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WO2018103566A1 - Procédé et dispositif d'affichage d'objet - Google Patents

Procédé et dispositif d'affichage d'objet Download PDF

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Publication number
WO2018103566A1
WO2018103566A1 PCT/CN2017/113603 CN2017113603W WO2018103566A1 WO 2018103566 A1 WO2018103566 A1 WO 2018103566A1 CN 2017113603 W CN2017113603 W CN 2017113603W WO 2018103566 A1 WO2018103566 A1 WO 2018103566A1
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WO
WIPO (PCT)
Prior art keywords
target object
attribute information
application window
display
character
Prior art date
Application number
PCT/CN2017/113603
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English (en)
Chinese (zh)
Inventor
毛信良
周田伟
陈二喜
Original Assignee
上海逗屋网络科技有限公司
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.)
Filing date
Publication date
Application filed by 上海逗屋网络科技有限公司 filed Critical 上海逗屋网络科技有限公司
Publication of WO2018103566A1 publication Critical patent/WO2018103566A1/fr

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    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/14Digital output to display device ; Cooperation and interconnection of the display device with other functional units
    • G06F3/147Digital output to display device ; Cooperation and interconnection of the display device with other functional units using display panels

Definitions

  • the present application relates to the field of computers, and in particular, to an object display method and device.
  • An object of the present application is to provide an object display method and apparatus.
  • an object display method comprising:
  • the target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display method comprising:
  • the target object When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display method comprising:
  • an object display device comprising:
  • a first device configured to determine, according to a first operation of the user, a corresponding target object in the application window
  • a second device configured to distinguish the target object, wherein at least one of the target objects
  • the item attribute information is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a ninth device configured to: when the user selects the corresponding object as the target object in the application window, separately display the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window .
  • an object display device comprising:
  • the seventeenth device is configured to distinguish the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the present application realizes the display by distinguishing and displaying the display object.
  • the distinguishing between the object and its attribute values relative to other display objects on the screen can significantly reduce the user operation error rate, improve user operation efficiency, and improve the user experience.
  • FIG. 1 shows a flow chart of an object display method according to an embodiment of the present application
  • FIG. 2 is a flow chart showing an object display method according to another embodiment of the present application.
  • FIG. 3 is a flowchart of an object display method according to still another embodiment of the present application.
  • FIG. 4 is a flow chart showing an object display method according to another embodiment of the present application.
  • FIG. 5 is a flowchart of an object display method according to still another embodiment of the present application.
  • FIG. 6 is a flowchart of an object display method according to still another embodiment of the present application.
  • FIG. 7 is a flowchart of an object display method according to another embodiment of the present application.
  • FIG. 8 is a flowchart of an object display method according to an embodiment of the present application.
  • FIG. 9 is a flowchart of an object display method according to another embodiment of the present application.
  • FIG. 10 is a structural diagram of an object display device according to an embodiment of the present application.
  • FIG. 11 is a structural diagram of an object display device according to another embodiment of the present application.
  • FIG. 12 is a structural diagram of an object display device according to still another embodiment of the present application.
  • FIG. 13 is a structural diagram of an object display device according to another embodiment of the present application.
  • FIG. 14 is a structural diagram of an object display device according to still another embodiment of the present application.
  • FIG. 15 is a structural diagram of an object display device according to still another embodiment of the present application.
  • FIG. 16 is a structural diagram of an object display device according to another embodiment of the present application.
  • FIG. 17 is a structural diagram of an object display device according to an embodiment of the present application.
  • FIG. 18 is a structural diagram of an object display device according to another embodiment of the present application.
  • Figure 19 shows a screenshot of a game in which objects in the left circle in the picture are not distinguishable
  • Figure 20 shows a screenshot of a game in which objects in the left circle in the picture are displayed separately;
  • the terminal, the device of the service network, and the trusted party each include one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
  • processors CPUs
  • input/output interfaces network interfaces
  • memory volatile and non-volatile memory
  • the memory may include non-persistent memory, random access memory (RAM), and/or non-volatile memory in a computer readable medium, such as read only memory (ROM) or flash memory.
  • RAM random access memory
  • ROM read only memory
  • Memory is an example of a computer readable medium.
