WO2022193838A1 - 对局结算界面的显示方法、装置、设备及介质 - Google Patents

对局结算界面的显示方法、装置、设备及介质 Download PDF

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Publication number
WO2022193838A1
WO2022193838A1 PCT/CN2022/073424 CN2022073424W WO2022193838A1 WO 2022193838 A1 WO2022193838 A1 WO 2022193838A1 CN 2022073424 W CN2022073424 W CN 2022073424W WO 2022193838 A1 WO2022193838 A1 WO 2022193838A1
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WIPO (PCT)
Prior art keywords
game
user account
model
information
display area
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PCT/CN2022/073424
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English (en)
French (fr)
Inventor
刘越
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2023534040A priority Critical patent/JP2023552212A/ja
Priority to KR1020237021912A priority patent/KR20230109760A/ko
Publication of WO2022193838A1 publication Critical patent/WO2022193838A1/zh
Priority to US17/982,429 priority patent/US20230065576A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Definitions

  • the embodiments of the present application relate to the field of human-computer interaction, and in particular, to a method, apparatus, device, and medium for displaying an inter-office settlement interface.
  • a battle game is a game in which multiple user accounts compete in the same scene.
  • the battle game may be a multiplayer online battle arena game (Multiplayer Online Battle Arena Games, MOBA).
  • game settlement interface will be displayed after the game is over, and the game data of each user account in the game will be displayed on the game settlement interface.
  • the display form of the game data is usually a bar display.
  • Each user account corresponds to an information bar.
  • the avatar of the control character controlled by the user account in this game match is displayed, followed by a series of games of the control character in this game.
  • Data for example, game data includes: user account nickname, equipment information, KDA (Kill Death Assist, kill, death, assist) data, economic data, rating MVP (Most Valuable Player, Most Valuable Player) data in the data at least one.
  • Embodiments of the present application provide a method, apparatus, device, and medium for displaying an interoffice settlement interface.
  • a method for displaying a game settlement interface, executed by a terminal comprising:
  • a game settlement interface for displaying a game match, where the game settlement interface is used to display game settlement information of at least two user accounts participating in the game match, where the at least two user accounts include the first user account and a second user account, where the model display area of the match settlement interface displays a first model corresponding to the first user account, and the first model is a virtual character model corresponding to the first user account;
  • a second model corresponding to the second user account is displayed in the model display area of the game settlement interface, where the second model is a virtual character model corresponding to the second user account.
  • a display device for a game settlement interface includes:
  • a display module configured to display a game settlement interface for a game match, where the game settlement interface is used to display game settlement information of at least two user accounts participating in the game match, the at least two user accounts include The first user account and the second user account, the model display area of the match settlement interface displays the first model corresponding to the first user account, and the first model is the virtual character corresponding to the first user account Model;
  • an interaction module configured to receive a trigger operation for selecting the second user account
  • the display module is further configured to display a second model corresponding to the second user account in the model display area of the game settlement interface, where the second model is a virtual character model corresponding to the second user account .
  • a computer device comprising one or more processors and a memory having computer-readable instructions stored in the memory that, when executed by the one or more processors, cause all The one or more processors execute the above-mentioned display method of the game settlement interface.
  • One or more non-volatile computer-readable storage media having computer-readable instructions stored thereon, the computer-readable storage media having computer-readable instructions stored thereon, the computer-readable instructions being executed by one or more processors At the same time, the display method of the game settlement interface as described above is realized.
  • a computer program product or computer program comprising computer readable instructions stored in a computer readable storage medium.
  • the processor of the computer device reads the computer-readable instructions from the computer-readable storage medium, and the processor executes the computer-readable instructions, so that the computer device executes the above-mentioned method for displaying the game settlement interface.
  • FIG. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • FIG. 2 is a method flowchart of a method for displaying a game settlement interface provided by another exemplary embodiment of the present application
  • FIG. 3 is a schematic diagram of a user interface of a method for displaying a game settlement interface provided by another exemplary embodiment of the present application;
  • FIG. 4 is a schematic diagram of a user interface of a method for displaying a game settlement interface provided by another exemplary embodiment of the present application.
  • FIG. 5 is a method flowchart of a method for displaying a game settlement interface provided by another exemplary embodiment of the present application.
  • FIG. 6 is a method flowchart of a method for displaying a game settlement interface provided by another exemplary embodiment of the present application.
  • FIG. 7 is a method flowchart of a method for displaying a game settlement interface provided by another exemplary embodiment of the present application.
  • FIG. 8 is a device block diagram of a display device for a game settlement interface provided by another exemplary embodiment of the present application.
  • FIG. 9 is a block diagram of a terminal provided by another exemplary embodiment of the present application.
  • Virtual environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
  • the virtual environment may be a simulated world of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world.
  • the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment.
  • the virtual environment is also used for a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources available for the at least two virtual characters.
  • the virtual environment includes a symmetrical lower-left corner area and an upper-right corner area, and virtual characters belonging to two hostile factions occupy one of the areas respectively, and destroy the target building/stronghold/base/crystal deep in the opponent's area.
  • Victory goal the virtual environment includes a symmetrical lower-left corner area and an upper-right corner area, and virtual characters belonging to two hostile factions occupy one of the areas respectively, and destroy the target building/stronghold/base/crystal deep in the opponent's area.
  • Virtual role refers to the movable and inactive objects in the virtual environment.
  • the movable object may be at least one of virtual characters, virtual animals, and cartoon characters.
  • the inactive object may be at least one of a virtual building, a virtual plant, and a virtual terrain.
  • the virtual characters may be three-dimensional virtual models, and each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment.
  • the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins.
  • the virtual character may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
  • Multiplayer online tactical competition In a virtual environment, different virtual teams belonging to at least two enemy factions occupy their respective map areas and compete with a certain victory condition as the goal.
  • the victory conditions include but are not limited to: occupying a stronghold or destroying the enemy camp's stronghold, killing the virtual characters of the enemy camp, ensuring one's own survival within the specified scene and time, snatching a certain resource, and exceeding the opponent's score within the specified time.
  • Tactical competitions can be carried out in rounds, and the map of each round of tactical competitions can be the same or different.
  • Each virtual team includes one or more virtual characters, such as 1, 2, 3 or 5.
  • MOBA game It is a game that provides several strongholds in a virtual environment, and users in different camps control virtual characters to fight in the virtual environment, occupying strongholds or destroying enemy camps strongholds. For example, a MOBA game can divide the user into two rival factions, and disperse the virtual characters controlled by the user in a virtual environment to compete with each other, and destroy or occupy all the enemy's strongholds as a victory condition. MOBA games are based on rounds. The duration of a MOBA game is from the moment the game starts to the moment when the victory conditions are met.
  • UI controls Visible or invisible controls or elements on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels, etc.
  • UI controls when the UI controls are invisible controls, the user can trigger these invisible controls by triggering a designated area on the user interface.
  • Some of these UI controls respond to user actions, such as skill controls, which control the master avatar to release skills. The user triggers the skill control to control the master virtual character to release the skill.
  • the UI controls involved in the embodiments of the present application include, but are not limited to: skill controls, movement controls, and camera movement controls.
  • FIG. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 110 , a server 120 , and a second terminal 130 .
  • the first terminal 110 installs and runs a client 111 supporting a virtual environment, and the client 111 may be a multiplayer online battle program.
  • the user interface of the client 111 is displayed on the screen of the first terminal 110 .
  • the client can be a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (First Person Shooter) -Person Shooting Game, FPS), Third-Person Shooting Game (TPS), Multiplayer Online Battle Arena Games (MOBA), Strategy Game (Simulation Game, SLG) any one of kind.
  • the client is a MOBA game.
  • the first terminal 110 is the terminal used by the first user 112.
  • the first user 112 uses the first terminal 110 to control the first manipulation character located in the virtual environment to perform activities, and the first manipulation character may be referred to as the first manipulation character.
  • the activities of the first manipulation character include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
  • the first user 112 uses the first terminal 110 to play a first role to perform activities outside the game, such as joining a team, a guild, adding friends, purchasing props, purchasing control characters, completing tasks, and sending emails and many more.
  • the second terminal 130 is installed and runs with a client 131 supporting a virtual environment, and the client 131 may be a multiplayer online battle program.
  • the user interface of the client 131 is displayed on the screen of the second terminal 130 .
  • the client can be any one of a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, FPS, TPS, MOBA, and SLG.
  • the client is a MOBA game to illustrate.
  • the second terminal 130 is the terminal used by the second user 113.
  • the second user 113 uses the second terminal 130 to control the second manipulation character located in the virtual environment to perform activities, and the second manipulation character may be referred to as the second manipulation character.
  • the second user 113 uses the second terminal 130 to play a second role to perform activities outside the game, such as joining a team, a guild, adding friends, purchasing props, purchasing control characters, completing tasks, and sending emails and many more.
  • the first manipulation character and the second manipulation character are in the same virtual environment.
  • the first control character and the second control character may belong to the same faction, the same team, the same organization, or have temporary communication rights.
  • the first manipulation character and the second manipulation character may belong to different factions, different teams, different organizations, or have an adversarial relationship.
  • the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS).
  • the first terminal 110 may generally refer to one of the multiple terminals, and the second terminal 130 may generally refer to another one of the multiple terminals. In this embodiment, only the first terminal 110 and the second terminal 130 are used as examples for illustration.
  • the device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers. at least one.
  • terminals 140 Only two terminals are shown in FIG. 1 , but there are multiple other terminals 140 that can access the server 120 in different embodiments.
  • terminals 140 there are also one or more terminals 140 that are terminals corresponding to developers, and a development and editing platform supporting the client side of the virtual environment is installed on the terminals 140, and the developer can edit and update the client side on the terminal 140.
  • the server 120 transmits the updated client installation package to the server 120 through a wired or wireless network
  • the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
  • the first terminal 110, the second terminal 130 and other terminals 140 are connected to the server 120 through a wireless network or a wired network.
  • the server 120 includes at least one of a server, multiple servers, a cloud computing platform and a virtualization center.
  • the server 120 is used to provide background services for clients supporting a three-dimensional virtual environment.
  • the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the terminal for collaborative computing. .
  • the server 120 includes a processor 122 , a user account database 123 , a battle service module 124 , and a user-oriented Input/Output Interface (I/O interface) 125 .
  • the processor 122 is used for loading the instructions stored in the server 120, and processing the data in the user account database 123 and the battle service module 124;
  • the data of the user account used such as the avatar of the user account, the nickname of the user account, the combat effectiveness index of the user account, and the service area where the user account is located;
  • the battle service module 124 is used to provide multiple battle rooms for users to battle, such as 1V1 battles , 3V3 battle, 5V5 battle, etc.;
  • the user-oriented I/O interface 125 is used to establish communication and exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
  • the model display area is used to display the model of the user account participating in this game.
