CN112546625A - Game information prompting method and device, storage medium and electronic equipment - Google Patents

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

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Publication number
CN112546625A
CN112546625A CN202011416463.8A CN202011416463A CN112546625A CN 112546625 A CN112546625 A CN 112546625A CN 202011416463 A CN202011416463 A CN 202011416463A CN 112546625 A CN112546625 A CN 112546625A
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China
Prior art keywords
virtual
prompt
virtual character
life value
prompt information
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Chinese (zh)
Inventor
朱晓东
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Guangzhou Boguan Information Technology Co Ltd
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Guangzhou Boguan Information Technology Co Ltd
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Priority to CN202011416463.8A priority Critical patent/CN112546625A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The disclosure provides a game information prompting method, a game information prompting device, a storage medium and electronic equipment, and relates to the technical field of computers. The game information prompting method comprises the following steps: acquiring the life value of each virtual character in the game; when detecting that the life value variation quantity of one or more virtual roles in any virtual role group meets a trigger condition, generating prompt information; and sending the prompt information to a client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in a game map according to the prompt information. The problem that the fighting condition in the game 60 scene cannot be fed back in time is solved.

Description

Game information prompting method and device, storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a game information prompting method, a game information prompting apparatus, a computer-readable storage medium, and an electronic device.
Background
In an MOBA (Multiplayer Online Battle Arena) game, virtual characters are randomly matched to form a team, and a player cannot timely fight the virtual characters of a friend-solving party during fighting.
In the related art, the combat condition of the friend party is notified by selecting a built-in quick chat function of the game interface, so that the operation is complicated, the control of the player on the virtual character is influenced, and the friend party cannot know the combat condition in time.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure provides a game information prompting method, a game information prompting device, a computer-readable storage medium, and an electronic device, thereby solving, at least to a certain extent, a problem that a fighting situation cannot be fed back in time in related technologies.
Additional features and advantages of the disclosure will be set forth in the detailed description which follows, or in part will be obvious from the description, or may be learned by practice of the disclosure.
According to a first aspect of the present disclosure, a game information prompting method is provided, which is applied to a server and includes: acquiring the life value of each virtual character in the game; when detecting that the life value variation quantity of one or more virtual roles in any virtual role group meets a trigger condition, generating prompt information; and sending the prompt information to a client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in a game map according to the prompt information.
In an exemplary embodiment of the present disclosure, a position of a target virtual character is added to the prompt information, so that the client displays the prompt signal at the position of the target virtual character in the game map; the target virtual role is the one or more virtual roles of which the life value variation meets the trigger condition.
In an exemplary embodiment of the present disclosure, the sending the prompt information to the client corresponding to the virtual role in any virtual role group includes: sending the prompt information to the client corresponding to the virtual role in any virtual role group except the target virtual role; the target virtual role is the one or more virtual roles of which the life value variation meets the trigger condition.
In an exemplary embodiment of the present disclosure, the generating a prompt message when it is detected that the life value change amount of one or more virtual characters in any virtual character group satisfies a trigger condition includes: and when detecting that the life value consumption of one or more virtual characters in any virtual character group in a preset time exceeds a first threshold value, generating the prompt message.
In an exemplary embodiment of the present disclosure, the generating a prompt message when it is detected that the life value change amount of one or more virtual characters in any virtual character group satisfies a trigger condition includes: and when detecting that the life value variation of a plurality of virtual roles in a preset size area in any virtual role group meets the trigger condition, generating the prompt message.
In an exemplary embodiment of the present disclosure, the generating the prompt information when it is detected that life value variation of a plurality of virtual characters in a preset size area in any virtual character group satisfies the trigger condition includes: and when detecting that the life value variation of a plurality of virtual roles in a preset size area in any virtual role group meets the trigger condition and the number of all virtual roles in the preset size area exceeds a second threshold value, generating the prompt message.