  • Computer readable media includes both permanent and non-persistent, removable and non-removable media.
  • Information storage can be implemented by any method or technology.
  • the information can be computer readable instructions, data structures, modules of programs, or other data.
  • Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory. (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, compact disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical storage,
  • computer readable media does not include non-transitory computer readable media, such as modulated data signals and carrier waves.
  • the device referred to in the present application includes but is not limited to a user equipment, a network device, or a device formed by integrating a user equipment and a network device through a network.
  • the user equipment includes, but is not limited to, any mobile electronic product that can perform human-computer interaction with the user (for example, human-computer interaction through a touchpad), such as a smart phone, a tablet computer, etc., and the mobile electronic product can be operated by any operation.
  • System such as android operating system, iOS operating system, etc.
  • the network device includes an electronic device capable of automatically performing numerical calculation and information processing according to an instruction set or stored in advance, and the hardware includes but is not limited to a microprocessor, an application specific integrated circuit (ASIC), and programmable logic.
  • ASIC application specific integrated circuit
  • the network device includes, but is not limited to, a computer, a network host, a single network server, a plurality of network server sets, or a plurality of servers; wherein the cloud is composed of a large number of computers or network servers based on Cloud Computing.
  • cloud computing is a kind of distributed computing, consisting of a group of pines.
  • a virtual supercomputer consisting of a set of loosely coupled computers.
  • the network includes, but is not limited to, the Internet, a wide area network, a metropolitan area network, a local area network, a VPN network, a wireless ad hoc network (Ad Hoc network), and the like.
  • the device may also be a program running on the user equipment, the network device, or the user equipment and the network device, the network device, the touch terminal, or the network device and the touch terminal integrated through the network.
  • the first device 1 shows a flow chart of an object display method according to an aspect of the present application, the method including step S10 and step S20.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user in step S10; the first device 1 distinguishes and displays the target object in step S20, wherein at least one item of the target object
  • the attribute information is displayed differently from other objects in the application window.
  • the first device 1 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, and passing
  • the interacting device such as the mouse, the trackball, the touchpad or the sensory sensor specifies the target object in the application window, and inputs an instruction through the physical keyboard or the virtual keyboard to specify the target object in the application window.
  • the display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen. Or some display object, and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein the target pair At least one attribute information of the image is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the bar display area representing the life value and the mana attribute attribute above the character in the left circle of the picture is boldly displayed, and a border is added, and the color and background color of the frame are added.
  • a border is added, and the color and background color of the frame are added.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the object display method further includes step S30 and step S40.
  • step S30 the first device 1 acquires the second operation of the target object by the user; the first device 1 performs the second operation on the target object in step S40, wherein the at least An attribute information is displayed differentially during execution of the second operation.
  • step S30 the first device 1 acquires the second operation of the target object by the user.
  • the user specifies that the display object is the target object, performing a second operation on the target object, including at least one of: adjusting attribute information of the target object; adjusting the at least one attribute information Property information; move the target object.
  • the user has chosen and applied to our/enemy role or other objects in the interface. Select as the target object, then attack, skill/magic damage or reply to the target object.
  • the first device 1 performs the second operation on the target object in step S40, wherein the at least one piece of attribute information is displayed differently during execution of the second operation.
  • the at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the second operation.
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life character bar of the game character, adding a border, or expanding the display size, the second operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist.
  • the target object itself has also been displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head”, the circle added under the character “foot”, etc., in the second operation It still exists during execution.
  • the object display method includes step S10, step S20, and step S50.
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed.
  • An attribute information is displayed separately from other objects in the application window; in step S50, the first device 1 performs the first operation on the target object, wherein the at least one attribute information follows the The execution result of an operation is adjusted.
  • the first device 1 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen,
  • An interactive device such as an operating mouse, trackball, trackpad, or a sensory sensor specifies a target object in the application window, and inputs an instruction through a physical keyboard or a virtual keyboard to specify a target object in the application window.
  • the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an unidentified state, the character There are several attribute information displayed at the top: role name, health value, mana value, and character level; the user selects the character by touching the screen.
  • role name the name
  • health value the value
  • mana value the value of the character
  • character level the level
  • the user selects the character by touching the screen.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the first device 1 performs the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  • the first operation includes a selection instruction and an operation instruction.
