CN111773698A - Game information display method and device, electronic equipment and storage medium - Google Patents

Game information display method and device, electronic equipment and storage medium Download PDF

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Publication number
CN111773698A
CN111773698A CN202010672080.0A CN202010672080A CN111773698A CN 111773698 A CN111773698 A CN 111773698A CN 202010672080 A CN202010672080 A CN 202010672080A CN 111773698 A CN111773698 A CN 111773698A
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attack
information
displaying
user interface
graphical user
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CN111773698B (en
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黄乙迦
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a game information display method, a game information display device, electronic equipment and a storage medium, and relates to the technical field of game control, wherein the method comprises the following steps: in response to at least one attack event for the virtual principal, obtaining attack information corresponding to the at least one attack event, the attack information including at least two of: attack direction, attack source and attack injury; and displaying an attack identifier matched with the attack information on the graphical user interface according to the attack information corresponding to the at least one attack event. According to the game information display method and device, the electronic equipment and the storage medium provided by the embodiment of the invention, when the virtual hero receives at least one attack event, the main body of the attack can be distinguished through the attack identifier, so that a player can make counterattack or avoid the attack event, the interest of a game is improved, and the game experience of the player is also improved.

Description

Game information display method and device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game control technologies, and in particular, to a method and an apparatus for displaying game information, an electronic device, and a storage medium.
Background
Generally, in the process of game fight, when a player is attacked by an enemy, the attack source direction in the attack process is displayed on the body of the player character through a sound visual display scheme so as to prompt the player that the player is attacked currently, and the player can respond to the attack to a certain extent conveniently.
However, the display scheme of the attack source direction information is single, so that a player is difficult to quickly and intuitively position an attack source target with high priority, when the player character is attacked by a plurality of enemies, the player is often difficult to distinguish the main body of the attack, the fighting strategy cannot be adjusted according to the type of the attack source, the key target of counterattack is quickly determined or secondary attack of the key enemies is effectively avoided, and the interest of a game and the game experience of the player are reduced.
Disclosure of Invention
In view of the above, the present invention provides a method, an apparatus, an electronic device and a storage medium for displaying game information, so as to alleviate the above technical problems.
In a first aspect, an embodiment of the present invention provides a method for displaying game information, where a terminal device provides a graphical user interface, and content displayed by the graphical user interface at least includes a part of a game scene and a virtual hero located in the game scene, and the method includes: responding to at least one attack event aiming at the virtual principal angle, and acquiring attack information corresponding to the at least one attack event, wherein the attack information comprises at least two of the following information: attack direction, attack source and attack injury; and displaying an attack identifier matched with the attack information on the graphical user interface according to the attack information corresponding to the at least one attack event.
In a preferred embodiment, the attack source includes a virtual principal from which the attack originates, or a type of virtual principal from which the attack originates, or a virtual prop used by the attack.
In a preferred embodiment, the attack direction is a direction of a virtual principal angle from which an attack is initiated relative to the virtual principal angle, or a direction of a virtual prop used for initiating an attack relative to the virtual principal angle.
In a preferred embodiment, the displaying, on the graphical user interface, the attack identifier matched with the attack information includes: and displaying an attack identifier matched with the attack information on an indication icon, wherein the indication icon is a control generated according to the attack event or one of a plurality of controls provided for the graphical user interface.
In a preferred embodiment, the indication icon is a ring-shaped indicator.
In a preferred embodiment, the displaying, on the graphical user interface and according to the attack information corresponding to the at least one attack event, the attack identifier matching with the attack information includes: determining the priority of the at least one attack event according to the attack information of the at least one attack event; and displaying an attack identifier matched with the attack information on the graphical user interface according to the priority of the at least one attack event.
In a preferred embodiment, the priority is a weight obtained by weighted calculation according to the attack information; the displaying, on the graphical user interface, the attack identity matched with the attack information according to the priority of the at least one attack event includes: and if the priority of the attack information exceeds a first preset weight, displaying an attack identifier matched with the attack information on the graphical user interface in a special effect mode.
In a preferred embodiment, the attack information includes: attack direction, attack source and attack injury; if the priority of the attack information exceeds a first preset weight, the step of displaying the attack identification matched with the attack information on the graphical user interface in a special effect mode comprises the following steps: and if the priority of the attack information exceeds a first preset weight, displaying identification information corresponding to the attack direction, the attack source and the attack injury respectively on the graphical user interface in a special effect mode.
In a preferred embodiment, the method further comprises: and if the priority of the attack information does not exceed the first preset weight, displaying identification information corresponding to the attack direction and the attack injury respectively on the graphical user interface in a special effect mode.