In an exemplary embodiment of the present disclosure, the generating the prompt information when it is detected that life value variation of a plurality of virtual characters in a preset size area in any virtual character group satisfies the trigger condition includes: and when detecting that the sum of the life value consumptions of a plurality of virtual characters in a preset size area in any virtual character group in a preset time exceeds a third threshold value, generating the prompt message.
In an exemplary embodiment of the present disclosure, the generating a prompt message when it is detected that the life value change amount of one or more virtual characters in any virtual character group satisfies a trigger condition includes: generating the prompt information of the corresponding grade according to the life value variation of the one or more virtual roles; wherein the prompt information of different levels corresponds to different prompt signals.
According to a second aspect of the present disclosure, there is provided another game information prompting method, applied to a client, including: receiving prompt information sent by a server, wherein the prompt information is generated when the server detects that the life value variation of one or more virtual roles in a current virtual role group meets a trigger condition; the current virtual role group is a virtual role group where a current virtual role corresponding to the client is located; and displaying a prompt signal in the game map according to the prompt information.
In an exemplary embodiment of the present disclosure, the displaying a prompt signal in a game map according to the prompt information includes: displaying the prompt signal at the position of the target virtual character in the game map according to the prompt information; the target virtual role is the one or more virtual roles of which the life value variation meets the trigger condition.
In an exemplary embodiment of the present disclosure, the prompt information includes a location of the target virtual character.
In an exemplary embodiment of the present disclosure, the displaying a prompt signal in a game map according to the prompt information includes: and displaying a corresponding prompt signal in the game map according to the grade of the prompt information.
In an exemplary embodiment of the disclosure, the cue signal comprises any one or more of: icon, dynamic effect, text, sound.
According to a third aspect of the present disclosure, there is provided a game information presentation device including: the life value acquisition module is used for acquiring the life value of each virtual character in the game; the prompt information generation module is used for generating prompt information when detecting that the life value variation of one or more virtual roles in any virtual role group meets the trigger condition; and the prompt signal sending module is used for sending the prompt information to the client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in a game map according to the prompt information.
According to a fourth aspect of the present disclosure, there is provided another game information presentation device including: the system comprises a prompt information receiving module, a prompt information sending module and a prompt information receiving module, wherein the prompt information is generated when the server detects that the life value variation of one or more virtual roles in the current virtual role group meets the trigger condition; the current virtual role group is a virtual role group where a current virtual role corresponding to the client is located; and the prompt signal display module is used for displaying a prompt signal in the game map according to the prompt information.
According to a fifth aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the above-described game information presentation method.
According to a sixth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the above-described game information prompting method via execution of the executable instructions.
The technical scheme of the disclosure has the following beneficial effects:
in the game information prompting method applied to the server, the feedback of the fighting state is realized by setting a trigger condition for the life value variation of the virtual character and forming the prompting information under the condition of meeting the trigger condition. On one hand, the player does not need to manually inform other virtual character members belonging to the same virtual character group about the situation of the own combat, the virtual character of the friend side can be timely informed of the situation of the own combat by detecting the life value variable quantity of the virtual character, and the efficient feedback of the situation of the combat can be realized. On the other hand, by detecting the life value variation of one or more virtual characters in any virtual character group, not only can any virtual character master the fighting condition of the friend virtual character in time, but also the friend virtual character can master the fighting condition of any virtual character in time, and the mutual perception of the fighting condition in the virtual character group is realized, so that the virtual characters in the same virtual character group can support each other in time.
In the game information prompting method applied to the client, the prompting information sent by the server is displayed in a game map, the prompting information is generated when the server detects that the life value variation of one or more virtual characters in the current virtual character group meets the trigger condition, and the current virtual character group is the virtual character group where the current virtual character corresponding to the client is located. On one hand, by receiving prompt information generated when the server detects that the life value variation of one or more virtual characters in the current virtual character group meets the trigger condition, the combat situation of friend-partner virtual characters can be known, and the virtual characters of the current client can timely support other virtual characters belonging to the same virtual character group. On the other hand, the prompt information is displayed in the map, so that the position of the friend-making side virtual character can be intuitively located, and the optimal route can be conveniently selected when the current virtual character supports the friend-making side virtual character.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It is apparent that the drawings in the following description are only some embodiments of the present disclosure, and that other drawings can be obtained from those drawings without inventive effort for a person skilled in the art.
