图形用户界面中的显示面积:确定所述目标对象对应的三维虚拟模型被显示在所述图形用户界面中的区域范围,根据所述区域范围对应的等效计算区域,确定所述显示面积,所述等效计算区域为所述区域范围的最小外接矩形。In a possible implementation of the present disclosure, the target object is presented in the virtual scene in the form of a three-dimensional virtual model, wherein the position determination module 220 determines the display area of the target object in the graphical user interface in the following manner: determining the area range in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface, and determining the display area based on an equivalent calculation area corresponding to the area range, wherein the equivalent calculation area is the minimum circumscribed rectangle of the area range.

在本公开的一种可能实施方式中,所述目标对象的三维虚拟模型由至少一个子模型组成,其中,显示控制模块230还被配置为执行:响应于所述目标对象被拆解的触发事件,将所述目标对象拆解为至少一个子对象,每个子对象在所述虚拟场景中以对应的子模型的形式来呈现,针对每个子对象,基于该子对象在所述图形用户界面中的显示面积在所述图形用户界面中确定一子显示位置,并在所述子显示位置显示用于指示该子对象的所述第一属性参数的第二提示标识,其中,所述子显示位置随该子对象的显示面积的变化而变化。In a possible implementation of the present disclosure, the three-dimensional virtual model of the target object is composed of at least one sub-model, wherein the display control module 230 is further configured to execute: in response to a trigger event that the target object is disassembled, the target object is disassembled into at least one sub-object, each sub-object is displayed in the virtual scene with a corresponding sub-model The graphical user interface is presented in the form of a sub-object. For each sub-object, a sub-display position is determined in the graphical user interface based on the display area of the sub-object in the graphical user interface, and a second prompt mark for indicating the first attribute parameter of the sub-object is displayed at the sub-display position, wherein the sub-display position changes with the display area of the sub-object.

在本公开的一种可能实施方式中,位置确定模块230还被配置为执行:响应于所述指定的交互行为的持续,控制所述标识显示位置随所述呈现方式的变化而变化;响应于所述指定的交互行为的停止,控制所述第一提示标识显示在交互行为停止时刻所确定的标识显示位置处保持不变。In a possible implementation of the present disclosure, the position determination module 230 is also configured to execute: in response to the continuation of the specified interactive behavior, controlling the display position of the logo to change with the change of the presentation method; in response to the cessation of the specified interactive behavior, controlling the first prompt logo to remain unchanged at the logo display position determined at the moment when the interactive behavior stops.

在本公开的一种可能实施方式中,所述第一属性参数包括所述目标对象的生命值,所述第一提示标识包括所述目标对象对应的生命提示条;所述指定的交互行为包括:用于对所述第一属性参数进行属性增益的交互行为,用于对所述第一属性参数进行属性减益的交互行为。In a possible implementation of the present disclosure, the first attribute parameter includes the life value of the target object, and the first prompt identifier includes a life prompt bar corresponding to the target object; the specified interactive behavior includes: an interactive behavior for increasing the attribute of the first attribute parameter, and an interactive behavior for decreasing the attribute of the first attribute parameter.

在本公开的一种可能实施方式中,所述第一提示标识仅对所述受控虚拟对象可见。In a possible implementation manner of the present disclosure, the first prompt mark is visible only to the controlled virtual object.

在本公开的一种可能实施方式中,位置确定模块230还被配置为执行:响应于所述目标对象被完整呈现在所述图形用户界面中,将所述目标对象的顶部确定为所述标识显示位置。In a possible implementation manner of the present disclosure, the position determination module 230 is further configured to execute: in response to the target object being completely presented in the graphical user interface, determining the top of the target object as the identification display position.

本公开提供的界面显示控制装置,通过将第一提示标识的标识显示位置随目标对象在图形用户界面中的呈现方式的变化而变化,使得对目标对象的属性参数的查看更为快速、实时,有助于及时掌握针对目标对象的攻击反馈,加快游戏进程,减少计算资源的消耗。The interface display control device provided by the present invention changes the display position of the first prompt logo as the presentation method of the target object in the graphical user interface changes, so that the attribute parameters of the target object can be viewed more quickly and in real time, which helps to timely grasp the attack feedback against the target object, speed up the game process, and reduce the consumption of computing resources.