In a preferred embodiment, the identification information corresponding to the attack direction is direction identification information used for representing a position relationship between the attack source and the virtual principal angle; the identification information corresponding to the attack source is an image identification corresponding to the attack source; the identification information corresponding to the attack injury comprises identification information used for representing the value and the injury degree of the attack injury.
In a preferred embodiment, the information for identifying the injury level includes: a color identification and/or a region size identification; the step of displaying the attack identifier matched with the attack information on the indication icon includes: displaying the attack identification information at a specified position of the annular indicator, the specified position corresponding to the attack source direction.
In a preferred embodiment, the area size is identified as a circular arc area on the ring indicator; the method further comprises the following steps: displaying an arc area corresponding to the attack injury at an image identification position corresponding to the attack source; the area calculation formula of the arc area is as follows: r (total number of attacks injury/life) 180; wherein, R represents the area of the circular arc area, and the total life value is the total life value of the current virtual main corner.
In a preferred embodiment, the displaying, on the graphical user interface, the attack identifier matching the attack information according to the priority of the at least one attack event further includes: if the priority of the attack information exceeds a second preset weight, amplifying and displaying the attack identification matched with the attack information on the indication icon according to a preset amplification factor; wherein the second preset weight is higher than the first preset weight.
In a preferred embodiment, the step of displaying the attack sign matching with the attack information on the indication icon further includes: and if the virtual main corner is provided with at least two protectors, displaying an attack identifier matched with the attack information on the annular indicator of the outermost protector.
In a preferred embodiment, the method further comprises: calculating the life value of the protective tool according to the attack injury; and if the life value is lower than the preset life value, deleting the annular indicator of the protective tool.
In a preferred embodiment, the method further comprises: and if the life value is recovered to the preset life value, recovering the annular indicator of the protector and prompting the recovery of the annular indicator of the protector.
In a second aspect, an embodiment of the present invention provides a game information display apparatus, which provides a graphical user interface through a terminal device, where content displayed on the graphical user interface at least includes a part of a game scene and a virtual hero located in the game scene, and the apparatus includes: an obtaining module, configured to obtain, in response to at least one attack event for the virtual principal, attack information corresponding to the at least one attack event, where the attack information includes at least two of the following information: attack direction, attack source and attack injury; and the display module is used for displaying the attack identification matched with the attack information on the graphical user interface according to the attack information corresponding to the at least one attack event.
In a third aspect, an embodiment of the present invention provides an electronic device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, and when the processor executes the computer program, the method according to the first aspect is implemented.
In a fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the method of the first aspect.
The embodiment of the invention has the following beneficial effects:
the game information display method, the game information display device, the electronic equipment and the storage medium provided by the embodiment of the invention can respond to at least one attack event aiming at the virtual main character and acquire the attack information corresponding to the at least one attack event; and according to the attack information corresponding to at least one attack event, displaying an attack identifier matched with the attack information on a graphical user interface, wherein the attack information comprises at least two of an attack direction, an attack source and an attack injury, so that when the virtual pivot receives at least one attack event, a main body of the attack can be distinguished through the attack identifier, the fighting strategy cannot be adjusted according to the type of the attack source, a key target of counterattack can be quickly determined, or secondary attack of key enemies can be effectively avoided, the interest of the game is improved, and the game experience of players can be improved.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a flowchart of a method for displaying game information according to an embodiment of the present invention;
FIG. 2 is a flow chart of another method for displaying game information according to an embodiment of the present invention;
FIG. 3 is a schematic view of a ring indicator according to an embodiment of the present invention;
FIG. 4 is a schematic view of another ring indicator provided in accordance with an embodiment of the present invention;
FIG. 5 is a schematic view of another ring indicator provided in accordance with an embodiment of the present invention;
fig. 6 is a schematic structural diagram of a game information display device according to an embodiment of the present invention;
FIG. 7 is a schematic structural diagram of another game information display device according to an embodiment of the present invention;
fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
At present, in most games, especially games with a first/third person viewing angle, when a player receives a large amount of information from outside in different directions, the source of the player often cannot be distinguished, for example, the direction of an attack source when the player is attacked is displayed through a sound visual display scheme.
Based on this, the game information display method, the game information display device, the electronic device and the storage medium provided by the embodiment of the invention can effectively alleviate the above problems.
To facilitate understanding of the present embodiment, a detailed description will be given to a method for displaying game information disclosed in the present embodiment.