  • the model display area is displayed The area displays the virtual role model corresponding to the user account. Since the virtual environment of the game is a three-dimensional virtual environment, what a user usually sees when playing a game is a three-dimensional model of a virtual character. Displaying the virtual character model on the game settlement interface allows users to intuitively link the currently viewed user account with the virtual character seen in the virtual environment by observing the virtual character model, improving the ability to intuitively convey the game settlement information to the user. Information transmission efficiency, balance the information density of the game settlement interface, and improve the efficiency of users to obtain the game settlement information.
  • the display method of the game settlement interface provided by the embodiment of the present application is described, and the execution subject of the method is the terminal shown in FIG. 1 as an example.
  • a client is running on the terminal, and the client running on the terminal is a client of an application, and the application is a program supporting a virtual environment.
  • Fig. 2 shows a flowchart of a method for displaying a game settlement interface provided by an exemplary embodiment of the present application.
  • the method may be performed by any of the above-mentioned terminals in FIG. 1 . Specifically, it can be executed by a client running on the terminal, and the client is a client supporting a virtual environment.
  • the method includes:
  • Step 210 displaying a game settlement interface for the game match, where the game settlement interface is used to display game settlement information of at least two user accounts participating in the game match, the at least two user accounts include a first user account and a second user account Account, the model display area of the match settlement interface displays the first model corresponding to the first user account, and the first model is the virtual character model corresponding to the first user account.
  • the game match settlement interface is an interface displayed after the game match ends, and the game match settlement interface is used to display the match settlement information of the current match.
  • the game settlement information includes: the winning or losing of the current game of the master user account (or the team that the master user account belongs to), the information data of at least two user accounts participating in this game in this game, the addition At least one of a friend control, a return to the main interface control, and a return to the room control.
  • the information data of at least two user accounts participating in this game in this game respectively include: the nickname of the user account, the avatar of the virtual character controlled by the user account in this game, the score, KAD ( Also known as "knockdown, syncope, assist”), at least one of MVP situations.
  • a model display area is set in the game settlement interface, and the model display area is used to display the three-dimensional virtual model.
  • the model display area is used to display at least one virtual character model corresponding to a user account.
  • the model display area is used to display a fixed image of the three-dimensional virtual model, that is, the user can only observe the three-dimensional virtual model from a fixed perspective.
  • the model display area can receive a user's perspective changing operation, and change the viewing angle of the three-dimensional virtual model according to the viewing angle transforming operation, so that the user can observe the three-dimensional virtual model without blind spots in the model display area.
  • the client terminal in response to receiving the viewing angle change operation on the model display area, displays the viewing image of the default model in the model display area according to the viewing angle corresponding to the viewing angle change operation.
  • the model display area can be used to display the dynamic picture of the 3D virtual model, so that the user can observe the 3D virtual model from multiple perspectives in the model display area without the user switching perspectives.
  • the three-dimensional virtual model can automatically rotate 360 degrees in situ.
  • the model display area is only used to display the virtual character model corresponding to one user account, and cannot display multiple user accounts at the same time. virtual character.
  • the technical problem to be solved by the present application improves the efficiency of the user to obtain the game settlement information from the game settlement interface, by displaying the virtual character model of the user account currently selected by the user in the model display area, the user can observe the virtual character by viewing the virtual character model.
  • the model can quickly learn the game settlement information corresponding to which avatar in the game game you are currently viewing.
  • the model display area may also display account information of the user account corresponding to the virtual character model being displayed.
  • account information of the first user account may also be displayed on the model display area, and the account information includes: the avatar, nickname, At least one of the level, the rating in the current game, and the name of the virtual character controlled in the current game.
  • the first user account may be the user account selected to be viewed by the user in the last selection operation.
  • the first user account may also be a default user account.
  • the default user account can be the master user account, or the user account of the MVP in this match.
  • the master user account is the user account currently logged in by the client on the terminal.
  • the user account of the MVP in this match is the user account of the winning team that received the MVP logo.
  • the MVP user account can be understood as the user account with the highest score in the winning team.
  • the first user account and the second user account are both user accounts participating in this game.
  • the first user account and the second user account may belong to the same camp (team), or may belong to different camps (team).
  • the first model includes at least one of a first manipulating character model and a first playing character model, the first manipulating character model is a virtual character controlled by the first user account in the game, and the first playing character model is the first user The virtual role played by the account.
  • a virtual character manipulated by a user account in a game game is called a manipulation character
  • a game character played by the user account is called a playing character.
  • the role played is a virtual role played by the user account outside the game
  • the control role is a virtual role controlled by the user account in the game (the control role can also be understood as a role played by the player character-controlled avatar).
  • the acting character and the manipulating character may also appear in the game at the same time, and the user controls the acting character, so that the acting character controls the manipulating character to perform activities in the virtual environment.
  • the following is an example of a virtual role played by a user account outside the game.
  • the user performs role-playing.
  • the activities outside the game match include: at least one of social activities, purchase activities, completing tasks, recharging activities, setting game parameters, team formation and matching, and pre-game preparation activities. .
  • the social activities include at least one of: adding friends, interacting with friends, chatting, forming a team with friends, forming a close relationship, joining a team, joining a guild, apprenticeship, watching a game, sending emails, and receiving emails.
  • the purchase activities include: purchase of controlled characters, purchase of controlled character skins, purchase of props effective outside the game, purchase of props effective in the game, giving gifts to other controlled characters, lottery, purchasing privileges, and recharging at least one of the members. kind.
  • completing a task includes: receiving a task, submitting a task, and obtaining a task reward.
  • the recharge activities include: using out-of-game currency, exchanging/purchasing in-game virtual currency with electronic resources, electronic resources, and the like.
  • the parameters for setting the game game include: setting the general game setting parameters (volume, picture quality, etc.); setting the game game display layout (control position, icon position, control display method, control use method); preset each control character in the game At least one of in-game attributes, quick messages, in-game special effects, and skins.
  • performing game team formation and matching includes: entering the game game team room, inviting friends, inviting team/guild teammates, inviting unfamiliar role-playing characters in chat channels, inviting nearby people, and playing with teammates At least one of game matchmaking.
  • the pre-game preparation activities include: after the game match is completed, selecting the control character to be controlled in the game, selecting additional skills, selecting the attribute bonus of the control character, loading the resources of the game game, etc. at least one of.
  • the manipulation character is a virtual character controlled by the user in the game game, and the user controls the manipulation character to move in the virtual environment of the game game, so as to attack the enemy manipulation character and destroy the enemy base to win the game.
  • the activities that the user can control and manipulate the character to perform in the virtual environment of the game include: moving, using skills, common attacks, buying equipment, selling equipment, controlling camera movement, upgrading and manipulating characters, upgrading skills, and restoring manipulation. At least one of character health and teleportation.
  • the role played may be displayed as a three-dimensional virtual character with a three-dimensional virtual model, a two-dimensional virtual character displayed as a two-dimensional image, or a 2.5-dimensional virtual character displayed as a 2.5-dimensional image.
  • the role played may be displayed as a three-dimensional virtual character with a three-dimensional virtual model, a two-dimensional virtual character displayed as a two-dimensional image, or a 2.5-dimensional virtual character displayed as a 2.5-dimensional image.
  • the role-playing role can be displayed in a fixed scene.
  • a fixed second interface is set on the main user interface of the client just entered.
  • a 3D scene or a 3D scene is used to display the role.
  • a fixed scene means that the area of the scene is very small (for example, the display area on the display screen of the terminal can cover the entire scene or at least half of the scene).
  • the user can control the avatar to perform activities (moving, jumping, using props, playing actions, playing special effects, etc.) in a fixed scene.
  • the user cannot control the impersonation character to move in the fixed scene, that is, the position of the impersonation character is fixed at a designated position in the fixed scene.
  • the impersonation character is a three-dimensional virtual character
  • the user It is also possible to control the impersonation character to rotate left and right on the spot, so that the user can observe the impersonation character in 360°.
  • the user can also control the impersonation character to perform specified actions in place.
  • the virtual environment outside the game match is named as an out-of-game virtual environment.
  • the environment for example, the area of the outside virtual environment is very large, and only a small part (one fifth, one tenth or even smaller) of the outside virtual environment can be displayed on the display screen of the terminal.
  • the user can control the role of the role to perform activities (move, jump, use props, play actions, play special effects, etc.).
  • the manipulation character is a 2.5-dimensional or three-dimensional virtual character.
  • playing a role and manipulating a role correspond to the same user account.
  • one user account may correspond to multiple roles, and one role may correspond to multiple manipulation roles.
  • one user account creates multiple roles on multiple game servers of the game program, or, one user account creates multiple roles on one game server of the game program.
  • the control character is obtained by the impersonation character outside the game match, and the user can choose to use the control character to play this game match at the beginning of the game match only if the user obtains the control character by using the impersonation character outside the game match. Bureau.
  • the way to obtain a manipulated character by playing a role may be at least one of: purchasing, obtaining by gift, obtaining by completing a task, obtaining by redemption, and obtaining by native (a manipulation character automatically obtained when the character is created).
  • a character can have multiple control characters.
  • the character can obtain virtual currency by completing tasks outside the game, or by playing the game to obtain virtual currency, so that the virtual currency can be used to purchase new control characters. , in this way, playing a role can obtain multiple control roles.
  • a game settlement interface 301 is provided, and the first model of the first user account is displayed on the model display area on the left side of the game settlement interface 301.
  • the first model includes a manipulating role model 302 and a playing role model 305 of the first user account.
  • Step 220 Receive a trigger operation for selecting the second user account.
  • the game settlement information of each user account participating in the game is displayed in the game settlement interface.
  • the client can receive any form of trigger action to select one of the user accounts.
  • the client terminal may receive a trigger operation on any one of the match settlement information of the second user account to determine to select the second user account.
  • the client may receive an operation of sliding left and right or up and down on the model display area, and according to a preset sequence, determine that the operation selects the second user account.
  • the trigger operation indicates that the user is currently paying attention to the game settlement information of the second user account. Therefore, after receiving the trigger operation, the client terminal correspondingly displays the second model corresponding to the second user account on the model display area.
  • the user can intuitively associate the game settlement information with the three-dimensional virtual character model seen in the game game by observing the second model. This further improves the efficiency of the user identifying each user account from the match settlement information and learning the match settlement information of each user account.