FIG. 1 illustrates a system architecture diagram of an environment in which the present exemplary embodiment operates;
FIG. 2 is a flowchart showing a game information presentation method in the present exemplary embodiment;
FIG. 3 shows a flowchart of another game information presentation method in the present exemplary embodiment;
FIG. 4 is a diagram illustrating an example of a game information prompt in the exemplary embodiment;
FIG. 5 is a block diagram showing the structure of a game information presentation in the present exemplary embodiment;
FIG. 6 is a block diagram showing the structure of another game information presentation in the present exemplary embodiment;
fig. 7 shows an electronic device for implementing the above method in the present exemplary embodiment.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, apparatus, steps, etc. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
Herein, "first", "second", "third", etc. are labels for specific objects, and do not limit the number or order of the objects.
In the related art, the combat situation is fed back through a shortcut function built in a game interface, for example, a control for requesting support is clicked to broadcast the voice requesting support to a friend; the fighting condition of the friend party is informed through the quick chatting function control, the operation is complex, the operation on the virtual character is influenced, and the fighting condition is not obtained timely. In addition, in the related art, the survival situation of the virtual character is also broadcasted through the automatic combat voice broadcast function in the game, for example, the broadcast virtual character dies or is sealed, the combat situation of the virtual character needing to be supported cannot be prompted in time, and the position of the virtual character cannot be displayed visually, so that support can be provided in time.
In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game information prompting method, and fig. 1 illustrates a system architecture diagram of an environment in which the method operates, including a client 110 and a server 120. The client 110 may be a terminal device such as a mobile phone and a tablet, and is configured to execute a display process of game information prompt; the server 120 may be a computer or a server in the game background, and is used for executing the generation process of the game information prompt.
It should be understood that the number of devices in fig. 1 is merely exemplary, and any number of clients 110 and servers 120 may be provided, as desired for an implementation.
Fig. 2 shows an exemplary flow of a game information prompting method in the present exemplary embodiment, which may be executed by the server 120, and includes the following steps S210 to S230:
step S210, obtaining the life value of each virtual character in the game.
Step S220, when detecting that the life value variation of one or more virtual roles in any virtual role group meets the triggering condition, generating prompt information.
Step S230, sending a prompt message to the client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in the game map according to the prompt message.
In the game information prompting method applied to the server, the feedback of the fighting state is realized by setting a trigger condition for the life value variation of the virtual character and forming the prompting information under the condition of meeting the trigger condition. On one hand, the player does not need to manually inform other virtual character members belonging to the same virtual character group about the situation of the own combat, the virtual character of the friend side can be timely informed of the situation of the own combat by detecting the life value variable quantity of the virtual character, and the efficient feedback of the situation of the combat can be realized. On the other hand, by detecting the life value variation of one or more virtual characters in any virtual character group, not only can any virtual character master the fighting condition of the friend virtual character in time, but also the friend virtual character can master the fighting condition of any virtual character in time, and the mutual perception of the fighting condition in the virtual character group is realized, so that the virtual characters in the same virtual character group can support each other in time.
Each step in fig. 2 will be described in detail below.
In step S210, the life value of each virtual character in the game is acquired.
The life value of the virtual character can be an index of the viability or the attack resistance of the virtual character, such as an index of the blood value, the vigor value, the physical strength value and the like of the virtual character.
In step S220, when it is detected that the life value variation of one or more virtual characters in any virtual character group satisfies the trigger condition, prompt information is generated.