In a possible implementation manner, the method for displaying game information provided by the embodiment of the present invention may be executed in a terminal device, where the terminal device may be a network device or a local device. When the method is operated on a network device, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises a server and a client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the attack control method of the virtual unit are finished on a cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
Specifically, in the method for displaying game information provided by the embodiment of the present invention, a terminal device provides a graphical user interface, where the content displayed by the graphical user interface at least includes a part of a game scene and a virtual hero located in the game scene, and specifically, the virtual hero is a virtual character controlled by a game player to execute a game instruction of the player in a game.
A flow chart of a method of displaying game information as shown in fig. 1, the method comprising the steps of:
step S102, responding to at least one attack event aiming at the virtual main corner, and acquiring attack information corresponding to the at least one attack event;
wherein the attack information includes at least two of the following information: attack direction, attack source and attack injury;
and step S104, displaying an attack identifier matched with the attack information on a graphical user interface according to the attack information corresponding to the at least one attack event.
In actual use, the attack event responded in step S102 is typically an attack event generated to the virtual hero when the enemy character of the virtual hero releases the attack behavior, for example, in a battle state, when the enemy character attacks the virtual hero, shooting at the virtual hero or releasing some attack skill to consume the virtual hero life value, at this time, the terminal device of the game or the background server of the game may acquire the attack event, extract the attack information, and further display the attack information on the graphical user interface.
Further, the attack identifier is usually set at a preset position of the virtual hero, so as to indicate an attack event through the attack identifier. At the moment, the player can determine the direction of an attack source, the target of the attack source, the attack injury and other information according to the attack identification matched with the attack information, further distinguish the attack subject, quickly make counterattack, or effectively avoid the attack event, and make a battle plan in a proper way.
Therefore, the method for displaying game information provided by the embodiment of the invention can respond to at least one attack event aiming at the virtual hero and acquire the attack information corresponding to the at least one attack event; and according to the attack information corresponding to at least one attack event, displaying an attack identifier matched with the attack information on the graphical user interface, wherein the attack information comprises at least two of attack direction, attack source and attack injury, so that when the virtual main character receives at least one attack event, the main body of the attack can be distinguished through the attack identifier, and then the player can make counterattack or avoid the attack event, thereby not only improving the interest of the game, but also being beneficial to improving the game experience of the player.
In actual use, the attack source includes a virtual principal angle for initiating an attack, or a type of the virtual principal angle for initiating the attack, or a virtual prop used for initiating the attack; further, the attack direction is a direction of a virtual principal angle for initiating an attack relative to the virtual principal angle, or a direction of a virtual prop used for initiating an attack relative to the virtual principal angle.
Further, in order to facilitate displaying the attack identifier matching with the attack information on the graphical user interface, an indication icon may be further disposed on the graphical user interface to display the attack identifier matching with the attack information, and therefore, the displaying process in the step S104 includes: and displaying an attack identifier matched with the attack information on an indication icon, wherein the indication icon is a control generated according to an attack event or one of a plurality of controls provided for a graphical user interface.
In actual use, the indication icon may be a ring indicator, for example, the ring indicator may be displayed when the virtual hero enters a fight state, or the ring indicator may be displayed when the virtual hero receives an attack event.
For convenience of understanding, fig. 2 shows a flowchart of another game information display method on the basis of fig. 1, and an embodiment in which the indication icon is a ring indicator is described, as shown in fig. 2, the method includes the following steps:
step S202, responding to at least one attack event aiming at the virtual main corner, and acquiring attack information corresponding to the at least one attack event;
specifically, in the embodiment of the present invention, the attack information includes: three examples of attack direction, attack source and attack damage are explained;
the attack direction refers to a source direction of an attack event, that is, which direction indicates an enemy character of the virtual chief role to launch an attack to the virtual chief role from, and the attack source refers to the enemy character itself or a team where the enemy character is located, for example, if the enemy character itself uses a weapon to attack the virtual chief role or uses a skill attribute to attack the virtual chief role, the attack source is the enemy character itself, and if the enemy character launches an attack on a battle vessel, a battle ship, a battle vehicle or other battle tools, the attack source is the team where the enemy character is located at this time, that is, the attack source is directly the battle vessel, the battle ship, the battle vehicle or other battle vehicles.
Further, attack injury refers to the degree of injury to the virtual hero from an attack event, usually expressed as a negative number, indicating that the attack event reduces the life value of the virtual hero, e.g., -10, -20, -200, etc.
After the attack information is acquired, the following steps can be continuously executed, and the attack identification matched with the attack information is displayed.