  • Step 230 Display a second model corresponding to the second user account in the model display area of the game settlement interface, where the second model is a virtual character model corresponding to the second user account.
  • the second user account is the user account selected by the trigger operation.
  • the second user account may be any user account other than the first user account participating in this game.
  • the second model includes at least one of a second manipulating role model and a second playing role model
  • the second manipulating role model is a virtual character controlled by the second user account in the game
  • the second playing role model A virtual role played by the second user account outside the game.
  • the second model 303 corresponding to the second user account is displayed in the model display area.
  • the model display area may be used to display the virtual role models of the user account for playing the role and for manipulating the role at the same time, that is, displaying two virtual role models.
  • This method can integrate the IP (Intellectual Property, intellectual property/copyright) of other well-known works into the game program, enhance the sense of IP substitution, and make the original role (playing role) of the game program interact with the IP role (controlling role).
  • the acting character and the manipulating character may be characters in different IP worlds.
  • the acting character is a character in the IP world of the first work
  • the manipulating character is a character in the IP world of the second work.
  • the acting character is character A in work A
  • the manipulating character is character B in work B.
  • a model display area is set in the game settlement interface, and the model display area is used to display the models of user accounts participating in this game.
  • the virtual role model corresponding to the user account is displayed in the model display area. Since the virtual environment of the game is a three-dimensional virtual environment, what a user usually sees when playing a game is a three-dimensional model of a virtual character. Displaying the virtual character model on the game settlement interface allows users to intuitively link the currently viewed user account with the virtual character seen in the virtual environment by observing the virtual character model, improving the ability to intuitively convey the game settlement information to the user. Information transmission efficiency, balance the information density of the game settlement interface, and improve the efficiency of users to obtain the game settlement information.
  • Fig. 5 shows a flowchart of a method for displaying a game settlement interface provided by an exemplary embodiment of the present application.
  • the method can be executed by a client running on any of the above-mentioned terminals in FIG. 1 , and the client is a client supporting a virtual environment.
  • step 220 further includes step 221
  • step 230 further includes step 240 .
  • Step 210 displaying a game settlement interface for the game match, where the game settlement interface is used to display game settlement information of at least two user accounts participating in the game match, the at least two user accounts include a first user account and a second user account Account, the model display area of the match settlement interface displays the first model corresponding to the first user account, and the first model is the virtual character model corresponding to the first user account.
  • the client sends a game settlement request to the server, where the game settlement request is used to request the server to settle the current game game and obtain game settlement information.
  • the client terminal displays the game settlement interface of the game according to the game settlement information, and the game settlement information includes model information corresponding to at least two user accounts participating in the game game, respectively, The model information is used to display the virtual character model corresponding to the user account in the model display area.
  • the server sends model information of all user accounts participating in the game to the client, and the client writes the model information to the database after receiving the model information.
  • the client when rendering the game settlement interface for the first time, the client only renders and displays the virtual character model of the default user account in the model display area.
  • the client When receiving a trigger operation on other user accounts on the interface, the client reads the corresponding The model information of the user account, and the virtual character model corresponding to the user account is rendered and displayed in the model display area.
  • Step 221 Receive a trigger operation on the information display area corresponding to the second user account.
  • the game settlement interface further displays information display areas corresponding to at least two user accounts respectively, and the information display area corresponding to the second user account is used to display game settlement information of the second user account.
  • the information display area is a bar-shaped area, and various types of game settlement information of the user account in the current game match are arranged and displayed on the bar-shaped area. Therefore, the information display area can also be It is called an information display bar.
  • information bars 304 corresponding to each user account are displayed on the right side of the match settlement interface 301 .
  • the user can click on the information bar of the second user account to select the second user account.
  • the game settlement interface further displays information display areas corresponding to at least two user accounts respectively.
  • the information display area is used to display game settlement information, and the information display area is on the game settlement interface. are displayed in sorted order.
  • the client receives the switching operation on the model display area, and the switching operation is used to determine the second user account in combination with the arrangement order.
  • the model display area of the game settlement interface can receive switching operations (eg, swipe left and right or swipe up and down).
  • the information display areas of each user account are arranged in an order on the game settlement interface, according to the direction of the user's switching operation, the user account corresponding to the model currently displayed in the model display area, and the user account obtained based on the arrangement order of the information display area.
  • the client can determine which user account's model should be displayed next after receiving the toggle operation. For example, if the first user account and the second user account are arranged in order, and the model of the first user account is currently displayed, after receiving the switching operation of swiping to the right, the model of the first user account is switched and displayed as the second user The model of the account.
  • Step 230 Display a second model corresponding to the second user account in the model display area of the game settlement interface, where the second model is a virtual character model corresponding to the second user account.
  • the user can purchase fashion to dress up the character, or purchase skins to dress up the character.
  • the model information corresponding to the second user account also includes the dress-up information of the second model; the client, according to the model information corresponding to the second user account, displays the model display area of the second user account with the second dress-up style in the model display area of the game settlement interface.
  • the second model and the second dressing style are determined according to the dressing information.
  • the costume information includes at least one of costume information for playing the character and skin information for manipulating the character.
  • the fashion information may include at least one of the role-playing tops, bottoms, skirts, suits, hair accessories, hats, hairstyles, face shapes, facial features, expressions, shoes, jewelry, wings or other decorations.
  • the skin information includes the identifier of the skin selected by the second user account to dress up the control character in this game.
  • the skin information may also be the same type of information as the fashion information, that is, the user may purchase corresponding clothes to dress up the manipulating characters.
  • Step 240 in response to receiving the trigger operation, differentiate and display the information display area corresponding to the second user account.
  • the client terminal When receiving the triggering operation for selecting the second user account, the client terminal will also display the information display area corresponding to the second user account on the office settlement interface differently, so as to prompt the user account to view the second user account's inter-office settlement information, so that the user can intuitively associate the game settlement information of the second user account with the virtual character model of the second user account, thereby improving the efficiency of the user in viewing the game settlement information.
  • the distinguishing display includes at least one of highlighting the information display area, changing the color of the information display area, displaying the text in the information display area in bold, and displaying a check box on the information display area.
  • a highlighted selection circle is displayed on the periphery of the information display area of the second user account, thereby clearly distinguishing the information display area of the second user account from the information display areas of other user accounts.
  • the information display area is used to display the game settlement information of the user account in the form of characters or numbers, for example, the characters include the nickname of the user account, and the numbers include ratings, KDA, and the like.
  • the client terminal may further display the detailed game settlement information of the second user account in the game settlement interface.
  • the client terminal displays chart match settlement information of the second user account, where the chart match settlement information includes at least one type of chart information. That is, the client terminal more intuitively displays the game settlement information of the second user account to the user in the form of a graph.
  • the chart information includes the economic trend chart, scoring trend chart, pie chart or radar chart generated according to the data of multiple indicators, etc. of the user account in this game.
  • the chart information may be displayed in the game settlement interface, or may be displayed on the upper layer of the game settlement interface, for example, displayed in the upper layer of the game settlement interface in the form of a small window.
  • the triggering operation for the user to select the second user account may be a trigger on the information display area of the second user account operation, the trigger operation indicates that the user pays attention to the game settlement information of the second user account. Therefore, according to the trigger operation, the virtual character model of the second user account is displayed in the model display area, so that the user can match the game settlement information with the game.
  • the virtual character models in the game are directly linked to improve the efficiency of users to read the game settlement information.
  • the information display area of the second user account is displayed differently, prompting the user that the virtual role model displayed in the current model display area is Corresponding to the match settlement information, it is convenient for the user to identify the user account corresponding to the match settlement information, and the reading efficiency of the user is improved.
  • a game performance display interface of the master user account is also displayed before the game settlement interface.
  • FIG. 6 shows a flowchart of a method for displaying a game settlement interface provided by an exemplary embodiment of the present application.
  • the method may be performed by any of the above-mentioned terminals in FIG. 1 . Specifically, it can be executed by a client running on the terminal, and the client is a client supporting a virtual environment.
  • step 210 further includes step 201 and step 202 before step 210 .
  • Step 201 Display the game performance display interface of the master control user account, the master user account is the user account currently logged in by the client, and the game performance display interface is used to display the performance information of the master user account in the game game.
  • the office performance display interface displays the master model corresponding to the master user account, and the master model corresponds to the virtual role model of the master user account.
  • the game performance display interface is used to display performance information of the master control user account in the current game match.
  • the performance information may be the same information as the game settlement information.
  • the performance information may be more than the game settlement information, or less than the game settlement information.
  • the display of the game settlement information is usually mainly in the form of characters or numbers.
  • the game display interface only the game settlement information of one user account of the master user account needs to be displayed. Therefore, the game settlement information of the master user account in this game can be displayed in various forms.
  • the game settlement information can be displayed in the form of graphs or animations, and the game settlement information displayed in various forms here is the performance information.
  • the master model of the master user account is displayed on the game performance display interface.
  • Step 202 displaying a transition animation of the master control model from the game performance display interface to the game settlement interface, and the master control model is displayed in the model display area of the game settlement interface.
  • the first user account includes a master user account
  • the first model includes a master model. That is, the game settlement interface displays the master model of the master user account by default. Therefore, in order to better perform the transition between the game performance display interface and the game settlement interface, a transition animation for moving the master control model from the game performance display interface to the game settlement interface will be displayed.
  • the transition animation may be to control the main control model to make a jumping action, and to switch and display the two interfaces at the same time.
  • the transition animation may be to control the main control model to move from the position in the game performance display interface to the position in the game settlement interface, and to switch and display the two interfaces at the same time.
  • FIG. 7 shows a flowchart of a method for displaying a game settlement interface provided by an exemplary embodiment of the present application.
  • the method may be performed by the computer system of FIG. 1 described above.
  • the method includes the following steps.
  • Step 501 the client sends a game settlement request to the server in response to the end of the game.
  • Step 502 the server receives the game settlement request sent by the client, performs game settlement according to the game settlement request, and queries the account data of the users participating in the game.
  • the server acquires the account data of the users participating in the game of the current game, generates game settlement information, and sends the game settlement information to the client.
  • the game settlement information includes the electronic clothing information of the role (for example, a trainer) and the control role (for example, a pet being trained) of the user account participating in the game.
  • Step 504 the client terminal receives the match settlement information sent by the server, and writes the electronic clothing information into the database.
  • Step 505 the client terminal displays the model of the master control role and the master role playing role of the master user account on the game settlement interface according to the electronic apparel information of the master user account, and the model presents the dress style indicated in the electronic apparel information.
  • Step 506 the client terminal determines whether it has received an operation of the user clicking to view other user accounts, and if so, proceeds to step 507 , otherwise returns to step 505 .