  • the mouse is used to point to the enemy's character, or click/draw over the position corresponding to the character on the touch screen, thereby implementing an attack operation on the enemy character.
  • the operation instruction corresponds to at least one of the following operations: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply.
  • the object display method includes step S10, step Step S20 and step S60 (not shown).
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed.
  • An attribute information is displayed separately from other objects in the application window; in step S60, the first device 1 removes the at least one attribute information from other objects in the application window according to the third operation of the user The distinction is shown.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; Ways include, but are not limited to, changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, enclosing it with an open or closed circle, for example, changing the color of the game character itself, adding a border, zooming in, in the character "Head” adds arrows and adds a circle under the character's "foot".
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the first device 1 removes the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user. For example, in the game interface, the player's or enemy's character is selected and differentiated from the display state, the health bar is thicker, the border is added, or the display size is enlarged; the game player executes the character. Deselect the selected action, or select other characters, then remove the distinguishing display of the character relative to other characters on the interface, such as restoring the thickened health bar or the expanded display size, or removing the border .
  • the third operation includes moving the target object, wherein step S60 includes step S61 and step S62, with reference to FIG. 4.
  • step S61 the first device 1 moves the target object to the corresponding position according to the third operation; in step S62, the distance between the corresponding position and the current position of the first device 1 is equal to Or greater than the distance threshold, removing the distinguishing display of the at least one attribute information from other objects in the application window.
  • step S61 the first device 1 moves the target object to the corresponding position according to the third operation.
  • the third operation comprises a move instruction to the target object.
  • step S62 the first device 1 removes the at least one attribute information from other objects in the application window when a distance between the corresponding position and the current position is equal to or greater than a distance threshold.
  • the object display method includes step S10, step S20, and step S70 (not shown).
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes Displaying the target object, wherein at least one attribute information of the target object is displayed differently from other objects in the application window; in step S70, the first device 1 performs a hidden display operation on the target object, Removing the distinguishing display of the at least one attribute information from other objects in the application window.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, changing the color of the game character itself, Add a border, zoom in, add an arrow to the "head" of the character, and add a circle at the foot of the character.
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • step S70 the first device 1 removes the distinguishing display of the at least one attribute information from other objects in the application window according to the hidden display operation on the target object. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character. The distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • an object display method includes step S10, step S20, and step S80 (not shown).
  • step S10 the first device 1 determines a corresponding target object in the application window according to the first operation of the user; in step S20, the first device 1 distinguishes and displays the target object, wherein at least the target object is displayed.
  • An attribute information is displayed separately from other objects in the application window; in step S80, the first device 1 removes at least one of the attribute information of the at least one piece of attribute information to a predetermined threshold Item attribute information is displayed relative to other objects in the application window.
  • the first device 1 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the first device 1 distinguishes and displays the target object, wherein at least one item of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • step S80 the first device 1 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • an object display method includes step S90.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application. Other objects in the window are displayed separately. Wherein, the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is Other users are selected as the target object. At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the object display method includes step S91 and step S90.
  • step S91 the second device 2 detects whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied; in step S90, the second device 2 separately displays the said condition when the trigger condition is satisfied.
  • a target object wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • the second device 2 distinguishes and displays the target object when the trigger condition is met, wherein at least one attribute information of the target object is displayed differently from other objects in the application window, wherein At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the trigger condition is considered to be satisfied: the corresponding object is selected as the target object by the application in the application window; the corresponding object is selected by the user as the target object in the application window; The corresponding object in the application window is selected as the target object by other users in the application; in the application window, the user corresponding object has The highest priority.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the user, the computer, the mobile terminal or the cloud, or selected as the target object by other users; or the user corresponding object is included in the target object candidate sequence with the highest priority. Level, then the trigger condition is considered to be satisfied.
  • the user directly specifies a character in the game, and the character is selected; the character controlled by the user in the game has the highest attack priority in the selected list, and the user is selected after the other user specifies the target object candidate sequence. The character controlled in the game.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • an object display method includes step S90, step S100, and step S110.
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects are displayed separately; in step S100, the second device 2 acquires a movement operation of the target object by the user; in step S110, the second device 2 moves the target object to correspond according to the movement operation Positioning, and removing the distinguishing display of the at least one attribute information from other objects in the application window.
