CN113941150A - Method, device, equipment and medium for displaying information in game - Google Patents

Method, device, equipment and medium for displaying information in game Download PDF

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Publication number
CN113941150A
CN113941150A CN202111200054.9A CN202111200054A CN113941150A CN 113941150 A CN113941150 A CN 113941150A CN 202111200054 A CN202111200054 A CN 202111200054A CN 113941150 A CN113941150 A CN 113941150A
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China
Prior art keywords
virtual character
target
enemy
killing
determining
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CN202111200054.9A
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Chinese (zh)
Inventor
王泽�
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111200054.9A priority Critical patent/CN113941150A/en
Publication of CN113941150A publication Critical patent/CN113941150A/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
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a method, a device, equipment and a medium for displaying information in a game, wherein the game comprises a game scene, a target virtual character and an enemy virtual character which are positioned in the game scene, a graphical user interface is provided through terminal equipment, and the graphical user interface at least partially displays the game scene; the method comprises the following steps: responding that the target virtual character meets the continuous killing state, and determining a target enemy virtual character in the enemy virtual characters according to the difficulty level of killing of each enemy virtual character in the game scene; highlighting the target enemy avatar, and displaying in the graphical user interface the remaining time that the target avatar continues to meet a continuous killing status.

Description

Method, device, equipment and medium for displaying information in game
Technical Field
The present application relates to the field of information processing, and in particular, to a method, an apparatus, a device, and a medium for displaying information in a game.
Background
Along with the improvement of the life quality of people, people have more and more entertainment ways, wherein the electronic game gradually becomes a common entertainment way in the life of people due to the advantages of simple and convenient operation, wide adaptive equipment and the like.
In a MOBA (Multiplayer Online Battle Arena) or MMORPG (massively Multiplayer Online Role Playing Game), a player usually has many targets to attack in a Battle process, when the player determines a next target to be killed, each target to attack needs to be known in detail in a Game preparation stage, and then the next target to be killed is determined according to own experience in the Game process.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, an apparatus, a device and a medium for displaying information in a game, which are used to solve the problem in the prior art of how to improve the accuracy of determining a target enemy virtual character that can be killed.
In a first aspect, an embodiment of the present application provides a method for displaying information in a game, where the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene; the method comprises the following steps:
responding that the target virtual character meets the continuous killing state, and determining a target enemy virtual character in the enemy virtual characters according to the difficulty level of killing of each enemy virtual character in the game scene;
highlighting the target enemy avatar, and displaying in the graphical user interface the remaining time that the target avatar continues to meet a continuous killing status.
Optionally, determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty level of each enemy virtual character in the game scene in response that the target virtual character meets the continuous killing state, where the determining includes:
responding that the target virtual character meets the continuous killing state, and determining a candidate enemy virtual character with the distance from the current position of the target virtual character to the preset distance requirement in the game scene according to the current position of the target virtual character;
and determining a target enemy virtual character in the candidate enemy virtual characters according to the killing difficulty of each candidate enemy virtual character.
Optionally, determining, in the game scene, a candidate enemy virtual character whose distance from the current position of the target virtual character meets a preset distance requirement in response to that the target virtual character meets a continuous killing state, according to the current position of the target virtual character, includes:
responding that the target virtual role meets the continuous killing state, and determining the current position and the attack range of the target virtual role;
and determining candidate enemy virtual characters located in the attack range of the target virtual character according to the current position of the target virtual character.
Optionally, determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty level of each enemy virtual character in the game scene in response that the target virtual character meets the continuous killing state, where the determining includes:
responding that the target virtual character meets the continuous killing state, and determining the killing difficulty degree of each enemy virtual character according to the state information and the attribute information of each enemy virtual character in the game scene;
and determining the enemy virtual character with the killing difficulty degree meeting the preset killing requirement as a target enemy virtual character.
Optionally, determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty level of each enemy virtual character in the game scene in response that the target virtual character meets the continuous killing state, where the determining includes:
responding that the target virtual character meets the continuous killing state, and determining the killing time consumed by killing each enemy virtual character according to the killing difficulty degree of each enemy virtual character in the game scene;
and determining the enemy virtual character with the killing time consumption meeting the preset time consumption requirement as a target enemy virtual character.
Optionally, highlighting the target enemy virtual character includes:
displaying, in the graphical user interface, a connection between the target avatar and the target enemy avatar.