  • Step 507 the client reads the electronic clothing information of the selected user account from the database.
  • Step 508 the client displays, according to the read electronic clothing information, the manipulating character, the model for playing the character, and the skill for manipulating the character of the selected user account.
  • Step 509 the client terminal determines whether a trigger operation for triggering the next settlement process from the user is received, and if so, ends the display process of the settlement interface of the inter-office; otherwise, returns to step 508 .
  • FIG. 8 is a block diagram of a display device of a game settlement interface provided by an exemplary embodiment of the present application.
  • the device includes:
  • the display module 601 is used to display the game settlement interface of the game game, and the game settlement interface is used to display the game settlement information of at least two user accounts participating in the game game, and the at least two user accounts include the first user account and For the second user account, the model display area of the match settlement interface displays the first model corresponding to the first user account, and the first model is the virtual character model corresponding to the first user account;
  • An interaction module 602 configured to receive a trigger operation for selecting a second user account
  • the display module 601 is further configured to display a second model corresponding to the second user account in the model display area of the game settlement interface, where the second model is a virtual character model corresponding to the second user account.
  • the inter-office settlement interface further displays information display areas corresponding to at least two user accounts respectively, and the information display area corresponding to the second user account is used to display the game settlement information of the second user account ;
  • the device also includes:
  • the interaction module 602 is configured to receive a trigger operation on the information display area corresponding to the second user account.
  • the display module 601 is further configured to differentiate and display the information display area corresponding to the second user account in response to receiving the trigger operation;
  • the distinguishing display includes at least one of highlighting the information display area, changing the color of the information display area, displaying the text in the information display area in bold, and displaying a check box on the information display area.
  • the display module 601 is further configured to display the chart match settlement information of the second user account in response to receiving the trigger operation, where the chart match settlement information includes at least one kind of chart information.
  • the game settlement interface further displays information display areas corresponding to at least two user accounts respectively, the information display area is used to display game settlement information, and the information display area is located on the game settlement interface.
  • Display has sort order;
  • the interaction module 602 is further configured to receive a switching operation on the model display area, and the switching operation is used to determine the second user account in combination with the arrangement order.
  • the first model includes at least one of a first manipulating character model and a first playing character model, and the first manipulating character model is a virtual character controlled by the first user account in the game game , the first role model is the virtual role played by the first user account;
  • the second model includes at least one of a second manipulating character model and a second acting character model, the second manipulating character model is a virtual character controlled by the second user account in the game, and the second acting character model is the second user The virtual role that the account plays outside the game.
  • the display module 601 is further configured to display the game performance display interface of the master control user account, the master control user account is the user account currently logged in by the client, and the game performance display interface is used to display the main game performance display interface.
  • the performance information of the control user account in the game is used to display the main game performance display interface.
  • the game performance display interface displays the master model corresponding to the master user account, and the master model corresponds to the virtual character model of the master user account.
  • the first user account includes a master user account
  • the first model includes a master model
  • the display module 601 is further configured to display the transition animation of the master control model from the game performance display interface to the game settlement interface, and the model display area of the game settlement interface displays the master control model.
  • the device further includes:
  • a sending module 603, configured to send a game settlement request to the server in response to the end of the game
  • the display module 601 is further configured to display the game settlement interface of the game according to the game settlement information in response to receiving the game settlement information sent by the server, and the game settlement information includes at least two user accounts participating in the game game corresponding to the respective accounts. model information;
  • the display module 601 is further configured to display the second model corresponding to the second user account in the model display area of the game settlement interface according to the model information corresponding to the second user account.
  • the model information corresponding to the second user account further includes dress-up information of the second model
  • the display module 601 is further configured to display the second model of the second dress style in the model display area of the game settlement interface according to the model information corresponding to the second user account, and the second dress style is determined according to the dress information.
