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 PDFInfo
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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
Description
Claims (16)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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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