Step S204, determining the priority of at least one attack event according to the attack information of at least one attack event;
and step S206, displaying the attack identification matched with the attack information on the graphical user interface according to the priority of at least one attack event.
Therefore, in step S206, when the attack identifier matched with the attack information is displayed, the priority of at least one attack event may be determined first, and if the priority of the attack information exceeds a first preset weight, the attack identifier matched with the attack information is displayed in a special effect form on the graphical user interface, specifically, the special effect form includes highlighting, flashing, amplifying, dithering and the like, and may be specifically set according to an actual situation, which is not limited in this embodiment of the present invention.
Further, it is considered that the flow shown in fig. 3 includes attack information: therefore, when the attack identification matched with the attack information is displayed, if the priority of the attack information exceeds the first preset weight, the identification information respectively corresponding to the attack direction, the attack source and the attack injury can be displayed on the graphical user interface in a special effect mode.
The identification information corresponding to the attack direction is direction identification information used for representing the position relation between the attack source and the virtual main angle; for example, it may be a direction icon pointing to a virtual main corner, as indicated by an arrow or the like.
Further, the identification information corresponding to the attack source is an image identification corresponding to the attack source; namely, the image of the enemy character itself mentioned in the foregoing embodiment, or the image of a battle instrument such as a battleship, a battle vehicle, etc., on which the enemy character is located.
The identification information corresponding to the attack injury includes identification information for representing a value and an injury degree of the attack injury to represent an injury degree of the attack event to the virtual hero, and specifically, the identification information of the injury degree may further include: a color indication and/or a region size indication.
Through the identification information corresponding to the attack direction, the attack source and the attack injury respectively, an attack event received by the virtual main character can be effectively prompted, for example, the position relation between the attack source and the virtual main character can be displayed through the identification information corresponding to the attack direction, so that a player can be quickly positioned to the attack source, the judgment of the player on a battle field is accelerated, the priority of the attack source can be quickly positioned by the player through the identification information comprising the attack injury value and the injury degree, and the counterpunch or avoidance of an enemy character with higher attack injury degree can be facilitated.
In practical use, in order to avoid interference caused by a plurality of attack sources to a player, for an attack event with a low damage degree, the attack sources are not displayed, and the external player is prompted only in the attack direction and the attack damage, so that when the priority of the attack information is determined, if the priority of the attack information does not exceed the first preset weight, identification information corresponding to the attack direction and the attack damage respectively is displayed on a graphical user interface in a special effect mode.
Specifically, for an embodiment in which the indication icon is a ring indicator, the attack identification information may be displayed in the following manner: and displaying the attack identification matched with the attack information at a specified position of the annular indicator, wherein the specified position corresponds to the direction of the attack source.
For ease of understanding, fig. 3 shows a schematic diagram of a ring indicator, and in particular, fig. 3 shows an embodiment in which attack identifications matching attack information are displayed on the ring indicator. In fig. 3, a circular frame represents an annular indicator, and the center position of the annular indicator is a virtual principal angle. Wherein two attack events of the warship are shown in fig. 3, namely attack events (1) and (2) displayed at the junction of the ring indicator and the injury source. Wherein, the arrow of the attack event (1) is identification information corresponding to the attack direction, which is used to represent the position relationship between the attack source and the virtual main corner, specifically, the arrow is represented in the form of an arrow in fig. 3, and points from the attack source to the virtual main corner, an information control is further displayed at the position of the ring-shaped indicator corresponding to the attack source direction, and the identification information corresponding to the attack source and the identification information corresponding to the attack injury are displayed in the information control, wherein in fig. 3, the identification information corresponding to the attack source is an image of the attack source, that is, an image of an airship in the information control, the identification information corresponding to the attack injury includes an attack injury value of-200, and the identification information of the injury degree, specifically, the area indicated by the identification information of the injury degree and indicated by the area (1) indicated by the oblique line, and the area indicated by the oblique line can be filled with a color as a color identification, generally marked in red, and the size of the area can be proportional to the value of the offensive injury, i.e., the stronger the offensive injury, the larger the area.
The attack event (1) shows an embodiment in which the attack damage is greater than a first preset weight, where the first preset weight may be a value of attack damage corresponding to a reduction of the life value by a certain value, for example, 5%, or a value of attack damage corresponding to a reduction of the blood loss of the virtual character by a certain value, for example, 5%. Meanwhile, the attack event (2) is an implementation mode in which the attack injury is smaller than the first preset weight, and at this time, only the identification information corresponding to the attack direction and the attack injury respectively, that is, the arrow in the attack event (2), and the injury degree identification shown by the attack injury value-8 and the oblique line, are shown in fig. 3.