The virtual character groups are virtual character teams formed by virtual characters, and the virtual characters in different virtual character groups can mutually attack. For example, there are 4 virtual characters, u1, u2, u3 and u4, u1, u2 and u3 belong to virtual character group z1, u4 belongs to virtual character group z2, u1, u2 and u3 all can attack u4, and u4 can attack u1, u2 and u 3.
The life value variation is the variation of the life value when the virtual character fights, and for example, when the virtual character is attacked, the life value is reduced.
In an optional implementation manner, the position of the target virtual character can be added in the prompt message, so that the client displays a prompt signal at the position of the target virtual character in the game map; the target virtual role is one or more virtual roles of which the life value variation satisfies the trigger condition.
The target virtual role can be determined quickly by setting the trigger condition, so that the fighting condition of the target virtual role can be prompted in the corresponding virtual role group. And adding the position of the target virtual character into the prompt message so that the client side where the virtual character is located can display the fighting condition of the target virtual character at the corresponding position of the game map.
In an alternative embodiment, step S220 may include: when detecting that the life value consumption of one or more virtual characters in any virtual character group in a preset time exceeds a first threshold value, generating prompt information.
The vital value consumption amount may include a vital value consumption amount generated when the virtual character is attacked by an adversary virtual character. Further, the life value consumption amount may include a life value consumption amount generated when a virtual character is attacked by a non-virtual character in the game, for example, attacked by a non-virtual character such as a monster, an enemy guard tower, or the like.
In the above process, it may also be detected whether the life consumption ratio of one or more virtual characters in any virtual character group in a predetermined time exceeds a predefined ratio, and when the life consumption ratio exceeds the predefined ratio, a prompt message is generated. For example, when the virtual character life value consumption ratio reaches 60% within 2s, the prompt message is generated.
The life consumption ratio may be a ratio of a difference between the life values of the virtual character at the start time and the end time of the predetermined time to the life value of the virtual character at the start time, or may be a ratio of the life value of the virtual character at the end time of the predetermined time to the life value of the virtual character in the game initialization state.
In an optional implementation manner, step S220 may further include: and when detecting that the life value variation of a plurality of virtual roles in a preset size area in any virtual role group meets the trigger condition, generating prompt information.
The preset size area may be in a shape of a rectangle, a circle, a square, etc., and it should be noted that the shape of the preset size area is not specifically limited in this scheme. Taking the preset size area as an example, when the virtual character is within a range of a × b, determining whether the life value variation of the virtual character within the range meets the trigger condition, where a and b are the length and width of the rectangular preset size area, respectively.
Furthermore, the preset size area may also be defined by the distance between the virtual characters, for example: and setting the preset size area as an area range formed when the distance between the virtual characters does not exceed d.
The plurality of virtual characters in the preset size area can be determined by the following method:
(1) the method comprises the steps of judging whether virtual characters exist in a preset size area or not by moving the preset size area in a game scene, and determining the virtual characters as the virtual characters in the preset size area if the virtual characters exist.
(2) And determining the distance between the virtual characters according to the positions of the virtual characters, and determining the virtual characters included in the preset size area range according to the distance between the virtual characters. For example: there are three virtual characters, u1, u2 and u3, the distance between u1 and u2 is d12, the distance between u1 and u3 is d13, and the distance between u2 and u3 is d23, and when d12, d13 and d23 are all smaller than d, where d is a preset distance, the three characters can be regarded as virtual characters within a preset size area.
In an optional implementation manner, when it is detected that the life value variation amounts of a plurality of virtual characters in a preset size area in any virtual character group satisfy a trigger condition, generating a prompt message includes: and when detecting that the life value variation of a plurality of virtual characters in a preset size area in any virtual character group meets the triggering condition and the number of all virtual characters in the preset size area exceeds a second threshold value, generating prompt information.
In an optional implementation manner, when it is detected that the life value variation amounts of a plurality of virtual characters in a preset size area in any virtual character group satisfy a trigger condition, generating a prompt message further includes: and when detecting that the sum of the life value consumptions of a plurality of virtual characters in the preset size area in any virtual character group in a preset time exceeds a third threshold value, generating prompt information.