Optionally, displaying a connection line between the target virtual character and the target enemy virtual character in the graphical user interface includes:
determining an attack route between the target virtual character and the target enemy virtual character according to the position of the target virtual character and the position of the target enemy virtual character;
displaying the attack route in the graphical user interface.
Optionally, displaying, in the graphical user interface, a remaining time for the target virtual character to continue to satisfy the continuous killing status includes:
displaying the remaining time of the target virtual character which continuously meets the continuous killing state at the edge position of the graphical user interface; or the like, or, alternatively,
displaying the remaining time of the target virtual character which continuously meets the continuous killing state near the target virtual character; or the like, or, alternatively,
displaying the remaining time of the target virtual character continuing to satisfy the continuous killing state near the target enemy virtual character; or the like, or, alternatively,
displaying the remaining time for the target avatar to continue to satisfy the continuous killing status in the vicinity of a connection between the target avatar and the target enemy avatar.
Optionally, determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty level of each enemy virtual character in the game scene in response that the target virtual character meets the continuous killing state, where the determining includes:
responding to the position update of the target virtual character and each enemy virtual character, and re-determining the killing difficulty degree of each enemy virtual character;
and determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty of each enemy virtual character.
Optionally, the attribute information includes any one or more of the following information:
current blood volume, recovery information, movement speed, defense information;
the status information includes any one or more of the following:
the method comprises the following steps of determining the relative movement direction between the enemy virtual character and the target virtual character, the relative movement speed between the enemy virtual character and the target virtual character, the distance between the enemy virtual character and the target virtual character and the attack state of the enemy virtual character.
In a second aspect, an embodiment of the present application provides a method for displaying information in a game, where the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene; the method comprises the following steps:
the response module is used for responding that the target virtual character meets the continuous killing state and determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty degree of each enemy virtual character in the game scene;
highlighting the target enemy avatar, and displaying in the graphical user interface the remaining time that the target avatar continues to meet a continuous killing status.
In a third aspect, an embodiment of the present application provides a computer device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, and the processor implements the steps of the above method when executing the computer program.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, and the computer program, when executed by a processor, performs the steps of the above method.
According to the method for displaying the information in the game, firstly, the target virtual character is responded to meet the continuous killing state, and the target enemy virtual character is determined in the enemy virtual characters according to the difficulty degree of killing of each enemy virtual character in the game scene; and finally, highlighting the target enemy virtual character, and displaying the remaining time of the target virtual character which continuously meets the continuous killing state in the graphical user interface.
In some embodiments, under the condition that the target virtual character meets the continuous killing state, determining a target opponent virtual character with the killing difficulty degree meeting the preset killing requirement, highlighting the target opponent virtual character, and displaying the remaining time of the target virtual character capable of continuously meeting the continuous killing state in the graphical user interface, reminding a target player to kill the target opponent virtual character in the remaining time in a manner of highlighting and displaying the remaining time, so that the target virtual character can continuously meet the continuous killing state, the target player does not need to determine the next target opponent virtual character to be killed according to own experience, and the target opponent virtual character determined according to the killing difficulty degree corresponding to the opponent virtual character is more accurate than the target opponent virtual character determined by the target player according to own experience, and the residual time that the target virtual character can continuously meet the continuous killing state is also displayed in the graphical user interface, so that the condition that the target virtual character cannot continuously meet the continuous killing state due to the fact that the target virtual character cannot kill the target enemy virtual character in time is reduced.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of a method for displaying in-game information according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of a first graphical user interface provided in an embodiment of the present application;
FIG. 3 is a schematic diagram of a second graphical user interface provided by an embodiment of the present application;
FIG. 4 is a schematic diagram of a third graphical user interface provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of a fourth graphical user interface provided by an embodiment of the present application;
FIG. 6 is a diagram illustrating a fifth graphical user interface provided in an embodiment of the present application;
FIG. 7 is a diagram illustrating a sixth graphical user interface provided by an embodiment of the present application;
FIG. 8 is a diagram illustrating a seventh graphical user interface provided by an embodiment of the present application;
FIG. 9 is a schematic diagram of an in-game information display device according to an embodiment of the present disclosure;
fig. 10 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
In a MOBA (Multiplayer Online Battle Arena) or MMORPG (massively Multiplayer Online Role Playing Game) type Game, a prompt function is provided, namely, a target virtual character realizes continuous killing of at least two enemy virtual characters, and the time difference between the killing time of the two killed enemy virtual characters is not greater than a preset time threshold, so that each time the target virtual character kills one enemy virtual character, a corresponding prompt is provided, such as 'double kill' or 'triple kill' and the like, and in the continuous killing process, a player needs to judge which enemy virtual character in a Game picture is easy to kill, and Game experience is influenced.