请参阅图12,图12为本公开示例性实施例提供的电子设备的结构示意图。如图12所示,该电子设备300包括处理器310、存储器320和总线330。Please refer to Fig. 12, which is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present disclosure. As shown in Fig. 12, the electronic device 300 includes a processor 310, a memory 320 and a bus 330.

所述存储器320存储有所述处理器310可执行的机器可读指令,当电子设备300运行时,所述处理器310与所述存储器320之间通过总线330通信,所述机器可读指令被所述处理器310执行时,可以执行如上述任一实施例中界面显示控制方法的步骤,具体如下:The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the interface display control method in any of the above embodiments can be performed, which are as follows:

通过终端设备提供图形用户界面,所述图形用户界面上显示有至少部分的虚拟场景,所述虚拟场景中包括受控虚拟对象和目标对象,所述目标对象包括第一属性参数,响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a controlled virtual object and a target object, and the target object includes a first attribute parameter. In response to a movement control instruction and/or a perspective adjustment instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene and/or the perspective of the controlled virtual object is controlled and adjusted, and the virtual scene content presented in the graphical user interface is updated; when the target object appears in the graphical user interface, in response to a specified interaction behavior occurring between the controlled virtual object and the target object, an identification display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with the change of the presentation mode; and a first prompt identification for indicating the first attribute parameter of the target object is displayed at the identification display position.

本公开提供的电子设备,通过将第一提示标识的标识显示位置随目标对象在图形用户界面中的呈现方式的变化而变化,使得对目标对象的属性参数的查看更为快速、实时,有助于及时掌握针对目标对象的攻击反馈,加快游戏进程,减少计算资源的消耗。The electronic device provided by the present disclosure changes the display position of the first prompt identifier as the presentation method of the target object in the graphical user interface changes, so that the attribute parameters of the target object can be viewed more quickly and in real time, which helps to timely grasp the attack feedback on the target object, speed up the game process, and reduce the consumption of computing resources.

本公开实施例还提供一种计算机可读存储介质,该存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行如上述任一实施例中虚拟对象的控制方法的步骤,具体如下:The present disclosure also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for controlling a virtual object in any of the above embodiments can be executed, which are as follows:

通过终端设备提供图形用户界面,所述图形用户界面上显示有至少部分的虚拟场景,所述虚拟场景中包括受控虚拟对象和目标对象,所述目标对象包括第一属性参数,响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。A graphical user interface is provided through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and in response to a movement control instruction and/or a viewing angle adjustment instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene and/or the viewing angle of the controlled virtual object is controlled to be adjusted, and the virtual scene content presented in the graphical user interface is updated; when the target object appears in the graphical user interface, in response to a specified interaction behavior occurring between the controlled virtual object and the target object, an identification display position is determined in the graphical user interface based on the presentation mode of the target object in the graphical user interface, wherein the specified interaction behavior includes The game behavior of adjusting the first attribute parameter, the identification display position changes with the change of the presentation method; and a first prompt identification for indicating the first attribute parameter of the target object is displayed at the identification display position.

本公开提供的计算机可读存储介质,通过将第一提示标识的标识显示位置随目标对象在图形用户界面中的呈现方式的变化而变化,使得对目标对象的属性参数的查看更为快速、实时,有助于及时掌握针对目标对象的攻击反馈,加快游戏进程,减少计算资源的消耗。The computer-readable storage medium provided by the present disclosure changes the display position of the first prompt identifier as the presentation method of the target object in the graphical user interface changes, so that the attribute parameters of the target object can be viewed more quickly and in real time, which helps to timely grasp the attack feedback against the target object, speed up the game process, and reduce the consumption of computing resources.

所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本公开所提供的几个实施例中,应所述理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the device or unit can be electrical, mechanical or other forms.

所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple 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.

另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者所述技术方案的部分可以以软件产品的形式体现出来,所述计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, and other media that can store program codes.