For example, within the preset size region a × b, there are 4 virtual characters, u1, u2, u3, and u4, and u1, u2, and u3 belong to the virtual character group z1, u4 belongs to the virtual character group z2, and when the sum of the life value consumptions of the virtual characters in the virtual character group z1 or the virtual character group z2 exceeds 60% in 5s, the presentation information is generated.
In the process, the virtual characters in the preset size area are detected, so that the fighting condition of the virtual characters during group fighting can be obtained in real time, the virtual characters which do not participate in the group fighting can accurately master the group fighting condition, and timely reinforcement is facilitated.
In an optional implementation manner, when it is detected that the life value change amount of one or more virtual characters in any virtual character group meets the trigger condition, generating the prompt message includes: generating prompt information of corresponding levels according to the life value variation of one or more virtual roles; wherein different levels of cue information correspond to different cue signals.
In addition, prompt information of corresponding levels can be generated according to the change range of the vital value. The larger the change amplitude of the life value is, the higher the grade of the prompt message is. By setting different levels of prompt messages, the combat situation of the virtual character can be fed back more finely.
In step S230, a prompt message is sent to the client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in the game map according to the prompt message.
In an alternative embodiment, step S230 may include: sending prompt information to the client corresponding to the virtual roles in any virtual role group except the target virtual role; the target virtual role is one or more virtual roles of which the life value variation satisfies the trigger condition.
By sending the prompt information to the client corresponding to the virtual character in any virtual character group except the target virtual character, the target virtual character does not need to send the prompt information to the target virtual character, so that on one hand, unnecessary communication overhead is reduced, and on the other hand, the condition that the prompt information does not play a prompting role but causes visual interference on the target virtual character is avoided.
Fig. 3 shows an exemplary flow of a game information prompting method in the present exemplary embodiment, which may be executed by the client 110, and includes the following steps S310 to S320:
step S310, receiving a prompt message sent by the server, wherein the prompt message is generated when the server detects that the life value variation of one or more virtual roles in the current virtual role group meets the trigger condition, and the current virtual role group is the virtual role group where the current virtual role corresponding to the client is located.
And step S320, displaying a prompt signal in the game map according to the prompt information.
In the game information prompting method applied to the client, the prompting information sent by the server is displayed in a game map, the prompting information is generated when the server detects that the life value variation of one or more virtual characters in the current virtual character group meets the trigger condition, and the current virtual character group is the virtual character group where the current virtual character corresponding to the client is located. On one hand, by receiving prompt information generated when the server detects that the life value variation of one or more virtual characters in the current virtual character group meets the trigger condition, the combat situation of friend-partner virtual characters can be known, and the virtual characters of the current client can timely support other virtual characters belonging to the same virtual character group. On the other hand, the prompt information is displayed in the map, so that the position of the friend-making side virtual character can be intuitively located, and the optimal route can be conveniently selected when the current virtual character supports the friend-making side virtual character.
Each step in fig. 3 will be described in detail below.
In step S310, a prompt message sent by the server is received, where the prompt message is generated when the server detects that a life value variation of one or more virtual roles in a current virtual role group satisfies a trigger condition, and the current virtual role group is a virtual role group in which a current virtual role corresponding to the client is located.
The hint information may be generated by the steps in fig. 2.
In step S320, a prompt signal is displayed on the game map according to the prompt information.
In an alternative embodiment, step S320 includes: displaying a prompt signal at the position of the target virtual character in the game map according to the prompt information; the target virtual role is one or more virtual roles of which the life value variation satisfies the trigger condition.
Displaying the head portrait of the corresponding virtual character at the position of each virtual character in the game map, displaying a prompt signal in the head portrait of the target virtual character, and displaying the prompt signal at the corresponding position in the game map of the target virtual character.