Based on the above defects, an embodiment of the present application provides a method for displaying information in a game, where as shown in fig. 1, the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene; the method comprises the following steps:
s101, responding that the target virtual character meets a continuous killing state, and determining a target enemy virtual character in the enemy virtual characters according to the difficulty level of killing of each enemy virtual character in the game scene;
s102, highlighting the target enemy virtual character, and displaying the remaining time of the target virtual character which continuously meets the continuous killing state in the graphical user interface.
The in-game information display method in the embodiment of the application can be operated on the terminal device or the server. The terminal device may be a local terminal device. When the display method of the in-game information is operated on the server, the game can be a cloud game.
In an alternative embodiment, cloud gaming refers to a cloud computing-based gaming mode. In the running mode of the cloud game, the running main body and the game picture presenting main body of the game program are separated, the storage and the running of the message sending method in the game are completed on a cloud game server, and the cloud game terminal equipment is used for receiving and sending data and presenting the game picture, for example, the cloud game terminal 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 game data processing is a cloud game server in the cloud. When a game is played, a target player operates the cloud game terminal 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 a game picture and the like are encoded and compressed, the data are returned to the cloud game terminal device through a network, and finally the data are decoded through the cloud game terminal device and the game picture is output.
In an alternative embodiment, the terminal device may be a local terminal device. 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 target player through a graphical user interface, namely, a game program is downloaded and installed and operated through the electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the target player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal device or provided to the target player through holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including a portion of a game scene and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
The description is given by operating the display method of the information in the game on the terminal device, wherein the terminal device is an electronic device with a touch function, such as a smart phone. The terminal device provides a graphical user interface, the graphical user interface is an interface rendered on a display screen of the terminal device and used for man-machine interaction, the graphical user interface comprises a touch control used for game control, content displayed in the graphical user interface also comprises a game picture, and the game picture can be a part of game scenes. The terminal device can control the virtual character to execute a virtual action in the game scene, such as moving in the game scene, releasing skills and the like. The game scene may include any one or more of the following game elements: landform, mountain stone, flowers and plants, river, building, virtual object, game prop, etc. The virtual object comprises a target virtual character and at least one enemy virtual character, wherein the enemy virtual character can be a virtual character which is controlled by other players and does not belong to the same battle, and can also be a virtual character which is controlled by artificial intelligence and does not belong to the same battle. The virtual objects also comprise virtual characters belonging to the same battle. In general, a game scene is provided with a virtual camera, and a game screen displayed on a graphical user interface is a part of game scene contents captured by the virtual camera. For example, in a first-person game, a virtual camera may be disposed on the head (e.g., eye position) of a target virtual character controlled by a target player, the virtual camera moves following the movement of the target virtual character, and the orientation of the virtual camera rotates following the rotation of the virtual body, so that a game screen presented on a graphical user interface is a part of a game scene in front of the target virtual character by a preset range. As another example, in the third person game, the virtual camera may be disposed directly above or behind a target virtual character controlled by a target player, and thus, a game screen presented on the graphical user interface is a part of a game scene including the target virtual character. And the terminal equipment logs in the account of the target virtual role, and the target virtual role is controlled by the terminal equipment. A virtual object refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The target virtual Character is a Character controlled by a target Player through a terminal device, or an Artificial Intelligence (AI) set in a virtual environment battle by training, or a Non-Player Character (NPC) set in a virtual scene battle. Optionally, the target avatar is a virtual character playing a game in the virtual scene.
The method for controlling the props in the game can be applied to an instant combat mode, in the instant combat mode, a target player controls a target virtual character to act in a game scene through a real-time instruction, and in a combat process, the target player can control the target virtual character to fight according to own ideas.
Hereinafter, each step of the display method of the in-game information of the present exemplary embodiment will be further described with reference to the drawings.
S101, responding that the target virtual character meets the continuous killing state, and determining the target enemy virtual character in the enemy virtual characters according to the killing difficulty degree of each enemy virtual character in the game scene.