  • the second device 2 distinguishes and displays the target object when the user is selected as the target object in the application window, wherein at least one of the target objects is displayed.
  • the item attribute information is displayed differently from other objects in the application window.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S100 the second device 2 acquires a moving operation of the user on the target object.
  • the application acquires a user's movement operation on the corresponding character, wherein the character is already in the selected state, and its life value, mana value, and the like are displayed differently with respect to other characters in the interface.
  • step S110 the second device 2 moves the target object to the corresponding position according to the moving operation, and removes the distinguishing display of the at least one attribute information from other objects in the application window, for example, becomes thicker.
  • the health bar or the expanded display size is restored, or the border is removed.
  • step S110 includes step S111 and step S112.
  • step S111 the second device 2 moves the target object from the current position to the corresponding position according to the moving operation; in step S112, the second device 2 is between the corresponding position and the current position.
  • the distance is equal to or greater than the distance threshold, and the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed.
  • a distance threshold is specified in advance, and in step S112, the second device 2 removes the at least one attribute information from the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. The distinction between other objects is displayed.
  • the object display method includes step S90, step S120 (not shown), and step S130 (not shown).
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • Other objects are displayed separately; in step S120, the second device 2 acquires a hidden display operation of the target object by the user; in step S130, the second device 2 removes the at least one item according to the hidden display operation The attribute information is displayed relative to the other objects in the application window.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application.
  • Other objects in the window are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the lower circle adds.
  • the character "under the foot” adds an outer ring, wherein the outer ring is displayed separately from the background color, for example, a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S120 the second device 2 acquires a hidden display operation of the target object by the user, and in step S130, the second device 2 removes the at least one attribute information from the application according to the hidden display operation.
  • the distinguishing of other objects in the window is displayed. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character.
  • the distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display method includes step S90 and step S140 (not shown).
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • Other objects are displayed separately; in step S140, the second device 2 removes the at least one attribute information from the application window when one of the at least one attribute information is reduced to a predetermined threshold The distinction between objects is displayed.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to Corner The color was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S140 the second device 2 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display method includes step S90 and step S150 (not shown).
  • step S90 the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • the other object is displayed separately;
  • step S150 the second device 2 performs a fourth operation on the target object, wherein the at least one piece of attribute information is displayed separately during execution of the fourth operation, wherein
  • the fourth operation includes at least one of: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • Other objects in the middle are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object relative to the application window Other objects in the middle are displayed separately.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • step S150 the second device 2 performs a fourth operation on the target object, wherein the at least one attribute information is differentiated and displayed during execution of the fourth operation, wherein the fourth operation includes At least one of the following: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • the at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the fourth operation.
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life bar of the game character, adding a border, or expanding the display size, the fourth operation is performed.
  • the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclosing, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head", the circle added under the character "foot”, etc., in the fourth operation Still in the process of execution in.
  • an object display method includes step S160.
  • the third device 3 distinguishes the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • FIG. 10 shows a block diagram of an object display device including a first device 11 and a second device 12, in accordance with an aspect of the present application.
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed differently from other objects in the application window.
  • the first device 11 determines a target object in the application window according to the first operation of the user, where the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, by using the operated mouse, Interactive device such as trackball, trackpad or body sensor Specify the target object in the application window, and input instructions through the physical keyboard or virtual keyboard to specify the target object in the application window.
  • Interactive device such as trackball, trackpad or body sensor
  • the target object in the application window and input instructions through the physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the bar display area representing the life value and the mana attribute attribute above the character in the left circle of the picture is boldly displayed, and a border is added, and the color and background color of the frame are added.
  • a border is added, and the color and background color of the frame are added.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad shape of the game character. State, the position of the game character on the screen, etc.
  • the object display device further includes a third device 13 and a fourth device 14.
  • the third device 13 in the first device 1 acquires the second operation of the target object by the user; the fourth device 14 in the first device 1 performs the second operation on the target object, where The at least one attribute information is displayed differentially during execution of the second operation.
  • the third device 13 acquires the second operation of the target object by the user. After the user specifies that the display object is the target object, performing a second operation on the target object, including at least one of: adjusting attribute information of the target object; adjusting the at least one attribute information Property information; move the target object. For example, in a game, a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply. Then, the fourth device 14 performs the second operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the second operation.