As shown in fig. 4, different prompt signals are displayed according to the number of virtual characters participating in the battle, and when the number of virtual characters participating in the battle does not exceed two, a small bubble 1 is displayed in the head portrait of the target virtual character; when the number of virtual characters participating in the battle exceeds two, the large bubble 2 is displayed at the position of the game map where the target virtual character is located.
The prompt signal displayed in the head portrait of the target virtual character can move correspondingly according to the movement of the position of the target virtual character, so that the prompt signal is ensured to be positioned in the head portrait of the target virtual character, and the position of the target virtual character is convenient to position. The prompting signal displayed at the corresponding position of the target virtual character in the game map can not move, so that the current position of the client side where the group battle occurs can be prompted conveniently.
In an alternative embodiment, the prompt message may include the location of the target avatar.
The position of the target virtual character is contained in the prompt message, so that the client can conveniently determine the position displayed by the prompt signal.
In an optional implementation manner, step S320 may further include: and displaying the corresponding prompt signal in the game map according to the grade of the prompt information.
For example, the cue signal is set to be a bubble, and the bubble with a faster breathing rate is displayed as the level of the cue information is higher.
In an alternative embodiment, the alert signal includes any one or more of: icon, dynamic effect, text, sound.
The exemplary embodiment of the disclosure also provides a game information prompting device, which is applied to a server. As shown in fig. 5, the game information presentation apparatus 500 may include:
and a life value obtaining module 510, configured to obtain life values of each virtual character in the game.
And the prompt information generating module 520 generates prompt information when detecting that the life value variation of one or more virtual roles in any virtual role group meets the trigger condition.
A prompt signal sending module 530, configured to send a prompt message to a client corresponding to a virtual character in any virtual character group, so that the client displays a prompt signal in a game map according to the prompt message.
In an optional implementation mode, the position of the target virtual character is added in the prompt message, so that the client displays a prompt signal at the position of the target virtual character in the game map; the target virtual role is one or more virtual roles of which the life value variation satisfies the trigger condition.
In an alternative embodiment, the prompt signal sending module 530 is configured to: sending prompt information to the client corresponding to the virtual roles in any virtual role group except the target virtual role; the target virtual role is one or more virtual roles of which the life value variation satisfies the trigger condition.
In an alternative embodiment, the prompt generation module 520 may be configured to: when detecting that the life value consumption of one or more virtual characters in any virtual character group in a preset time exceeds a first threshold value, generating prompt information.
In an optional implementation manner, the prompt information generating module 520 further includes: and the prompt information generation submodule is used for generating prompt information when detecting that the life value variation of a plurality of virtual roles in a preset size area in any virtual role group meets the trigger condition.
In an optional embodiment, the prompt information generation sub-module is configured to: and when detecting that the life value variation of a plurality of virtual characters in a preset size area in any virtual character group meets the triggering condition and the number of all virtual characters in the preset size area exceeds a second threshold value, generating prompt information.
In an optional implementation, the prompt information generation sub-module may be further configured to: and when detecting that the sum of the life value consumptions of a plurality of virtual characters in the preset size area in any virtual character group in a preset time exceeds a third threshold value, generating prompt information.
In an optional implementation, the prompt generation module 520 is further configured to: generating prompt information of corresponding levels according to the life value variation of one or more virtual roles; wherein different levels of cue information correspond to different cue signals.
The exemplary embodiment of the present disclosure also provides another game information prompting device applied to a client. As shown in fig. 6, the game information presentation apparatus 600 may include:
a prompt information receiving module 610, configured to receive a prompt information sent by a server, where the prompt information is generated when the server detects that a life value variation of one or more virtual roles in a current virtual role group meets a trigger condition; the current virtual role group is a virtual role group where the current virtual role corresponding to the client is located.
And a prompt signal display module 620, configured to display a prompt signal in the game map according to the prompt information.
In an alternative embodiment, the prompt signal display module 620 is configured to: displaying a prompt signal at the position of the target virtual character in the game map according to the prompt information; the target virtual role is one or more virtual roles of which the life value variation satisfies the trigger condition.