以上仅为本公开的具体实施方式,但本公开的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。The above are only specific embodiments of the present disclosure, but the protection scope of the present disclosure is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present disclosure, which should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims (14)

Translated fromChinese
一种界面显示控制方法,通过终端设备提供图形用户界面,所述图形用户界面上显示有至少部分的虚拟场景,所述虚拟场景中包括受控虚拟对象和目标对象,所述目标对象包括第一属性参数,所述方法包括:An interface display control method is provided, wherein a graphical user interface is provided through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and wherein the method includes:响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;In response to a movement control instruction and/or a perspective adjustment instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual scene and/or controlling and adjusting the perspective of the controlled virtual object, and updating the virtual scene content presented in the graphical user interface;在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;When the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, a display position of an identifier is determined in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the display position of the identifier changes with a change in the presentation mode;在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。A first prompt mark indicating the first attribute parameter of the target object is displayed at the mark display position.根据权利要求1所述的方法,其中,所述目标对象在所述图形用户界面中的呈现方式至少包括:在所述图形用户界面中呈现局部的所述目标对象。The method according to claim 1, wherein the presentation manner of the target object in the graphical user interface at least includes: presenting a portion of the target object in the graphical user interface.根据权利要求1所述的方法,其特征在于,所述标识显示位置随所述呈现方式的变化而变化包括:所述标识显示位置跟随所述目标对象在所述图形用户界面中的显示面积的变化而变化。The method according to claim 1 is characterized in that the change of the logo display position as the presentation mode changes includes: the logo display position changes following the change of the display area of the target object in the graphical user interface.根据权利要求3所述的方法,其中,所述标识显示位置为所述目标对象在所述图形用户界面中的显示面积对应的几何中心点。The method according to claim 3, wherein the identification display position is a geometric center point corresponding to a display area of the target object in the graphical user interface.根据权利要求4所述的方法,其中,所述图形用户界面还包括一准星,所述准星用于指示所述受控虚拟对象在所述虚拟场景中的瞄准方向,所述方法还包括:The method according to claim 4, wherein the graphical user interface further comprises a crosshair, the crosshair being used to indicate the aiming direction of the controlled virtual object in the virtual scene, the method further comprising:响应于所述几何中心点与所述准星之间存在至少部分重叠,控制将所述准星的关联位置确定为所述标识显示位置;In response to at least a partial overlap between the geometric center point and the crosshair, controlling to determine the associated position of the crosshair as the identification display position;其中,所述关联位置包括:所述准星的周侧靠近所述几何中心点的第一位置、所述准星的周侧远离所述几何中心点的第二位置。The associated positions include: a first position where the circumference of the crosshair is close to the geometric center point, and a second position where the circumference of the crosshair is far from the geometric center point.根据权利要求2所述的方法,其中,所述目标对象在所述虚拟场景中以三维虚拟模型的形式来呈现,The method according to claim 2, wherein the target object is presented in the virtual scene in the form of a three-dimensional virtual model,其中,通过以下方式确定所述目标对象在所述图形用户界面中的显示面积:The display area of the target object in the graphical user interface is determined in the following manner:确定所述目标对象对应的三维虚拟模型被显示在所述图形用户界面中的区域范围,determining a region in which the three-dimensional virtual model corresponding to the target object is displayed in the graphical user interface,根据所述区域范围对应的等效计算区域,确定所述显示面积,所述等效计算区域为所述区域范围的最小外接矩形。The display area is determined according to an equivalent calculation area corresponding to the area range, where the equivalent calculation area is a minimum circumscribed rectangle of the area range.根据权利要求6所述的方法,其中,所述目标对象的三维虚拟模型由至少一个子模型组成,The method according to claim 6, wherein the three-dimensional virtual model of the target object is composed of at least one sub-model,其中,所述方法还包括:Wherein, the method further comprises:响应于所述目标对象被拆解的触发事件,将所述目标对象拆解为至少一个子对象,每个子对象在所述虚拟场景中以对应的子模型的形式来呈现,In response to a triggering event that the target object is disassembled, the target object is disassembled into at least one sub-object, each sub-object being presented in the virtual scene in the form of a corresponding sub-model,针对每个子对象,基于该子对象在所述图形用户界面中的显示面积在所述图形用户界面中确定一子显示位置,并在所述子显示位置显示用于指示该子对象的所述第一属性参数的第二提示标识,其中,所述子显示位置随该子对象的显示面积的变化而变化。