  • the display device for the game settlement interface provided in the above-mentioned embodiment is only illustrated by the division of the above-mentioned functional modules.
  • the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the apparatus for displaying the game settlement interface provided by the above embodiments and the embodiment of the method for displaying the game settlement interface belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
  • the present application also provides a terminal, the terminal includes a processor and a memory, the memory stores at least one computer-readable instruction, and the at least one computer-readable instruction is loaded and executed by the processor to implement the pairing provided by the foregoing method embodiments. Display method of bureau settlement interface. It should be noted that the terminal may be the terminal provided in FIG. 9 below.
  • FIG. 9 is a structural block diagram of a terminal 900 provided by an exemplary embodiment of the present application.
  • the terminal 900 can be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, the standard audio level 3 of moving picture expert compression), MP4 (Moving Picture Experts Group Audio Layer IV, moving picture expert compression standard audio Level 4) Player, laptop or desktop computer.
  • Terminal 900 may also be called user equipment, portable terminal, laptop terminal, desktop terminal, and the like by other names.
  • the terminal 900 includes: a processor 901 and a memory 902 .
  • the processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 901 can use at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) accomplish.
  • the processor 901 may also include a main processor and a coprocessor, where the main processor is a processor used to process data in a wake-up state, also called a CPU; a coprocessor is used to process data in a standby state A low-power processor for processing.
  • the processor 901 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 901 may further include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 902 may include one or more computer-readable storage media, which may be non-transitory. Memory 902 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, a non-transitory computer-readable storage medium in the memory 902 is used to store at least one computer-readable instruction for execution by the processor 901 to implement the method in this application Embodiments provide a method for displaying a game settlement interface.
  • the terminal 900 may optionally further include: a peripheral device interface 903 and at least one peripheral device.
  • the processor 901, the memory 902 and the peripheral device interface 903 may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 903 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 904 , a display screen 905 , a camera assembly 906 , an audio circuit 907 , a positioning assembly 908 and a power supply 909 .
  • FIG. 9 does not constitute a limitation on the terminal 900, and may include more or less components than shown, or combine some components, or adopt different component arrangements.
  • the memory further includes one or more programs, the one or more programs are stored in the memory, and the one or more programs include a method for displaying the game settlement interface provided by the embodiment of the present application.
  • the present application provides a computer-readable storage medium, where at least one computer-readable instruction is stored in the storage medium, and the at least one computer-readable instruction is loaded and executed by the processor to implement the above-mentioned various method embodiments.
  • the display method of the game settlement interface is not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, a computer-readable storage medium, where at least one computer-readable instruction is stored in the storage medium, and the at least one computer-readable instruction is loaded and executed by the processor to implement the above-mentioned various method embodiments.
  • the present application also provides a computer program product or computer program comprising computer-readable instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer-readable instruction from the computer-readable storage medium, and the processor executes the computer-readable instruction, so that the computer device executes the method for displaying the game settlement interface provided in the foregoing optional implementation manner.

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Abstract

本申请公开了一种对局结算界面的显示方法、装置、设备及介质,涉及人机交互领域。该方法包括:显示游戏对局的对局结算界面,对局结算界面用于显示参与游戏对局的至少两个用户帐号的对局结算信息,至少两个用户帐号包括第一用户帐号和第二用户帐号,对局结算界面的模型展示区域显示有第一用户帐号对应的第一模型,第一模型为第一用户帐号对应的虚拟角色模型;接收选择第二用户帐号的触发操作;在对局结算界面的模型展示区域显示第二用户帐号对应的第二模型,第二模型为第二用户帐号对应的虚拟角色模型。

Description

对局结算界面的显示方法、装置、设备及介质
本申请要求于2021年03月18日提交中国专利局,申请号为2021102930560,申请名称为“对局结算界面的显示方法、装置、设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及人机交互领域,特别涉及一种对局结算界面的显示方法、装置、设备及介质。
背景技术
对战游戏是多个用户帐号在同一场景内进行竞技的游戏。可选地,对战游戏可以是多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)。
在典型的MOBA游戏中,在游戏对局结束后会显示对局结算界面,在对局结算界面会显示本次对局中各个用户帐号的游戏数据,游戏数据的显示形式通常为条状显示,每个用户帐号对应一个信息条,在信息条的首端显示用户帐号在本次游戏对局中控制的操控角色的头像,在头像后紧跟该操控角色在本次对局中的一系列游戏数据,例如,游戏数据包括:用户帐号的昵称、装备信息、KDA(Kill Death Assist,击杀,死亡,助攻)数据、经济数据、评分MVP(Most Valuable Player,最有价值游戏者)数据中的至少一种。
由于对局结算界面中的信息量较大,用户无法直观获知正在查看的用户帐号所对应的操控角色,信息传达效率差。
发明内容
本申请的实施例提供了一种对局结算界面的显示方法、装置、设备及介质。
一种对局结算界面的显示方法,由终端执行,所述方法包括:
显示游戏对局的对局结算界面,所述对局结算界面用于显示参与所述游戏对局的至少两个用户帐号的对局结算信息,所述至少两个用户帐号包括第一用户帐号和第二用户帐号,所述对局结算界面的模型展示区域显示有所述第一用户帐号对应的第一模型,所述第一模型为所述第一用户帐号对应的虚拟角色模型;
接收选择所述第二用户帐号的触发操作;
在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的第二模型,所述第二模型为所述第二用户帐号对应的虚拟角色模型。
一种对局结算界面的显示装置,所述装置包括:
显示模块,用于显示游戏对局的对局结算界面,所述对局结算界面用于显示参与所述游戏对局的至少两个用户帐号的对局结算信息,所述至少两个用户帐号包括第一用户帐号和第二用户帐号,所述对局结算界面的模型展示区域显示有所述第一用户帐号对应的第一模型,所述第一模型为所述第一用户帐号对应的虚拟角色模型;
交互模块,用于接收选择所述第二用户帐号的触发操作;
所述显示模块还用于在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的第二模型,所述第二模型为所述第二用户帐号对应的虚拟角色模型。
一种计算机设备,所述计算机设备包括一个或多个处理器和存储器,所述存储器中存储有计算机可读指令,所述计算机可读指令被所述一个或多个处理器执行时,使得所述一个或多个处理器执行如上所述的对局结算界面的显示方法。
一个或多个存储有计算机可读指令的非易失性计算机可读存储介质,所述计算机可读存储介质中存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时实现如上所述的对局结算界面的显示方法。
一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机可读指令,该计算机可读指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机可读指令,处理器执行该计算机可读指令,使得该计算机设备执行如上所述的对局结算界面的显示方法。