  • the at least one attribute information is differentiated and displayed, and the state of the display is still maintained during the execution of the second operation.
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life character bar of the game character, adding a border, or expanding the display size, the second operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc. still exist.
  • the target object itself has also been displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclose, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head”, the circle added under the character “foot”, etc., in the second operation It still exists during execution.
  • an object display device includes a first device 11, a second device 12, and a fifth device 15.
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user; the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window; the fifth device 15 in the first device 1 is for the mesh
  • the target object performs the first operation, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  • the first device 11 determines a target object in the application window according to the first operation of the user, wherein the first operation of the user includes, but is not limited to, clicking, sliding a corresponding area on the touch screen, by using the operated mouse, the track
  • An interactive device such as a ball, a touchpad, or a sensory sensor specifies a target object in the application window, and inputs an instruction through a physical keyboard or a virtual keyboard to specify a target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "under the foot” adds an outer ring, wherein the outer ring is distinguished from the background color. Display, for example with a red outer ring.
  • the first device 1 performs the first operation on the target object, wherein the at least one attribute information is adjusted as a result of execution of the first operation.
  • the first operation includes a selection instruction and an operation instruction.
  • the mouse is used to point to the enemy's character, or click/draw over the position corresponding to the character on the touch screen, thereby implementing an attack operation on the enemy character.
  • the operation instruction corresponds to at least one of the following operations: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • a user selects a character in our/enemy or other object in the interface and selects it as a target object, and then attacks the target object, skill/magic damage, or reply.
  • the object display device includes a first device 11, a second device 12, and a sixth device 16 (not shown).
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user;
  • the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window;
  • the sixth device 16 in the first device 1 removes the at least one attribute information from the application window according to the third operation of the user The distinction between other objects in the display.
  • the first device 11 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - For example, if you have the least amount of health and are suitable for priority attacks, then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the sixth device 16 removes the differentiated display of the at least one attribute information from other objects in the application window according to the third operation of the user. For example, in the game interface, the player's or enemy's character is selected and differentiated from the display state, the health bar is thicker, the border is added, or the display size is enlarged; the game player executes the character. Deselect the selected action, or select other characters, then remove the distinguishing display of the character relative to other characters on the interface, such as restoring the thickened health bar or the expanded display size, or removing the border .
  • the third operation includes moving the target object, wherein the sixth device 16 includes a sixth unit 161 and a sixth unit 162, with reference to the figure. 13.
  • the sixth unit 161 of the first device 1 moves the target object to a corresponding position according to the third operation; the sixth two unit 162 of the first device 1 when the corresponding position and the current position
  • the distance between the distances is equal to or greater than the distance threshold, and the distinguishing display of the at least one attribute information relative to other objects in the application window is removed.
  • the sixth unit 161 moves the target object to correspond according to the third operation. position.
  • the third operation comprises a move instruction to the target object.
  • a distance threshold is specified in advance, and the sixth two unit 162 removes the distinguishing display of the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold.
  • a distance threshold is specified in advance
  • the sixth two unit 162 removes the distinguishing display of the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold.
  • the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker.
  • the health bar or the expanded display size is restored, or the border is removed.
  • the object display device includes a first device 11, a second device 12, and a seventh device 17 (not shown).
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user;
  • the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed separately from other objects in the application window;
  • the seventh device 17 in the first device 1 removes the at least one attribute information from the hidden display operation according to the target object The distinguishing display of other objects in the application window.
  • the first device 11 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • there are several display objects on the screen including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to a certain screen on the screen.
  • some display object and click the left or right mouse button to determine the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the seventh device 17 removes the distinguishing display of the at least one attribute information from other objects in the application window according to a hidden display operation on the target object. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character.
  • the distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display device includes a first device 11, a second device 12, and an eighth device 18 (not shown).
  • the first device 11 in the first device 1 determines a corresponding target object in the application window according to the first operation of the user;
  • the second device 12 in the first device 1 distinguishes and displays the target object, wherein the target object At least one attribute information is displayed differently from other objects in the application window;
  • the eighth device 18 in the first device 1 reduces one attribute information in the at least one attribute information to a predetermined threshold, and removes the The at least one attribute information is displayed relative to the other objects in the application window.