Based on the ring indicator shown in fig. 3, when the virtual main corner receives an external attack event, the corresponding position of the ring indicator is highlighted according to the damage degree of the attack event to itself, for example, the area shown by the oblique line in fig. 3 is filled with red, and the highlight proportion and the area size of the area are in direct proportion to the attack damage.
In addition, in order to prioritize the attack event, when the priority of the attack information does not exceed the first preset weight (for example, when the blood deduction amount of the virtual hero is less than 5%), the attack injury value is only displayed at the position of the annular indicator corresponding to the attack source direction, and when the priority of the attack information exceeds the first preset weight (for example, when the blood deduction amount of the virtual hero is more than or equal to 5%), the attack injury data and the image corresponding to the attack source target can be displayed simultaneously.
Further, the area size for marking the injury degree is marked as a circular arc area on the annular indicator; that is, the area indicated by the oblique lines in fig. 3 is actually an arc area corresponding to the ring indicator, and the position indicated by the direction icon of the attack source is the center of the arc area, so the method further includes: and displaying the arc area corresponding to the attack injury at the image identification position corresponding to the attack source.
Specifically, the area calculation formula of the arc region is as follows: r (total number of attacks injury/life) 180; wherein, R represents the area of the arc area, and the total life value is the total life value of the current virtual role.
By the above method for calculating the arc region, the area of the arc region can be larger when the attack injury is stronger, and therefore, the area of the arc region can represent the injury degree of the attack event.
Further, in order to make the display of the attack identification information more pertinent, after the priority of the attack event is determined, if the priority of the attack information exceeds a second preset weight, the attack identification matched with the attack information can be amplified and displayed on the indication icon according to a preset amplification factor; wherein the second predetermined weight is higher than the first predetermined weight.
For example, when an attack identifier matched with attack information is displayed at a junction of the annular indicator and the attack source, in order to distinguish priority, when the priority of the attack information does not exceed a first preset weight (for example, the blood deduction amount is less than 5%), only an attack injury value and identification information corresponding to the attack source are displayed on the annular indicator; when the priority of the attack information exceeds a first preset weight and is smaller than a second preset weight (the blood deduction amount is greater than or equal to 5% and smaller than 10%), respectively corresponding identification information of an attack direction, an attack source and an attack injury is displayed on the annular indicator in a special effect mode; when the priority of the attack information exceeds a second preset weight (the blood deduction amount is greater than or equal to 10%), the attack identification matched with the attack information is displayed on the annular indicator in an enlarged mode, for example, the attack identification is displayed in an enlarged mode by 1.4 times or 2 times.
For convenience of understanding, in the above embodiment, when determining the priority of at least one attack event, the determination is made based on the size of the blood deduction amount, that is, the attack injury, whereas in the embodiment of the present invention, since the priority is a weight obtained by weighted calculation based on the attack information, the attack information further includes at least two of the following information: therefore, in other embodiments, when determining the priority, the distance of the attack direction, the attribute of the attack source, and the like may be comprehensively considered to perform comprehensive weighting calculation, so as to obtain the priority.
In addition, considering that a virtual chief role is generally specific to a certain protector to protect the life value of the chief role during a battle, and that these protectors generally have certain defense capability, such as the life value of the protector, and can resist attack events for a while, therefore, an attack sign matching with attack information is displayed on the indication icon, and if at least two protectors are arranged on the virtual chief role, an attack sign matching with attack information can be displayed on the ring indicator of the outermost protector.
Specifically, in the embodiment in which at least two protectors are arranged in the virtual hero, each protector has a certain defense capability, and therefore each protector has a certain life value, for example, the life value of the protector is represented by a blood test structure, and in general, the virtual hero in which at least two protectors are arranged has a multiple blood test structure, for example, when a battleship controlled by a player includes a shield and an armor, and a structure of the battleship itself is added, in this case, the ring indicator has a multilayer structure, and when an attack event subject is a blood test structure of a different hierarchy, the above attack identification information can be displayed at a position corresponding to the direction of the attack source of the corresponding ring indicator.
For the convenience of understanding, fig. 4 shows a schematic diagram of another ring-shaped indicator, wherein fig. 4 shows a ring-shaped indicator with a multilayer structure, and also takes a virtual leading corner as an example for explanation, and for the convenience of explanation, only a part of the ring-shaped indicator is shown in fig. 4.