本申请的一个或多个实施例的细节在下面的附图和描述中提出。本申请的其它特征、目的和优点将从说明书、附图以及权利要求书变得明显。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,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它的附图。
图1是本申请一个示例性实施例提供的计算机***的结构框图;
图2是本申请另一个示例性实施例提供的对局结算界面的显示方法的方法流程图;
图3是本申请另一个示例性实施例提供的对局结算界面的显示方法的用户界面示意图;
图4是本申请另一个示例性实施例提供的对局结算界面的显示方法的用户界面示意图;
图5是本申请另一个示例性实施例提供的对局结算界面的显示方法的方法流程图;
图6是本申请另一个示例性实施例提供的对局结算界面的显示方法的方法流程图;
图7是本申请另一个示例性实施例提供的对局结算界面的显示方法的方法流程图;
图8是本申请另一个示例性实施例提供的对局结算界面的显示装置的装置框图;
图9是本申请另一个示例性实施例提供的终端的框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中涉及的名词进行简单介绍:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟环境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。可选 地,该虚拟环境还用于至少两个虚拟角色之间的虚拟环境对战,在该虚拟环境中具有可供至少两个虚拟角色使用的虚拟资源。可选地,该虚拟环境包括对称的左下角区域和右上角区域,属于两个敌对阵营的虚拟角色分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标。
虚拟角色:是指在虚拟环境中的可活动对象和不可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。该不可活动对象可以是虚拟建筑、虚拟植物、虚拟地形中的至少一种。可选地,当虚拟环境为三维虚拟环境时,虚拟角色可以是三维虚拟模型,每个虚拟角色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,虚拟角色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,虚拟角色也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。
多人在线战术竞技:是指在虚拟环境中,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟角色、在指定场景和时刻内保证自身的存活、抢夺到某种资源、在指定时刻内比分超过对方中的至少一种。战术竞技可以以局为单位来进行,每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟角色,比如1个、2个、3个或5个。
MOBA游戏:是一种在虚拟环境中提供若干个据点,处于不同阵营的用户控制虚拟角色在虚拟环境中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟角色分散在虚拟环境中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件。MOBA游戏以局为单位,一场MOBA游戏对局的持续时刻是从游戏开始的时刻至达成胜利条件的时刻。
用户界面(User Interface,UI)控件:在应用程序的用户界面上可见或不可见的控件或元素,比如,图片、输入框、文本框、按钮、标签等。示例性的,当UI控件是不可见的控件时,用户可以通过触发用户界面上的指定区域,来触发这些不可见的控件。其中一些UI控件响应用户的操作,比如,技能控件,控制主控虚拟角色释放技能。用户触发技能控件,控制主控虚拟角色释放技能。本申请实施例中涉及的UI控件,包括但不限于:技能控件、移动控件、摄像头移动控件。
图1给出了本申请一个示例性实施例提供的计算机***的结构框图。该计算机***100包括:第一终端110、服务器120、第二终端130。
第一终端110安装和运行有支持虚拟环境的客户端111,该客户端111可以是多人在线对战程序。当第一终端运行客户端111时,第一终端110的屏幕上显示客户端111的用户界面。该客户端可以是大逃杀射击游戏、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Person Shooting Game,TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的任意一种。在本实施例中,以该客户端是MOBA游戏来举例说明。第一终端110是第一用户112使用的终端,在游戏对局中,第一用户112使用第一终端110控制位于虚拟环境中的第一操控角色进行活动,第一操控 角色可以称为第一用户112在游戏对局中的主控虚拟角色。第一操控角色的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。在游戏对局外,第一用户112使用第一终端110扮演第一扮演角色进行游戏对局外的活动,例如,参加战队、公会、添加好友、购买道具、购买操控角色、完成任务、发送邮件等等。
第二终端130安装和运行有支持虚拟环境的客户端131,该客户端131可以是多人在线对战程序。当第二终端130运行客户端131时,第二终端130的屏幕上显示客户端131的用户界面。该客户端可以是大逃杀射击游戏、VR应用程序、AR程序、三维地图程序、虚拟现实游戏、增强现实游戏、FPS、TPS、MOBA、SLG中的任意一种,在本实施例中,以该客户端是MOBA游戏来举例说明。第二终端130是第二用户113使用的终端,在游戏对局中,第二用户113使用第二终端130控制位于虚拟环境中的第二操控角色进行活动,第二操控角色可以称为第二用户113在游戏对局中的主控虚拟角色。在游戏对局外,第二用户113使用第二终端130扮演第二扮演角色进行游戏对局外的活动,例如,参加战队、公会、添加好友、购买道具、购买操控角色、完成任务、发送邮件等等。
可选地,在游戏对局中,第一操控角色和第二操控角色处于同一虚拟环境中。可选地,第一操控角色和第二操控角色可以属于同一个阵营、同一个队伍、同一个组织或具有临时性的通讯权限。可选的,第一操控角色和第二操控角色可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。
可选地,第一终端110和第二终端130上安装的客户端是相同的,或两个终端上安装的客户端是不同操作***平台(安卓或IOS)上的同一类型客户端。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端140可以接入服务器120。可选地,还存在一个或多个终端140是开发者对应的终端,在终端140上安装有支持虚拟环境的客户端的开发和编辑平台,开发者可在终端140上对客户端进行编辑和更新,并将更新后的客户端安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载客户端安装包实现对客户端的更新。
第一终端110、第二终端130以及其它终端140通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的客户端提供后台服务。可选地,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器120包括处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器120中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端 140所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。
具体地,通过在对局结算界面中设置模型展示区域,模型展示区域用于展示参与本次对局的用户帐号的模型,当用户选中参与本次对局的某个用户帐号时,在模型展示区域显示该用户帐号对应的虚拟角色模型。由于游戏的虚拟环境是三维的虚拟环境,用户在进行游戏时通常看到的都是虚拟角色的三维模型。在对局结算界面显示虚拟角色模型,可以让用户通过观察虚拟角色模型直观地将当前查看的用户帐号与在虚拟环境中看到的虚拟角色联系起来,提高将对局结算信息直观传达给用户的信息传达效率,均衡对局结算界面的信息密度,提高用户获知对局结算信息的效率。
结合上述对虚拟环境的介绍以及实施环境说明,对本申请实施例提供的对局结算界面的显示方法进行说明,以该方法的执行主体为图1所示出的终端来举例说明。该终端上运行有客户端,该终端上运行的客户端为应用程序的客户端,该应用程序是支持虚拟环境的程序。
图2示出了本申请一个示例性实施例提供的对局结算界面的显示方法的流程图。该方法可以由上述图1中的任一终端来执行。具体地,可以由终端上运行的客户端来执行,该客户端是支持虚拟环境的客户端。该方法包括:
步骤210,显示游戏对局的对局结算界面,对局结算界面用于显示参与游戏对局的至少两个用户帐号的对局结算信息,至少两个用户帐号包括第一用户帐号和第二用户帐号,对局结算界面的模型展示区域显示有第一用户帐号对应的第一模型,第一模型为第一用户帐号对应的虚拟角色模型。
游戏对局结算界面是在游戏对局结束后显示的界面,游戏对局结算界面用于显示本次对局的对局结算信息。对局结算信息包括:主控用户帐号(或主控用户帐号所在队伍)本次对局的胜负、参与本次对局的至少两个用户帐号分别在本次对局中的信息数据、添加好友控件、返回主界面控件、返回房间控件中的至少一种。其中,参与本次对局的至少两个用户帐号分别在本次对局中的信息数据包括:用户帐号的昵称、用户帐号在本次对局中控制的操控虚拟角色的头像、评分、KAD(也可以称为“打倒、晕厥、助攻”)、MVP情况中的至少一种。
在本申请提供的实施例中,在对局结算界面中设置了模型展示区域,模型展示区域用于展示三维虚拟模型。示例性的,模型展示区域用于展示一个用户帐号对应的至少一个虚拟角色模型。在一种可选的实现方式中,模型展示区域用于展示三维虚拟模型的固定画面,即,用户只能从固定的视角观察三维虚拟模型。在另一种可选的实现方式中,模型展示区域可以接收用户的视角变换操作,根据视角变换操作改变观察三维虚拟模型的视角,从而使用户可以在模型展示区域中无死角观察三维虚拟模型。即,客户端响应于接收到在模型展示区域上的视角变换操作,根据视角变换操作对应的观察视角,在模型展示区域显示默认模型的观察画面。在另一种可选的实现方式中,模型展示区域可以用于展示三维虚拟模型的动态画面,从而无需用户切换视角,用户也可以在模型展示区域中多视角观察三维虚拟模型,例如,在模型展示区域中,三维虚拟模型可以自动原地360度循环旋转。
由于对局结算界面中的信息量巨大,且模型展示需要占用界面中的较大空间,因此,模型展示区域中仅用来展示一个用户帐号对应的虚拟角色模型,并不能同时展示多个用户帐号的虚拟角色。并且,由于本申请要解决的技术问题提高用户从对局结算界面中获知对局结算信息的效率,通过在模型展示区域展示用户当前选中的用户帐号的虚拟角色模型,可以使用户通过观察虚拟角色模型来快速获知当前查看的是游戏对局中哪个虚拟角色对应的对局结算信息。
在一种可选地实现方式中,模型展示区域还可以显示正在展示的虚拟角色模型对应的用户帐号的帐号信息。例如,步骤210中,当模型展示区域正在显示第一用户帐号的第一模型时,在模型展示区域上还可以显示有第一用户帐号的帐号信息,帐号信息包括:用户帐号的头像、昵称、等级、在本次游戏对局中的评分、本次对局中控制的操控虚拟角色的名称中的至少一种。
示例性的,第一用户帐号可以是用户上一次选择操作所选择查看的用户帐号。第一用户帐号也可以是默认的用户帐号。示例性的。默认的用户帐号可以是主控用户帐号,或,本次对局中MVP的用户帐号。主控用户帐号是终端上的客户端当前登录的用户帐号。本次对局中MVP的用户帐号是获胜队伍中获得MVP标志的用户帐号。示例性的,MVP用户帐号可以理解为获胜队伍中评分最高的用户帐号。
示例性的,第一用户帐号和第二用户帐号都是参与本次游戏对局的用户帐号。第一用户帐号和第二用户帐号可以属于同一阵营(队伍),也可以属于不同阵营(队伍)。
第一模型包括第一操控角色模型和第一扮演角色模型中的至少一种,第一操控角色模型为第一用户帐号在游戏对局中操控的虚拟角色,第一扮演角色模型为第一用户帐号扮演的虚拟角色。
示例性的,将用户帐号在游戏对局中操控的虚拟角色称为操控角色,将用户帐号扮演的游戏角色称为扮演角色。
在一种可选的实现方式中,扮演角色是用户帐号在游戏对局外扮演的虚拟角色,而操控角色是用户帐号在游戏对局中操控的虚拟角色(操控角色也可以理解为是由扮演角色操控的虚拟角色)。在另一种可选的实现方式中,扮演角色也可以与操控角色同时出现在游戏对局中,用户通过控制扮演角色,使扮演角色控制操控角色在虚拟环境中进行活动。
下面以扮演角色是用户帐号在游戏对局外扮演的虚拟角色进行举例说明。
示例性的,在游戏对局外的活动,用户是通过扮演角色来完成的。例如,在游戏对局外的活动包括:社交活动、购买活动、完成任务、充值活动、设置游戏对局的参数、进行游戏对局组队和匹配、游戏对局前准备活动中的至少一种。
示例性的,社交活动包括:添加好友、与好友互动、聊天、与好友组队、亲密关系的组建、加入战队、加入公会、拜师收徒、观战、发送邮件、接收邮件中的至少一种。示例性的,购买活动包括:购买操控角色、购买操控角色皮肤、购买游戏对局外生效道具、购买游戏对局内生效道具、向其他操控角色赠送礼物、抽奖、购买特权、充值会员中的至少一种。示例性的,完成任务包括:接收任务、提交任务、获得任务奖励。示例性的,充值活动包括:使用游戏外的货币、电子资源兑换/购买游戏内的虚拟货币、电子资源等。设置游戏对局的参数包括:设置游戏通用设置参数(音量、画质等);设置游戏对局显示布局(控件位置、图标位置、控件显示方式、控件使用方式);预设各个操控角色在游戏对局内 的属性、快捷消息、游戏对局内特效、皮肤中的至少一个。示例性的,进行游戏对局组队和匹配包括:进入游戏对局组队房间、邀请好友、邀请战队/公会队友、邀请聊天频道里的陌生扮演角色、邀请附近人、与组队队友共同进行游戏对局匹配中的至少一种。示例性的,游戏对局前准备活动包括:在游戏对局匹配完成后,选择游戏对局中控制的操控角色、选择附加技能、选择操控角色的属性加成,加载游戏对局的资源等中的至少一种。
示例性的,操控角色是用户在游戏对局中控制的虚拟角色,用户控制操控角色在游戏对局的虚拟环境中进行活动,以攻击敌方操控角色、摧毁敌方基地获得游戏胜利。示例性的,用户可以控制操控角色在游戏对局的虚拟环境中进行的活动包括:移动、使用技能、普通攻击、购买装备、卖出装备、控制摄像头移动、升级操控角色、升级技能、回复操控角色生命值、传送中的至少一种。