  • the first device 11 determines a corresponding target object in the application window according to the first operation of the user.
  • the first operation of the user includes, but is not limited to, clicking and sliding a corresponding area on the touch screen, and designating the target object in the application window by using an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor, and Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • an interactive device such as a mouse, a trackball, a touchpad or a sensory sensor
  • Enter a command through a physical keyboard or virtual keyboard to specify the target object in the application window.
  • Object including the player's own character, one or some friendly characters, one or some enemy characters; the game player points to one or some of the display objects on the screen with the mouse, and clicks the left mouse button or Right-click to identify the display object as the target object.
  • the game character in the left circle in the picture is in an undifferentiated state, and a plurality of attribute information is displayed above the character: the character name, the health value, the mana value, and the character level; the user touches the screen, The character was selected.
  • a character has the highest release priority in the list of selected characters - for example, with the least amount of life, suitable for priority attacks - - Then select the role.
  • the second device 12 distinguishes and displays the target object, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window.
  • the first device 1 causes the target object to be displayed differently by distinguishing at least one piece of attribute information that displays the target object.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the eighth device 18 removes the distinguishing display of the at least one attribute information from other objects in the application window when one of the at least one attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • an object display device includes a ninth device 21.
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • an object display device includes a tenth device 22 and a ninth device 21.
  • the tenth device 22 in the second device 2 detects whether the trigger condition for selecting the corresponding object in the application window as the target object is satisfied; the ninth device 21 in the second device 2 distinguishes the display when the trigger condition is satisfied.
  • the target object wherein At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the ninth device 21 distinguishes and displays the target object when the trigger condition is met, wherein at least one piece of attribute information of the target object is displayed differently from other objects in the application window, wherein the target object At least one attribute information is displayed differently from other objects in the application window.
  • the trigger condition is considered to be satisfied: the corresponding object is selected as the target object by the application in the application window; the corresponding object is selected by the user as the target object in the application window; The corresponding object in the application window is selected as the target object by other users in the application; in the application window, the user corresponding object has the highest priority.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the user, the computer, the mobile terminal or the cloud, or selected as the target object by other users; or the user corresponding object is included in the target object candidate sequence with the highest priority. Level, then the trigger condition is considered to be satisfied.
  • the user directly specifies a character in the game, and the character is selected; the character controlled by the user in the game has the highest attack priority in the selected list, and the user is selected after the other user specifies the target object candidate sequence. The character controlled in the game.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • an object display device includes a ninth device 21, a first device 110, and a twelfth device 24.
  • the ninth device 21 in the second device 2 When the user is selected as the target object in the application window, the target object is displayed differently, wherein at least one attribute information of the target object is displayed differently from other objects in the application window; in the second device 2
  • the eleventh device 23 acquires a movement operation of the target object by the user; the twelfth device 24 in the second device 2 moves the target object to a corresponding position according to the moving operation, and removes the at least A piece of attribute information is displayed relative to other objects in the application window.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the eleventh device 23 acquires a movement operation of the user on the target object. For example, in the game interface, the application acquires a user's moving operation on the corresponding character, wherein the character is already selected. State, and its health or mana, etc. are displayed relative to other characters in the interface.
  • the twelfth device 24 moves the target object to a corresponding position according to the moving operation, and removes a distinguishing display of the at least one attribute information from other objects in the application window, for example, a thickened vital value bar or The expanded display size is restored, or the border is removed.
  • the twelfth device 24 includes a twelfth unit 241 and a twelfth unit 242.
  • the twelfth unit 241 of the second device 2 moves the target object from the current position to the corresponding position according to the moving operation; the twelfth unit 242 of the second device 2 when the corresponding position is The distance between the current locations is equal to or greater than a distance threshold, and the distinguishing display of the at least one attribute information with respect to other objects in the application window is removed.
  • a distance threshold is specified in advance, and the twelfth unit 242 removes the at least one attribute information from other objects in the application window when the distance between the corresponding position and the current position is equal to or greater than a distance threshold. Distinguish the display. For example, in a game, when a game character in a distinguishing display state is moved out of the range of "lock”, "attack” or "release skill", the distinguishing display of the character relative to other characters on the interface is removed, for example, it will become thicker. The health bar or the expanded display size is restored, or the border is removed.