Assuming that the warship is provided with a shield and an armor, at this time, in addition to the defensive ability of the structure of the warship, three annular indicators can be provided, as shown in fig. 4, from outside to inside, the annular indicator corresponding to the shield, the annular indicator corresponding to the armor and the annular indicator corresponding to the structure of the warship are arranged in sequence. When the attack information is displayed in the game, the outermost shield first responds to the attack event, and when the attack identification information is displayed, the attack identification information is displayed on the annular indicator of the outermost shield.
The life value of the protector can be calculated according to the attack injury in the fighting process; for example, as the life value of the shield gradually decreases as the battle progresses, the defense of the shield gradually disappears, and if the life value is lower than the preset life value, the ring indicator of the suit is deleted. For example, when the blood flow of the shield is less than 10%, the annular indicator of the protector disappears, that is, the shield loses the defense ability, and at this time, the protector at the outermost layer of the warship becomes the armor, and at this time, when an attack event is responded, the attack identification information is displayed at the position corresponding to the direction of the attack source on the annular indicator corresponding to the armor, and the process of the shield defense is repeated.
In addition, in the actual game fight process, the player can use the stage property to resume the protective equipment, for example, use certain stage property or after a certain cooling time, the protective equipment can resume, specifically, if the life value of stage property resumes to the preset life value, the annular indicator of the protective equipment can resume, simultaneously in order to remind the player, the annular indicator of the protective equipment can also resume and remind to remind the player that the protective equipment has resumed the defense ability.
For easy understanding, fig. 5 shows another schematic diagram of the ring indicator, wherein fig. 5 shows a schematic diagram of the ring indicator recovery, specifically, the ring indicator of the protector has a regeneration representation, when the life value of any layer of the protector is recovered to the preset life value, for example, when the blood streak is recovered to more than 25% from less than 10%, the corresponding ring indicator may have a luminous representation effect, and there is an information representation at the edge, such as the "recovery" prompt in fig. 5, for reminding the player that the protection capability of the protector is recovered, and at this time, the virtual leading corner also regains a safe state.
Therefore, the method for displaying game information provided by the embodiment of the invention can make the annular indicator mark the detailed source of the attack event in a way that the annular indicator displays the attack identification information, so that a player can distinguish the source/value/main body of the injury when being attacked, thereby quickly positioning the high-priority target from the targets in the approximate direction, further distinguishing the main body of the attack, and making the player quickly attack or hide the attack event, thereby not only improving the interest of the game, but also being beneficial to improving the game experience of the player.
On the basis of the foregoing embodiments, an embodiment of the present invention further provides a display apparatus of game information, where a terminal device provides a graphical user interface, where content displayed by the graphical user interface at least includes a part of a game scene and a virtual hero located in the game scene, and specifically, fig. 6 shows a schematic structural diagram of the display apparatus of game information, and as shown in fig. 6, the display apparatus of game information includes:
an obtaining module 60, configured to obtain, in response to at least one attack event directed to the virtual principal, attack information corresponding to the at least one attack event, where the attack information includes at least two of the following information: attack direction, attack source and attack injury;
and a display module 62, configured to display, according to attack information corresponding to the at least one attack event, an attack identifier matched with the attack information on the graphical user interface.
Specifically, the attack source includes a virtual principal angle for initiating the attack, or a type of the virtual principal angle for initiating the attack, or a virtual prop used for initiating the attack. The attack direction is the direction of the virtual main angle for initiating the attack relative to the virtual main angle, or the direction of the virtual prop used for initiating the attack relative to the virtual main angle.
Further, the display module 62 displays an attack identifier matched with the attack information on an indication icon, where the indication icon is a control generated according to the attack event, or one of multiple controls provided for the graphical user interface.
Wherein, the indication icon is an annular indicator.
Further, the display module 62 is further configured to: determining the priority of the at least one attack event according to the attack information of the at least one attack event; and displaying an attack identifier matched with the attack information on the graphical user interface according to the priority of the at least one attack event.
Wherein, the priority is the weight obtained by weighted calculation according to the attack information; the display module 62 is further configured to: and if the priority of the attack information exceeds a first preset weight, displaying an attack identifier matched with the attack information on the graphical user interface in a special effect mode.
Further, the attack information includes: attack direction, attack source and attack injury; the display module 62 is further configured to: and if the priority of the attack information exceeds a first preset weight, displaying identification information corresponding to the attack direction, the attack source and the attack injury respectively on the graphical user interface in a special effect mode. And if the priority of the attack information does not exceed the first preset weight, displaying identification information corresponding to the attack direction and the attack injury respectively on the graphical user interface in a special effect mode.