示例性的,在游戏对局外,扮演角色可以显示为具有三维虚拟模型的三维虚拟角色,也可以是显示为二维图像的二维虚拟角色,还可以是显示为2.5维图像的2.5维虚拟角色。
在一种可选的实现方式中,在游戏对局外,扮演角色可以在一个固定场景中进行展示,例如,在运行客户端后,在刚进入客户端的主用户界面上设置有一个固定的二维场景或三维场景对扮演角色进行展示,示例性的,固定场景是指:场景的区域范围很小(例如终端的显示屏上的显示范围可以覆盖到全部的场景或至少一半的场景)。在一种可选的实现方式中,用户可以控制扮演角色在固定场景中进行活动(移动、跳跃、使用道具、播放动作、播放特效等等)。在另一种可选的实现方式中,用户无法控制扮演角色在固定场景中移动,即,扮演角色的位置固定在固定场景中的指定位置,可选的,当扮演角色是三维虚拟角色时,用户也可以控制扮演角色在原地左右旋转,以便用户能够360°地观察扮演角色,可选的,用户也可以控制扮演角色在原地做指定动作。
在另一种可选的实现方式中,在游戏对局外具有另一个虚拟环境,为了将该虚拟环境与游戏对局内的虚拟环境相区分,将游戏对局外的虚拟环境命名为局外虚拟环境,示例性的,局外虚拟环境的区域范围很大,终端的显示屏上只能显示局外虚拟环境的一小部分区域(五分之一、十分之一甚至更小)。在局外虚拟环境中,用户可以控制扮演角色进行活动(移动、跳跃、使用道具、播放动作、播放特效等等)。
示例性的,由于游戏对局内的虚拟环境通常为2.5维或三维虚拟环境,则操控角色为2.5维或三维虚拟角色。
示例性的,扮演角色和操控角色对应同一个用户帐号。示例性的,一个用户帐号可以对应多个扮演角色,一个扮演角色又可以对应多个操控角色。例如,一个用户帐号在游戏程序的多个游戏服务器上创建了多个扮演角色,或,一个用户帐号在游戏程序的一个游戏服务器上创建了多个扮演角色。示例性的,操控角色是由扮演角色在游戏对局外获得的,用户只有在游戏对局外使用扮演角色获得该操控角色,才能在游戏对局开始时选择使用该操控角色进行本次游戏对局。示例性的,扮演角色获得操控角色的方式可以是:购买获得、赠与获得、完成任务获得、兑换获得、原生获得(创建扮演角色时就自动获得的操控角色)中的至少一种。示例性的,一个扮演角色可以拥有多个操控角色,例如,扮演角色可以通过在游戏对局外完成任务获得虚拟货币,或,进行游戏对局获得虚拟货币,从而用虚拟货币购买新的操控角色,如此,扮演角色就可以获得多个操控角色。
例如,如图3所示,给出了一种对局结算界面301,在对局结算界面301左侧模型展 示区域上显示有第一用户帐号的第一模型。示例性的,该第一模型包括第一用户帐号的操控角色模型302和扮演角色模型305。
步骤220,接收选择第二用户帐号的触发操作。
在对局结算界面中显示有参与本次游戏对局的各个用户帐号的对局结算信息。客户端可以接收任意形式的选择其中一个用户帐号的触发操作。例如,客户端可以接收在第二用户帐号的任意一个对局结算信息上的触发操作,来确定选中第二用户帐号。或者,客户端可以接收在模型展示区域上的左右或上下滑动切换的操作,根据预设的顺序,确定该操作选中了第二用户帐号。
示例性的,该触发操作表明用户当前在关注第二用户帐号的对局结算信息,因此,客户端在接收到触发操作后,在模型显示区域上对应显示第二用户帐号对应的第二模型,使用户在查看第二用户帐号的对局结算信息时,可以通过观察第二模型来直观地将该对局结算信息,与游戏对局中看到的三维虚拟角色模型对应起来。进而提高用户从对局结算信息中识别各个用户帐号、获知各个用户帐号的对局结算信息的效率。
步骤230,在对局结算界面的模型展示区域显示第二用户帐号对应的第二模型,第二模型为第二用户帐号对应的虚拟角色模型。
第二用户帐号为触发操作选中的用户帐号。第二用户帐号可以是参与本次游戏对局中除第一用户帐号之外的任意一个用户帐号。
示例性的,第二模型包括第二操控角色模型和第二扮演角色模型中的至少一种,第二操控角色模型为第二用户帐号在游戏对局中操控的虚拟角色,第二扮演角色模型为第二用户帐号在游戏对局外扮演的虚拟角色。
例如,如图4所示,当客户端接收到在第二用户帐号的对局结算信息上的触发操作时,在模型展示区域显示第二用户帐号对应的第二模型303。
在本申请提供的实施例中,模型展示区域可以用于同时展示用户帐号的扮演角色和操控角色的虚拟角色模型,即,展示两个虚拟角色模型。该方法可以将其他知名作品的IP(Intellectual Property,知识产权/版权)融入到游戏程序中,增强IP代入感,使游戏程序原带角色(扮演角色)与IP角色(操控角色)产生互动。
示例性的,扮演角色和操控角色可以是不同作品IP世界中的角色,例如,扮演角色是第一作品IP世界中的角色,操控角色是第二作品IP世界中的角色。例如,扮演角色是作品A中的角色甲,操控角色是作品B中的角色乙。
综上所述,本实施例提供的方法,通过在对局结算界面中设置模型展示区域,模型展示区域用于展示参与本次对局的用户帐号的模型,当用户选中参与本次对局的某个用户帐号时,在模型展示区域显示该用户帐号对应的虚拟角色模型。由于游戏的虚拟环境是三维的虚拟环境,用户在进行游戏时通常看到的都是虚拟角色的三维模型。在对局结算界面显示虚拟角色模型,可以让用户通过观察虚拟角色模型直观地将当前查看的用户帐号与在虚拟环境中看到的虚拟角色联系起来,提高将对局结算信息直观传达给用户的信息传达效率,均衡对局结算界面的信息密度,提高用户获知对局结算信息的效率。
示例性的,给出两种选中第二用户帐号的操作示例,还给出了在选中第二用户帐号后对局结算界面中对第二用户帐号的信息进行区别显示的示例。
图5示出了本申请一个示例性实施例提供的对局结算界面的显示方法的流程图。该方 法可以由上述图1中的任一终端上运行的客户端来执行,该客户端是支持虚拟环境的客户端。基于图2所示的方法,步骤220还包括步骤221,步骤230之后还包括步骤240。
步骤210,显示游戏对局的对局结算界面,对局结算界面用于显示参与游戏对局的至少两个用户帐号的对局结算信息,至少两个用户帐号包括第一用户帐号和第二用户帐号,对局结算界面的模型展示区域显示有第一用户帐号对应的第一模型,第一模型为第一用户帐号对应的虚拟角色模型。
客户端响应于游戏对局结束,向服务器发送对局结算请求,对局结算请求用于请求服务器对本次游戏对局进行结算,获取对局结算信息。客户端响应于接收到服务器发送的对局结算信息,根据对局结算信息显示游戏对局的对局结算界面,对局结算信息包括参与游戏对局的至少两个用户帐号分别对应的模型信息,模型信息用于在模型展示区域显示用户帐号对应的虚拟角色模型。
示例性的,服务器会向客户端发送参与本次游戏对局的全部用户帐号的模型信息,客户端在接收到模型信息后会将其写入数据库。但在首次渲染对局结算界面时,客户端仅在模型展示区域渲染并显示默认的用户帐号的虚拟角色模型,在接收到作用于界面上其他用户帐号的触发操作时,客户端再读取对应用户帐号的模型信息,在模型展示区域渲染并显示对应用户帐号的虚拟角色模型。
步骤221,接收在第二用户帐号对应的信息显示区域上的触发操作。
示例性的,对局结算界面还显示有至少两个用户帐号分别对应的信息显示区域,第二用户帐号对应的信息显示区域用于显示第二用户帐号的对局结算信息。
在一种可选的实现方式中,信息显示区域为条状区域,在条状区域上排列显示了用户帐号在本次游戏对局中的各类对局结算信息,因此,信息显示区域也可以称之为信息显示条。
例如,如图3所示,在对局结算界面301的右侧显示有各个用户帐号分别对应的信息条304。用户可以点击第二用户帐号的信息条来选中第二用户帐号。
在另一种可选的实现方式中,对局结算界面还显示有至少两个用户帐号分别对应的信息显示区域,信息显示区域用于显示对局结算信息,信息显示区域在对局结算界面上的显示具有排列顺序。客户端接收在模型展示区域上的切换操作,切换操作用于结合排列顺序确定第二用户帐号。
即,对局结算界面的模型展示区域可以接收切换操作(例如,左右滑动或上下滑动)。各个用户帐号的信息显示区域在对局结算界面上的排列具有顺序,根据用户切换操作的方向、模型显示区域当前显示的模型对应的用户帐号、以及基于信息显示区域的排列顺序得到的用户帐号的排列顺序,客户端就可以确定在接收到该切换操作后下一个应该显示哪个用户帐号的模型。例如,第一用户帐号和第二用户帐号顺序排列,当前显示的是第一用户帐号的模型,则在接收到向右滑动的切换操作后,将第一用户帐号的模型切换显示为第二用户帐号的模型。
步骤230,在对局结算界面的模型展示区域显示第二用户帐号对应的第二模型,第二模型为第二用户帐号对应的虚拟角色模型。
在一种可选的实现方式中,用户可以购买时装装扮扮演角色,或,购买皮肤装扮操控角色。
则第二用户帐号对应的模型信息还包括第二模型的装扮信息;客户端根据第二用户帐号对应的模型信息,在对局结算界面的模型展示区域显示第二装扮样式的第二用户帐号的第二模型,第二装扮样式是根据装扮信息确定的。
示例性的,该装扮信息包括扮演角色的时装信息、操控角色的皮肤信息中的至少一种。其中,时装信息可以包括扮演角色的上衣、下衣、裙装、套装、发饰、帽子、发型、脸型、五官、表情、鞋子、首饰、翅膀或其他装饰物中的至少一种。皮肤信息包括第二用户帐号在本次对局中选择为操控角色装扮的皮肤的标识。示例性的,皮肤信息也可以与时装信息是同类型的信息,即,用户可以为操控角色分别购买对应的服饰进行装扮。
步骤240,响应于接收到触发操作,区别显示第二用户帐号对应的信息显示区域。
在接收到选择第二用户帐号的触发操作的同时,客户端还会将对局结算界面上第二用户帐号对应的信息显示区域进行区别显示,以提示用户帐号查看第二用户帐号的对局结算信息,从而使用户直观地将第二用户帐号的对局结算信息与第二用户帐号的虚拟角色模型联系起来,提高用户查看对局结算信息的效率。
其中,区别显示包括对信息显示区域高亮显示、改变信息显示区域的颜色、对信息显示区域的文字加粗显示、在信息显示区域上显示选中框中的至少一种。
例如,在第二用户帐号的信息显示区域的***显示一圈高亮的选中圈,从而将第二用户帐号的信息显示区域与其他用户帐号的信息显示区域明显区分开来。或,将第二用户帐号的信息显示区域用区别于其他用户帐号的信息显示区域的颜色进行着色;或,将第二用户帐号的信息显示区域中的文字进行加粗或倾斜或增加下划线中的至少一种。
在一种可选的实现方式中,信息显示区域用于以文字或数字的形式展示用户帐号的对局结算信息,例如,文字包括用户帐号的昵称,数字包括评分、KDA等。当客户端接收到选择第二用户帐号的触发操作时,客户端还可以在对局结算界面中显示第二用户帐号详细的对局结算信息。
例如,客户端响应于接收到所述触发操作,显示所述第二用户帐号的图表对局结算信息,所述图表对局结算信息包括至少一种图表信息。即,客户端采用图表的形式向用户更直观地展示第二用户帐号的对局结算信息。图表信息包括用户帐号在本次游戏对局中的经济走势图、评分走势图、根据多个指标的数据生成的饼状图或雷达图等。
示例性的,图表信息可以显示在对局结算界面中,也可以在对局结算界面的上层,例如,以小窗口的形式显示在对局结算界面的上层。
综上所述,本实施例提供的方法,通过对局结算界面中显示各个用户帐号的信息显示区域,用户选择第二用户帐号的触发操作可以是在第二用户帐号的信息显示区域上的触发操作,该触发操作表明用户关注到了第二用户帐号的对局结算信息,因此,根据该触发操作在模型展示区域展示第二用户帐号的虚拟角色模型,使用户能够将该对局结算信息与游戏对局内的虚拟角色模型直接联系起来,提高用户阅读对局结算信息的效率。
本实施例提供的方法,通过在根据触发操作显示第二用户帐号的虚拟角色模型的同时,对第二用户帐号的信息显示区域进行区别显示,提示用户当前模型展示区域所展示的虚拟角色模型是与该对局结算信息相对应的,进而便于用户识别该对局结算信息对应的用户帐号,提高用户的阅读效率。
在一种可选的实现方式中,对局结束后,在对局结算界面之前还会显示主控用户帐号的对局表现展示界面。
图6示出了本申请一个示例性实施例提供的对局结算界面的显示方法的流程图。该方法可以由上述图1中的任一终端来执行。具体地,可以由终端上运行的客户端来执行,该客户端是支持虚拟环境的客户端。基于图2所示的示例性实施例,步骤210之前还包括步骤201和步骤202。
步骤201,显示主控用户帐号的对局表现展示界面,主控用户帐号为客户端当前登录的用户帐号,对局表现展示界面用于显示主控用户帐号在游戏对局中的表现信息,对局表现展示界面显示有主控用户帐号对应的主控模型,主控模型为主控用户帐号对应的虚拟角色模型。
对局表现展示界面用于展示主控用户帐号在本次游戏对局中的表现信息,示例性的,表现信息可以与对局结算信息是相同的信息。示例性的,表现信息还可以比对局结算信息更多,或,比对局结算信息更少。在一种可选的实现方式中,由于对局结算界面需要显示多个用户帐号的对局结算信息,因此,对于对局结算信息的展示通常主要使用文字或数字形式。而在对局表现展示界面,仅需要展示主控用户帐号一个用户帐号的对局结算信息,因此,可以采用多种形式来表现主控用户帐号在本次游戏对局中的对局结算信息,例如,可以采用图表或动画形式展示对局结算信息,这里采用多种形式所表现出的对局结算信息即为表现信息。
示例性的,在对局表现展示界面会显示主控用户帐号的主控模型。
步骤202,显示主控模型从对局表现展示界面至对局结算界面的过渡动画,对局结算界面的模型展示区域显示有主控模型。
示例性的,第一用户帐号包括主控用户帐号,第一模型包括主控模型。即,对局结算界面默认展示主控用户帐号的主控模型。因此,为了更好地进行对局表现展示界面与对局结算界面的过渡,会显示将主控模型从对局表现展示界面移动至对局结算界面的过渡动画。
示例性的,过渡动画可以是控制主控模型做出跳跃动作,同时进行两个界面的切换显示。或,过渡动画可以是控制主控模型从对局表现展示界面中的位置走向对局结算界面中的位置,同时进行两个界面的切换显示。
综上所述,本实施例提供的方法,通过将对局结算表现界面默认显示的模型设置为主控用户帐号的主控模型,采用过渡动画,更好地衔接了对局表现展示界面至对局结算界面的切换过渡,提高界面切换的流畅性。
示例性的,给出客户端与服务器实现本申请提供的对局界面的显示方法的示例性实施例。
图7示出了本申请一个示例性实施例提供的对局结算界面的显示方法的流程图。该方法可以由上述图1中的计算机***来执行。该方法包括以下步骤。
步骤501,客户端响应于游戏对局结束,向服务器发送对局结算请求。
步骤502,服务器接收客户端发送的对局结算请求,根据对局结算请求进行对局结算,并查询参与本次游戏对局的用户帐号数据。
步骤503,服务器获取参与本次游戏对局的用户帐号数据,生成对局结算信息,向客户端发送对局结算信息。对局结算信息包括参与本次游戏对局的用户帐号的扮演角色(例 如,训练家)和操控角色(例如,被训练的宠物)的电子服饰信息。
步骤504,客户端接收服务器发送的对局结算信息,将电子服饰信息写入数据库。
步骤505,客户端根据主控用户帐号的电子服饰信息在对局结算界面上显示主控用户帐号的主控操控角色和主控扮演角色的模型,该模型呈现电子服饰信息中指示的装扮样式。