In an alternative embodiment, the prompt message may include the location of the target avatar.
In an optional implementation, the prompt generation module 620 is further configured to: and displaying the corresponding prompt signal in the game map according to the grade of the prompt information.
In an alternative embodiment, the prompt signal in the prompt information generation module 620 may include any one or more of the following: icon, dynamic effect, text, sound.
The specific details of each part in the game information presentation apparatus 500 and the game information presentation apparatus 600 are described in detail in the method part embodiment, and details that are not disclosed may refer to the method part embodiment, and thus are not described again.
Exemplary embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a program product capable of implementing the above-described method of the present specification. In some possible embodiments, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing an electronic device to perform the steps according to various exemplary embodiments of the disclosure described in the above-mentioned "exemplary methods" section of this specification, when the program product is run on the electronic device. The program product may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., through the internet using an internet service provider).
The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above method. An electronic device 700 according to such an exemplary embodiment of the present disclosure is described below with reference to fig. 7. The electronic device 700 shown in fig. 7 is only an example and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.
As shown in fig. 7, electronic device 700 may take the form of a general purpose computing device. The components of the electronic device 700 may include, but are not limited to: at least one processing unit 710, at least one memory unit 720, a bus 730 that connects the various system components (including the memory unit 720 and the processing unit 710), and a display unit 740.
The memory unit 720 stores program code that may be executed by the processing unit 710 to cause the processing unit 710 to perform steps according to various exemplary embodiments of the present disclosure as described in the "exemplary methods" section above in this specification. For example, processing unit 710 may perform one or more of the method steps of any of fig. 2 and 3.
The storage unit 720 may include readable media in the form of volatile memory units, such as a random access memory unit (RAM)721 and/or a cache memory unit 722, and may further include a read only memory unit (ROM) 723.
The memory unit 720 may also include programs/utilities 724 having a set (at least one) of program modules 725, such program modules 725 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.
Bus 730 may be any representation of one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 700 may also communicate with one or more external devices 800 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 700, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 700 to communicate with one or more other computing devices. Such communication may occur via an input/output (I/O) interface 750. Also, the electronic device 700 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the internet) via the network adapter 760. As shown, the network adapter 760 communicates with the other modules of the electronic device 700 via the bus 730. It should be appreciated that although not shown in the figures, other hardware and/or software modules may be used in conjunction with the electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the exemplary embodiments of the present disclosure.
Furthermore, the above-described figures are merely schematic illustrations of processes included in methods according to exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit, according to exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
As will be appreciated by one skilled in the art, aspects of the present disclosure may be embodied as a system, method or program product. Accordingly, various aspects of the present disclosure may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system. Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is to be limited only by the following claims.

Claims (17)

1. A game information prompting method is applied to a server side and is characterized by comprising the following steps:
acquiring the life value of each virtual character in the game;
when detecting that the life value variation quantity of one or more virtual roles in any virtual role group meets a trigger condition, generating prompt information;
and sending the prompt information to a client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in a game map according to the prompt information.
2. The method of claim 1, further comprising:
adding the position of a target virtual character in the prompt message, and enabling the client to display the prompt signal at the position of the target virtual character in the game map; the target virtual role is the one or more virtual roles of which the life value variation meets the trigger condition.
3. The method of claim 1, wherein the sending the prompt message to the client corresponding to the virtual character in any virtual character group comprises:
sending the prompt information to the client corresponding to the virtual role in any virtual role group except the target virtual role; the target virtual role is the one or more virtual roles of which the life value variation meets the trigger condition.
4. The method according to claim 1, wherein when it is detected that the change amount of the vital value of one or more virtual characters in any virtual character group meets a trigger condition, generating a prompt message includes:
and when detecting that the life value consumption of one or more virtual characters in any virtual character group in a preset time exceeds a first threshold value, generating the prompt message.