Specifically, the identification information corresponding to the attack direction is direction identification information used for representing the position relationship between the attack source and the virtual main angle; the identification information corresponding to the attack source is an image identification corresponding to the attack source; the identification information corresponding to the attack injury comprises identification information used for representing the value and the injury degree of the attack injury.
The identification information of the injury degree includes: a color identification and/or a region size identification; the display module 62 is further configured to: and displaying an attack identifier matched with the attack information at a specified position of the annular indicator, wherein the specified position corresponds to the attack source direction.
Further, the area size is marked as a circular arc area on the annular indicator; the display module 62 is further configured to: displaying an arc area corresponding to the attack injury at an image identification position corresponding to the attack source; the area calculation formula of the circular arc area is as follows: r (total number of attacks injury/life) 180; wherein, R represents the area of the circular arc area, and the total life value is the total life value of the current virtual principal angle.
Further, the display module 62 is further configured to: if the priority of the attack information exceeds a second preset weight, amplifying and displaying the attack identification matched with the attack information on the indication icon according to a preset amplification factor; wherein the second preset weight is higher than the first preset weight.
The display module 62 is further configured to: and if the virtual main corner is provided with at least two protectors, displaying an attack identifier matched with the attack information on the annular indicator of the outermost protector.
On the basis of fig. 6, fig. 7 is a schematic structural diagram of another display device for attack information in a game, which, in addition to the structure shown in fig. 6, further includes:
a calculation module 70 for calculating a life value of the protector according to the attack injury; and if the life value is lower than a preset life value, deleting the annular indicator of the protective tool.
And the recovery module 72 is configured to recover the annular indicator of the brace and perform recovery prompt on the annular indicator of the brace if the life value is recovered to a preset life value.
The game information display device provided by the embodiment of the invention has the same technical characteristics as the game information display method provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
The embodiment of the invention also provides electronic equipment which comprises a memory, a processor and a computer program which is stored on the memory and can run on the processor, wherein the processor realizes the display method of the game information when executing the computer program.
Further, an embodiment of the present invention further provides a schematic structural diagram of an electronic device, as shown in fig. 8, which is the schematic structural diagram of the electronic device, wherein the electronic device includes a processor 81 and a memory 80, the memory 80 stores computer-executable instructions capable of being executed by the processor 81, and the processor 81 executes the computer-executable instructions to implement the game information display method.
In the embodiment shown in fig. 8, the electronic device further comprises a bus 82 and a communication interface 83, wherein the processor 81, the communication interface 83 and the memory 80 are connected by the bus 82.
The Memory 80 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 83 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, etc. may be used. The bus 82 may be an ISA (Industry standard Architecture) bus, a PCI (Peripheral component interconnect) bus, an EISA (Extended Industry standard Architecture) bus, or the like. The bus 82 may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 8, but that does not indicate only one bus or one type of bus.
The processor 81 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 81. The Processor 81 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory, and the processor 81 reads the information in the memory and completes the game information display method of the foregoing embodiment in combination with the hardware thereof.
The embodiment of the invention also provides a computer readable storage medium, wherein a computer program is stored on the computer readable storage medium, and the computer program is executed by a processor to execute the game information display method.
The game information display method, the game information display device, the electronic device and the computer program product of the storage medium provided by the embodiment of the present invention include a computer readable storage medium storing a program code, where instructions included in the program code may be used to execute the method described in the foregoing method embodiment, and specific implementation may refer to the method embodiment, and will not be described herein again.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working process of the apparatus described above may refer to the corresponding process in the foregoing method embodiment, and is not described herein again.
In addition, in the description of the embodiments of the present invention, unless otherwise explicitly specified or limited, the terms "mounted," "connected," and "connected" are to be construed broadly, e.g., as meaning either a fixed connection, a removable connection, or an integral connection; can be mechanically or electrically connected; they may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meaning of the above terms in the present invention can be understood in specific cases for those skilled in the art.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, but do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art will understand that the following embodiments are merely illustrative of the present invention, and not restrictive, and the scope of the present invention is not limited thereto: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present invention, and they should be construed as being included therein. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (17)

1. A method for displaying game information is characterized in that a terminal device provides a graphical user interface, the content displayed by the graphical user interface at least comprises a part of game scene and a virtual hero positioned in the game scene, and the method comprises the following steps:
responding to at least one attack event aiming at the virtual principal angle, and acquiring attack information corresponding to the at least one attack event, wherein the attack information comprises at least two of the following information: attack direction, attack source and attack injury;
and displaying an attack identifier matched with the attack information on the graphical user interface according to the attack information corresponding to the at least one attack event.