步骤506,客户端判断是否接收到用户点击查看其他用户帐号的操作,若是,则进行步骤507,否则返回步骤505。
步骤507,客户端从数据库中读取被选中的用户帐号的电子服饰信息。
步骤508,客户端根据读取到的电子服饰信息显示被选中的用户帐号的操控角色和扮演角色的模型、以及操控角色的技能。
步骤509,客户端判断是否接收到用户触发下一步结算流程的触发操作,若是,则结束对局结算界面的展示流程;否则返回步骤508。
以下为本申请的装置实施例,对于装置实施例中未详细描述的细节,可参考上述方法实施例。
图8是本申请一个示例性实施例提供的对局结算界面的显示装置的框图。该装置包括:
显示模块601,用于显示游戏对局的对局结算界面,对局结算界面用于显示参与游戏对局的至少两个用户帐号的对局结算信息,至少两个用户帐号包括第一用户帐号和第二用户帐号,对局结算界面的模型展示区域显示有第一用户帐号对应的第一模型,第一模型为第一用户帐号对应的虚拟角色模型;
交互模块602,用于接收选择第二用户帐号的触发操作;
显示模块601还用于在对局结算界面的模型展示区域显示第二用户帐号对应的第二模型,第二模型为第二用户帐号对应的虚拟角色模型。
在一种可选的实施例中,对局结算界面还显示有至少两个用户帐号分别对应的信息显示区域,第二用户帐号对应的信息显示区域用于显示第二用户帐号的对局结算信息;该装置还包括:
交互模块602,用于接收在第二用户帐号对应的信息显示区域上的触发操作。
在一种可选的实施例中,显示模块601还用于响应于接收到触发操作,区别显示第二用户帐号对应的信息显示区域;
其中,区别显示包括对信息显示区域高亮显示、改变信息显示区域的颜色、对信息显示区域的文字加粗显示、在信息显示区域上显示选中框中的至少一种。
在一种可选的实施例中,显示模块601还用于响应于接收到触发操作,显示第二用户帐号的图表对局结算信息,图表对局结算信息包括至少一种图表信息。
在一种可选的实施例中,对局结算界面还显示有至少两个用户帐号分别对应的信息显示区域,信息显示区域用于显示对局结算信息,信息显示区域在对局结算界面上的显示具有排列顺序;
交互模块602还用于接收在模型展示区域上的切换操作,切换操作用于结合排列顺序确定第二用户帐号。
在一种可选的实施例中,第一模型包括第一操控角色模型和第一扮演角色模型中的至少一种,第一操控角色模型为第一用户帐号在游戏对局中操控的虚拟角色,第一扮演角色模型为第一用户帐号扮演的虚拟角色;
第二模型包括第二操控角色模型和第二扮演角色模型中的至少一种,第二操控角色模型为第二用户帐号在游戏对局中操控的虚拟角色,第二扮演角色模型为第二用户帐号在游戏对局外扮演的虚拟角色。
在一种可选的实施例中,显示模块601还用于显示主控用户帐号的对局表现展示界面,主控用户帐号为客户端当前登录的用户帐号,对局表现展示界面用于显示主控用户帐号在游戏对局中的表现信息,对局表现展示界面显示有主控用户帐号对应的主控模型,主控模型为主控用户帐号对应的虚拟角色模型。
在一种可选的实施例中,第一用户帐号包括主控用户帐号,第一模型包括主控模型;
显示模块601还用于显示主控模型从对局表现展示界面至对局结算界面的过渡动画,对局结算界面的模型展示区域显示有主控模型。
在一种可选的实施例中,该装置还包括:
发送模块603,用于响应于游戏对局结束,向服务器发送对局结算请求;
接收模块604,用于接收服务器发送的对局结算信息;
显示模块601还用于响应于接收到服务器发送的对局结算信息,根据对局结算信息显示游戏对局的对局结算界面,对局结算信息包括参与游戏对局的至少两个用户帐号分别对应的模型信息;
显示模块601还用于根据第二用户帐号对应的模型信息,在对局结算界面的模型展示区域显示第二用户帐号对应的第二模型。
在一种可选的实施例中,第二用户帐号对应的模型信息还包括第二模型的装扮信息;
显示模块601还用于根据第二用户帐号对应的模型信息,在对局结算界面的模型展示区域显示第二装扮样式的第二模型,第二装扮样式是根据装扮信息确定的。
需要说明的是:上述实施例提供的对局结算界面的显示装置,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的对局结算界面的显示装置与对局结算界面的显示方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
本申请还提供了一种终端,该终端包括处理器和存储器,存储器中存储有至少一条计算机可读指令,至少一条计算机可读指令由处理器加载并执行以实现上述各个方法实施例提供的对局结算界面的显示方法。需要说明的是,该终端可以是如下图9所提供的终端。
图9出了本申请一个示例性实施例提供的终端900的结构框图。该终端900可以是:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、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、笔记本电脑或台式电脑。终端900还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端900包括有:处理器901和存储器902。
处理器901可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器901可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器901也可以包括主处理器和协处理器, 主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU;协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器901可以在集成GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器901还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器902可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器902还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器902中的非暂态的计算机可读存储介质用于存储至少一个计算机可读指令,该至少一个计算机可读指令用于被处理器901所执行以实现本申请中方法实施例提供的对局结算界面的显示方法。
在一些实施例中,终端900还可选包括有:***设备接口903和至少一个***设备。处理器901、存储器902和***设备接口903之间可以通过总线或信号线相连。各个***设备可以通过总线、信号线或电路板与***设备接口903相连。具体地,***设备包括:射频电路904、显示屏905、摄像头组件906、音频电路907、定位组件908和电源909中的至少一种。
本领域技术人员可以理解,图9中示出的结构并不构成对终端900的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
所述存储器还包括一个或者一个以上的程序,所述一个或者一个以上程序存储于存储器中,所述一个或者一个以上程序包含用于进行本申请实施例提供的对局结算界面的显示方法。
本申请提供了一种计算机可读存储介质,所述存储介质中存储有至少一条计算机可读指令,所述至少一条计算机可读指令由所述处理器加载并执行以实现上述各个方法实施例提供的对局结算界面的显示方法。
本申请还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机可读指令,该计算机可读指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机可读指令,处理器执行该计算机可读指令,使得该计算机设备执行上述可选实现方式中提供的对局结算界面的显示方法。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (16)

  1. 一种对局结算界面的显示方法,其特征在于,由终端执行,所述方法包括:
    显示游戏对局的对局结算界面,所述对局结算界面用于显示参与所述游戏对局的至少两个用户帐号的对局结算信息,所述至少两个用户帐号包括第一用户帐号和第二用户帐号,所述对局结算界面的模型展示区域显示有所述第一用户帐号对应的第一模型,所述第一模型为所述第一用户帐号对应的虚拟角色模型;
    接收选择所述第二用户帐号的触发操作;及
    在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的第二模型,所述第二模型为所述第二用户帐号对应的虚拟角色模型。
  2. 根据权利要求1所述的方法,其特征在于,所述对局结算界面还显示有所述至少两个用户帐号分别对应的信息显示区域,所述第二用户帐号对应的所述信息显示区域用于显示所述第二用户帐号的所述对局结算信息;
    所述接收选择所述第二用户帐号的触发操作,包括:
    接收在所述第二用户帐号对应的所述信息显示区域上的所述触发操作。
  3. 根据权利要求2所述的方法,其特征在于,所述方法还包括:
    响应于接收到所述触发操作,区别显示所述第二用户帐号对应的所述信息显示区域;
    其中,所述区别显示包括对所述信息显示区域高亮显示、改变所述信息显示区域的颜色、对所述信息显示区域的文字加粗显示、在所述信息显示区域上显示选中框中的至少一种。
  4. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    响应于接收到所述触发操作,显示所述第二用户帐号的图表对局结算信息,所述图表对局结算信息包括至少一种图表信息。
  5. 根据权利要求1所述的方法,其特征在于,所述对局结算界面还显示有所述至少两个用户帐号分别对应的信息显示区域,所述信息显示区域用于显示所述对局结算信息,所述信息显示区域在所述对局结算界面上的显示具有排列顺序;
    所述接收选择所述第二用户帐号的触发操作,包括:
    接收在所述模型展示区域上的切换操作,所述切换操作用于结合所述排列顺序确定所述第二用户帐号。
  6. 根据权利要求1至5任一所述的方法,其特征在于,所述第一模型包括第一操控角色模型和第一扮演角色模型中的至少一种,所述第一操控角色模型为所述第一用户帐号在所述游戏对局中操控的虚拟角色,所述第一扮演角色模型为所述第一用户帐号扮演的虚拟角色;
    所述第二模型包括第二操控角色模型和第二扮演角色模型中的至少一种,所述第二操控角色模型为所述第二用户帐号在所述游戏对局中操控的虚拟角色,所述第二扮演角色模型为所述第二用户帐号在所述游戏对局外扮演的虚拟角色。
  7. 根据权利要求1至5任一所述的方法,其特征在于,所述显示游戏对局的对局结算界面之前,还包括:
    显示主控用户帐号的对局表现展示界面,所述主控用户帐号为客户端当前登录的用户帐号,所述对局表现展示界面用于显示所述主控用户帐号在所述游戏对局中的表现信息, 所述对局表现展示界面显示有所述主控用户帐号对应的主控模型,所述主控模型为所述主控用户帐号对应的虚拟角色模型。
  8. 根据权利要求7所述的方法,其特征在于,所述第一用户帐号包括所述主控用户帐号,所述第一模型包括所述主控模型;所述方法还包括:
    显示所述主控模型从所述对局表现展示界面至所述对局结算界面的过渡动画,所述对局结算界面的所述模型展示区域显示有所述主控模型。
  9. 根据权利要求1至5任一所述的方法,其特征在于,所述显示游戏对局的对局结算界面,包括:
    响应于所述游戏对局结束,向服务器发送对局结算请求;
    响应于接收到所述服务器发送的对局结算信息,根据所述对局结算信息显示所述游戏对局的所述对局结算界面,所述对局结算信息包括参与所述游戏对局的所述至少两个用户帐号分别对应的模型信息;
    所述在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的第二模型,包括:
    根据所述第二用户帐号对应的所述模型信息,在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的所述第二模型。
  10. 根据权利要求9所述的方法,其特征在于,所述第二用户帐号对应的所述模型信息还包括所述第二模型的装扮信息;
    所述根据所述第二用户帐号对应的所述模型信息,在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的第二模型,包括:
    根据所述第二用户帐号对应的所述模型信息,在所述对局结算界面的所述模型展示区域显示第二装扮样式的所述第二模型,所述第二装扮样式是根据所述装扮信息确定的。
  11. 一种对局结算界面的显示装置,其特征在于,所述装置包括:
    显示模块,用于显示游戏对局的对局结算界面,所述对局结算界面用于显示参与所述游戏对局的至少两个用户帐号的对局结算信息,所述至少两个用户帐号包括第一用户帐号和第二用户帐号,所述对局结算界面的模型展示区域显示有所述第一用户帐号对应的第一模型,所述第一模型为所述第一用户帐号对应的虚拟角色模型;
    交互模块,用于接收选择所述第二用户帐号的触发操作;及
    所述显示模块还用于在所述对局结算界面的所述模型展示区域显示所述第二用户帐号对应的第二模型,所述第二模型为所述第二用户帐号对应的虚拟角色模型。
  12. 根据权利要求11所述的装置,其特征在于,所述对局结算界面还显示有所述至少两个用户帐号分别对应的信息显示区域,所述第二用户帐号对应的所述信息显示区域用于显示所述第二用户帐号的所述对局结算信息;
    所述交互模块还用于接收在所述第二用户帐号对应的所述信息显示区域上的所述触发操作。
  13. 根据权利要求12所述的装置,其特征在于,所述显示模块还用于响应于接收到所述触发操作,区别显示所述第二用户帐号对应的所述信息显示区域;
    其中,所述区别显示包括对所述信息显示区域高亮显示、改变所述信息显示区域的颜色、对所述信息显示区域的文字加粗显示、在所述信息显示区域上显示选中框中的至少一 种。
  14. 一种计算机设备,其特征在于,所述计算机设备包括一个或多个处理器和存储器,所述存储器中存储有计算机可读指令,所述一个或多个处理器执行所述计算机可读指令时实现如权利要求1至10任一所述的对局结算界面的显示方法。
  15. 一个或多个存储有计算机可读指令的非易失性计算机可读存储介质,其特征在于,所述非易失性计算机可读存储介质中存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时实现如权利要求1至10任一所述的对局结算界面的显示方法。
  16. 一种计算机程序产品,包括计算机可读指令,其特征在于,所述计算机可读指令被一个或多个处理器执行时实现权利要求1至10任一所述的对局结算界面的显示方法。
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