For each sub-object, a sub-display position is determined in the graphical user interface based on the display area of the sub-object in the graphical user interface, and a second prompt indicator for indicating the first attribute parameter of the sub-object is displayed at the sub-display position, wherein the sub-display position changes with the display area of the sub-object.根据权利要求1所述的方法,其中,所述方法还包括:The method according to claim 1, wherein the method further comprises:响应于所述指定的交互行为的持续,控制所述标识显示位置随所述呈现方式的变化而变化;In response to the continuation of the specified interactive behavior, controlling the display position of the logo to change along with the change of the presentation mode;响应于所述指定的交互行为的停止,控制所述第一提示标识显示在交互行为停止时刻所确定的标识显示位置处保持不变。In response to the cessation of the designated interactive behavior, the first prompt logo is controlled to remain unchanged at the logo display position determined at the moment when the interactive behavior is stopped.根据权利要求1所述的方法,其中,所述第一属性参数包括所述目标对象的生命值,所述第一提示标识包括所述目标对象对应的生命提示条;The method according to claim 1, wherein the first attribute parameter includes the life value of the target object, and the first prompt identifier includes a life prompt bar corresponding to the target object;所述指定的交互行为包括:用于对所述第一属性参数进行属性增益的交互行为,用于对所述第一属性参数进行属性减益的交互行为。The specified interactive behavior includes: an interactive behavior for performing attribute gain on the first attribute parameter, and an interactive behavior for performing attribute loss on the first attribute parameter.根据权利要求1所述的方法,其中,所述第一提示标识仅对所述受控虚拟对象可见。The method according to claim 1, wherein the first prompt mark is visible only to the controlled virtual object.根据权利要求1所述的方法,其中,所述基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,包括:The method according to claim 1, wherein determining a display position of an identifier in the graphical user interface based on the presentation manner of the target object in the graphical user interface comprises:响应于所述目标对象被完整呈现在所述图形用户界面中,将所述目标对象的顶部确定为所述标识显示位置。In response to the target object being completely presented in the graphical user interface, the top of the target object is determined as the identification display position.一种界面显示控制装置,通过终端设备提供图形用户界面,所述图形用户界面上显示有至少部分的虚拟场景,所述虚拟场景中包括受控虚拟对象和目标对象,所述目标对象包括第一属性参数,所述装置包括:An interface display control device provides a graphical user interface through a terminal device, wherein at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a controlled virtual object and a target object, wherein the target object includes a first attribute parameter, and wherein the device includes:更新模块,被配置为执行响应于针对所述受控虚拟对象的移动控制指令和/或视角调整指令,控制所述受控虚拟对象在所述虚拟场景中进行移动和/或控制调整所述受控虚拟对象的视角,并更新所述图形用户界面中呈现的虚拟场景内容;an updating module, configured to execute, in response to a movement control instruction and/or a viewing angle adjustment instruction for the controlled virtual object, control the controlled virtual object to move in the virtual scene and/or control and adjust the viewing angle of the controlled virtual object, and update the virtual scene content presented in the graphical user interface;位置确定模块,被配置为执行在所述目标对象出现于所述图形用户界面中时,响应于所述受控虚拟对象与所述目标对象间发生指定的交互行为,基于所述目标对象在所述图形用户界面中的呈现方式在所述图形用户界面中确定一标识显示位置,其中,所述指定的交互行为包括对所述第一属性参数进行调整的游戏行为,所述标识显示位置随所述呈现方式的变化而变化;a position determination module, configured to execute, when the target object appears in the graphical user interface, in response to a specified interactive behavior occurring between the controlled virtual object and the target object, determining an identification display position in the graphical user interface based on a presentation mode of the target object in the graphical user interface, wherein the specified interactive behavior includes a game behavior of adjusting the first attribute parameter, and the identification display position changes with a change in the presentation mode;显示控制模块,被配置为执行在所述标识显示位置显示用于指示所述目标对象的所述第一属性参数的第一提示标识。The display control module is configured to display a first prompt mark indicating the first attribute parameter of the target object at the mark display position.一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1至11任一所述方法的步骤。An electronic device comprises: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 11.一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至11任一所述方法的步骤。A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of any one of the methods of claims 1 to 11.
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