5. The method according to claim 1, wherein when it is detected that the change amount of the vital value of one or more virtual characters in any virtual character group meets a trigger condition, generating a prompt message includes:
and when detecting that the life value variation of a plurality of virtual roles in a preset size area in any virtual role group meets the trigger condition, generating the prompt message.
6. The method according to claim 5, wherein the generating the prompt message when detecting that the life value variation of a plurality of virtual characters in a preset size area in any virtual character group satisfies the trigger condition includes:
and when detecting that the life value variation of a plurality of virtual roles in a preset size area in any virtual role group meets the trigger condition and the number of all virtual roles in the preset size area exceeds a second threshold value, generating the prompt message.
7. The method according to claim 5, wherein the generating the prompt message when detecting that the life value variation of a plurality of virtual characters in a preset size area in any virtual character group satisfies the trigger condition includes:
and when detecting that the sum of the life value consumptions of a plurality of virtual characters in a preset size area in any virtual character group in a preset time exceeds a third threshold value, generating the prompt message.
8. The method according to claim 1, wherein when it is detected that the change amount of the vital value of one or more virtual characters in any virtual character group meets a trigger condition, generating a prompt message includes:
generating the prompt information of the corresponding grade according to the life value variation of the one or more virtual roles; wherein the prompt information of different levels corresponds to different prompt signals.
9. A game information prompting method is applied to a client side and is characterized by comprising the following steps:
receiving prompt information sent by a server, wherein the prompt information is generated when the server detects that the life value variation of one or more virtual roles in a current virtual role group meets a trigger condition; the current virtual role group is a virtual role group where a current virtual role corresponding to the client is located;
and displaying a prompt signal in the game map according to the prompt information.
10. The method of claim 9, wherein displaying a prompt signal in a game map according to the prompt message comprises:
displaying the prompt signal at the position of the target virtual character in the game map according to the prompt information; the target virtual role is the one or more virtual roles of which the life value variation meets the trigger condition.
11. The method of claim 10, wherein the hint information includes a location of the target avatar.
12. The method of claim 9, wherein displaying a prompt signal in a game map according to the prompt message comprises:
and displaying a corresponding prompt signal in the game map according to the grade of the prompt information.
13. The method of claim 9, wherein the cue signal comprises any one or more of:
icon, dynamic effect, text, sound.
14. A game information prompting device is applied to a server side and is characterized by comprising:
the life value acquisition module is used for acquiring the life value of each virtual character in the game;
the prompt information generation module is used for generating prompt information when detecting that the life value variation of one or more virtual roles in any virtual role group meets the trigger condition;
and the prompt signal sending module is used for sending the prompt information to the client corresponding to the virtual character in any virtual character group, so that the client displays a prompt signal in a game map according to the prompt information.
15. A game information prompting device is applied to a client side and is characterized by comprising:
the system comprises a prompt information receiving module, a prompt information sending module and a prompt information receiving module, wherein the prompt information is generated when the server detects that the life value variation of one or more virtual roles in the current virtual role group meets the trigger condition; the current virtual role group is a virtual role group where a current virtual role corresponding to the client is located;
and the prompt signal display module is used for displaying a prompt signal in the game map according to the prompt information.
16. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the method of any one of claims 1 to 13.
17. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any of claims 1 to 13 via execution of the executable instructions.
CN202011416463.8A 2020-12-04 2020-12-04 Game information prompting method and device, storage medium and electronic equipment Pending CN112546625A (en)

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CN113018861A (en) * 2021-04-16 2021-06-25 腾讯科技(深圳)有限公司 Virtual character display method and device, computer equipment and storage medium
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WO2024037399A1 (en) * 2022-08-19 2024-02-22 腾讯科技(深圳)有限公司 Catching information display method and apparatus based on virtual world, and device and medium
WO2024055811A1 (en) * 2022-09-16 2024-03-21 腾讯科技(深圳)有限公司 Message display method and apparatus, device, medium, and program product

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