2. The method of claim 1, wherein the attack source comprises a virtual hero initiating the attack, or a type of virtual hero initiating the attack, or a virtual prop used to initiate the attack.
3. The method according to claim 1, characterized in that the attack direction is the direction of the virtual principal angle from which the attack is initiated relative to the virtual principal angle, or the direction of the virtual prop used for initiating the attack relative to the virtual principal angle.
4. The method of claim 1, wherein displaying on the graphical user interface an attack identity that matches the attack information comprises:
and displaying an attack identifier matched with the attack information on an indication icon, wherein the indication icon is a control generated according to the attack event or one of a plurality of controls provided for the graphical user interface.
5. The method of claim 4, wherein the indicator icon is a ring indicator.
6. The method according to claim 5, wherein the displaying, on the graphical user interface, the attack identifier matching with the attack information according to the attack information corresponding to the at least one attack event includes:
determining the priority of the at least one attack event according to the attack information of the at least one attack event;
and displaying an attack identifier matched with the attack information on the graphical user interface according to the priority of the at least one attack event.
7. The method of claim 6, wherein the priority is a weight calculated according to the attack information;
the displaying, on the graphical user interface, the attack identity matched with the attack information according to the priority of the at least one attack event includes:
and if the priority of the attack information exceeds a first preset weight, displaying an attack identifier matched with the attack information on the graphical user interface in a special effect mode.
8. The method of claim 7, wherein the attack information comprises: attack direction, attack source and attack injury;
if the priority of the attack information exceeds a first preset weight, the step of displaying the attack identification matched with the attack information on the graphical user interface in a special effect mode comprises the following steps:
and if the priority of the attack information exceeds a first preset weight, displaying identification information corresponding to the attack direction, the attack source and the attack injury respectively on the graphical user interface in a special effect mode.
9. The method of claim 8, further comprising:
and if the priority of the attack information does not exceed the first preset weight, displaying identification information corresponding to the attack direction and the attack injury respectively on the graphical user interface in a special effect mode.
10. The method according to claim 8 or 9, wherein the identification information corresponding to the attack direction is direction identification information for characterizing a position relationship between the attack source and the virtual principal angle;
the identification information corresponding to the attack source is an image identification corresponding to the attack source;
the identification information corresponding to the attack injury comprises identification information used for representing the value and the injury degree of the attack injury.
11. The method of claim 10, wherein the identification information of the injury level comprises: a color identification and/or a region size identification;
the step of displaying the attack identification matched with the attack information on the indication icon comprises the following steps:
and displaying an attack identifier matched with the attack information at a specified position of the annular indicator, wherein the specified position corresponds to the attack source direction.
12. The method of claim 11, wherein the zone size is identified as a circular arc zone on the annular indicator;
the method further comprises the following steps:
displaying an arc area corresponding to the attack injury at an image identification position corresponding to the attack source;
the area calculation formula of the circular arc area is as follows: r (total number of attacks injury/life) 180;
wherein, R represents the area of the circular arc area, and the total life value is the total life value of the current virtual principal angle.
13. The method of claim 7, wherein displaying, on the graphical user interface, the attack identity matching the attack information according to the priority of the at least one attack event, further comprises:
if the priority of the attack information exceeds a second preset weight, amplifying and displaying the attack identification matched with the attack information on the indication icon according to a preset amplification factor;
wherein the second preset weight is higher than the first preset weight.
14. The method of claim 5, wherein the step of displaying an attack identity matching the attack information on an indicator icon further comprises:
and if the virtual main corner is provided with at least two protectors, displaying an attack identifier matched with the attack information on the annular indicator of the outermost protector.
15. An apparatus for displaying game information, wherein a terminal device provides a graphical user interface, and the content displayed by the graphical user interface at least comprises a part of a game scene and a virtual hero located in the game scene, the apparatus comprising:
an obtaining module, configured to obtain, in response to at least one attack event for the virtual principal, attack information corresponding to the at least one attack event, where the attack information includes at least two of the following information: attack direction, attack source and attack injury;
and the display module is used for displaying the attack identification matched with the attack information on the graphical user interface according to the attack information corresponding to the at least one attack event.
16. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the method of any of claims 1-14 when executing the computer program.
17. A computer-readable storage medium, in which a computer program is stored which, when being executed by a processor, carries out the method of any one of the preceding claims 1 to 14.
CN202010672080.0A 2020-07-13 Game information display method and device, electronic equipment and storage medium Active CN111773698B (en)

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