  • the object display device includes a ninth device 21, a thirteenth device 25 (not shown), and a fourteenth device 26 (not shown).
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • the other objects are displayed separately; the thirteenth device 25 in the second device 2 acquires the hidden display operation of the target object by the user; the fourteenth device 26 in the second device 2 removes according to the hidden display operation The at least one attribute information is displayed relative to the other objects in the application window.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is compared with other objects in the application window. Distinguish the display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users. At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; and the manner of distinguishing the display includes but is not limited to: changing the color, adding Thick fonts, add borders, change display size, etc., for example, thicken the health of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the thirteenth device 25 acquires a hidden display operation of the target object by the user, and the fourteenth device 26 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window according to the hidden display operation.
  • the fourteenth device 26 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window according to the hidden display operation. For example, in a game, when a player adds a "stealth" state to a character that is selected on the screen and is in a distinguishing display state and is no longer displayed on the screen of the "opponent", then the other characters on the interface are removed from the character.
  • the distinction is made, for example, by restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display device includes a ninth device 21 and a fifteenth device 27 (not shown).
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window.
  • the other objects are displayed separately; the fifteenth device 27 in the second device 2 removes the at least one attribute information from the application when one of the at least one attribute information is reduced to a predetermined threshold The distinguishing of other objects in the window is displayed.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the Other objects in the application window are displayed separately.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the fifteenth device 27 removes the distinguishing display of the at least one piece of attribute information from other objects in the application window when one of the at least one piece of attribute information is reduced to a predetermined threshold. For example, in the game, setting a predetermined threshold value of one attribute information "health value" of the target object to 0, and when the "life value” attribute information of the target object is reduced to 0, removing the relative interface to the character
  • the distinction between the other characters shows, for example, restoring the thickened health bar or the enlarged display size, or removing the border.
  • the object display device includes a ninth device 21 and a sixteenth device 28 (not shown).
  • the ninth device 21 of the second device 2 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is relative to the application window. Other objects in the middle are displayed separately; the second setting The sixteenth device 28 in the second device performs a fourth operation on the target object, wherein the at least one attribute information is separately displayed during execution of the fourth operation, wherein the fourth operation includes At least one of the following: adjusting attribute information of the target object; adjusting attribute information in the at least one piece of attribute information; and moving the target object.
  • the ninth device 21 distinguishes and displays the target object when the corresponding object is selected as the target object in the application window, wherein at least one attribute information of the target object is distinguished from other objects in the application window. display.
  • the corresponding object in the application window is selected as the target object by the selected instruction of the computer, the mobile terminal or the cloud, or is selected as the target object by other users.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc.
  • the health character of the game character For example, thicken the health character of the game character, add a border, or enlarge the display size.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window;
  • the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad state of the game character, the position of the game character on the screen, and the like.
  • the sixteenth device 28 performs a fourth operation on the target object, wherein the at least one attribute information is displayed differentially during execution of the fourth operation, wherein the fourth operation comprises at least one of Item: adjusting attribute information of the target object; adjusting attribute information in the at least one attribute information; and moving the target object.
  • the at least one attribute information is distinguished
  • the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size, etc., for example, thickening the life bar of the game character, adding a border, or expanding the display size, the fourth operation is performed. In the process, thickened health bars, added borders, enlarged display sizes, etc.
  • the target object itself has also been displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, adding a border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle Enclosing, for example, the game character itself that has changed color, the added border, the enlarged display mode, the arrow added to the character "head”, the circle added under the character “foot”, etc., in the fourth operation It still exists during execution.
  • an object display device includes a seventeenth device 31.
  • the seventeenth device 31 in the third device 3 distinguishes the target object in the display application window, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • At least one attribute information of the target object is displayed differently from other objects in the application window.
  • the attribute information is information associated with the target object, for example, the life value of the character in the game, the available mana value; the manner of distinguishing the display includes but is not limited to: changing the color, bolding the font, increasing the border, changing the display size. Etc. For example, thicken the health character of the game character, add a border, or enlarge the display size. For example, referring to FIG.
  • the game character in the left circle in the picture is in a state of being undividedly displayed, and a plurality of attribute information is displayed above the character: a character name, a health value, a mana value, and a character level; the user touches the screen to The role was selected.
  • the target object itself is also displayed separately in the application window; the manner of distinguishing the display includes but is not limited to: changing the color, increasing the border, changing the display size, increasing the arrow pointing to the target object, using an open or closed circle
  • the character "underfoot” adds an outer ring, wherein the outer ring is displayed separately from the background color, such as with a red outer ring.
  • the attribute information includes at least one of the following: object level information, object skill information, object state information, and object position information of the target object.
  • object level information For example, the level information of the game character, the available skill or skill point, the current bonus or bad shape of the game character. State, the position of the game character on the screen, etc.
  • an object display device comprising:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object is distinguished from being displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device wherein the device includes:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the target object When the user selects the corresponding object as the target object in the application window, the target object is distinguished and displayed, wherein at least one attribute information of the target object is displayed differently from other objects in the application window.
  • an object display device wherein the device includes:
  • a memory arranged to store computer executable instructions that, when executed, cause the processor to:
  • the present application can be implemented in software and/or a combination of software and hardware, for example, using an application specific integrated circuit (ASIC), a general purpose computer, or any other similar hardware device.
  • the software program of the present application can be executed by a processor to implement the steps or functions described above.
  • the software program (including related data structures) of the present application can be stored in a computer readable recording medium, such as RAM memory, magnetic Or optical drives or floppy disks and similar devices.
  • some of the steps or functions of the present application may be implemented in hardware, for example, as a circuit that cooperates with a processor to perform various steps or functions.
  • a portion of the present application can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide a method and/or technical solution in accordance with the present application.
  • the program instructions for invoking the method of the present application may be stored in a fixed or removable recording medium, and/or transmitted by a data stream in a broadcast or other signal bearing medium, and/or stored in a The working memory of the computer device in which the program instructions are run.
  • an embodiment in accordance with the present application includes a device including a memory for storing computer program instructions and a processor for executing program instructions, wherein when the computer program instructions are executed by the processor, triggering
  • the apparatus operates based on the aforementioned methods and/or technical solutions in accordance with various embodiments of the present application.

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Abstract

L'invention concerne un procédé et un dispositif d'affichage d'objet qui sont utilisés pour déterminer, conformément à une première opération d'un utilisateur, un objet cible correspondant dans une fenêtre d'une application (S10), et pour afficher de manière différentielle l'objet cible, au moins une information d'attribut concernant l'objet cible étant affichée de manière différentielle par rapport aux autres objets dans la fenêtre de l'application (S20). Le procédé permet de réduire nettement le taux d'erreur d'une opération d'utilisateur, d'augmenter l'efficacité de l'opération d'utilisateur et d'améliorer l'expérience d'utilisation d'un utilisateur.
PCT/CN2017/113603 2016-12-05 2017-11-29 Procédé et dispositif d'affichage d'objet WO2018103566A1 (fr)

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CN201611102397.0 2016-12-05
CN201611102397.0A CN106528032A (zh) 2016-12-05 2016-12-05 一种对象显示方法与设备

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CN106528032A (zh) * 2016-12-05 2017-03-22 上海逗屋网络科技有限公司 一种对象显示方法与设备
CN107441705B (zh) 2017-07-27 2018-07-20 腾讯科技(深圳)有限公司 对象显示方法和装置及存储介质
CN108057243B (zh) * 2017-11-29 2020-10-16 腾讯科技(深圳)有限公司 数据显示方法和装置、存储介质及电子装置
CN109806596B (zh) * 2019-03-20 2023-04-07 网易(杭州)网络有限公司 游戏画面显示方法与装置、存储介质、电子设备
CN109960504B (zh) * 2019-04-05 2021-05-07 腾讯科技(深圳)有限公司 基于可视化编程的对象切换方法、界面展示方法及装置
CN110598700B (zh) * 2019-09-16 2021-05-14 腾讯科技(深圳)有限公司 对象的显示方法和装置、存储介质及电子装置
CN112604274B (zh) * 2020-12-17 2022-08-09 腾讯科技(深圳)有限公司 虚拟对象的显示方法、装置、终端及存储介质

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