In the step S101, that the target virtual character satisfies the continuous killing state means that the time difference between the killing times of two continuous killed enemy virtual characters is not greater than the preset time threshold in the process that the target virtual character continuously kills at least two enemy virtual characters. The preset time threshold may be set manually, for example, 8 seconds, 10 seconds, etc. The killing difficulty level refers to the difficulty level when the enemy virtual character is successfully killed, and can be characterized by the time consumption required by the successful killing of the enemy virtual character, the energy consumed by the successful killing of the target virtual character on the virtual character, or the time consumption required by the successful killing of the enemy virtual character and the energy consumed by the successful killing of the target virtual character on the virtual character. The target enemy virtual character is an enemy virtual character to be killed under the condition that the target enemy virtual character keeps a continuous killing state, the target enemy virtual character can be an enemy virtual character with the killing difficulty degree meeting the preset killing requirement, the enemy virtual character meeting the preset killing requirement can be an enemy virtual character with the lowest killing difficulty degree, and can also be a plurality of enemy virtual characters with the killing difficulty degree smaller than a specified value.
In a specific implementation, the continuous killing status is a time period, so when step S101 is executed, step S101 may be executed immediately when the continuous killing status is satisfied, or step S101 may be executed at any time when the continuous killing status is satisfied. The target enemy avatar determined in the above step S101 is an enemy avatar to be about to be killed by the target avatar, and therefore, when the degree of difficulty of killing of each enemy avatar is calculated, the degree of difficulty of killing is calculated with respect to the target avatar.
S102, highlighting the target enemy virtual character, and displaying the remaining time of the target virtual character which continuously meets the continuous killing state in the graphical user interface.
In step S102, the highlighting includes any one of the following display modes: transparency reduction, color saturation improvement, color switching, highlighting, framing, highlighting, displaying a connection between a target avatar and a target enemy avatar in a graphical user interface, and the like. The adding of the highlighted identifier may be adding a preset identifier near the target enemy virtual character, where the preset identifier may be a dot, a triangle, or the like (as shown in fig. 2, a triangle is displayed at the top of the target enemy virtual character). The remaining time for the target virtual character to continue to satisfy the continuous killing state is to remind the target player, and if the target virtual character continues to satisfy the continuous killing state, the target virtual character needs to kill the next enemy virtual character within the remaining time.
In a specific implementation, after the target enemy virtual character is determined through the step S101, in order to enable the user to know as soon as possible which enemy virtual character is killed which is most likely to continue to satisfy the continuous killing state, the target enemy virtual character is highlighted, and it is necessary to ensure that the difference between the killing times of two continuously killed enemy virtual characters is not greater than the preset time threshold when the target enemy virtual character satisfies the continuous killing state, so that in order to enable the target virtual character to kill the target enemy virtual character within the preset time threshold, the remaining time for the target virtual character to continue to satisfy the continuous killing state is displayed in the graphical user interface, so as to prompt the target player, thereby reducing the situation that the target enemy virtual character is killed overtime, which results in that the target virtual character cannot continue to satisfy the continuous killing state.
According to the method for displaying the information in the game, through the two steps, under the condition that the target virtual character meets the continuous killing state, the target opponent virtual character with the killing difficulty degree meeting the preset killing requirement is determined in the graphical user interface, the target opponent virtual character is highlighted and the remaining time of the target virtual character capable of continuously meeting the continuous killing state is displayed, the target player is reminded to kill the target opponent virtual character as soon as possible in the remaining time in the manner of highlighting and displaying the remaining time of the target opponent virtual character, the target virtual character can further continuously meet the continuous killing state, the target player is not required to determine the next target opponent virtual character to be killed according to own experience, and the target opponent virtual character determined according to the killing difficulty degree corresponding to the opponent virtual character is determined according to own experience compared with the target player The target enemy virtual character is more accurate, the remaining time that the target virtual character can continuously meet the continuous killing state is displayed in the graphical user interface, and the situation that the target virtual character cannot continuously meet the continuous killing state due to the fact that the target enemy virtual character cannot be killed in time is reduced.
When determining the target enemy virtual character, the determination is performed based on the killing difficulty level of each enemy virtual character in the game scene, but there are a plurality of enemy virtual characters in the game scene, and if the killing difficulty level of each enemy virtual character is calculated, the calculation amount is large, and a certain calculation redundancy exists, so that, in order to reduce the calculation amount, the number of enemy virtual characters which need to calculate the killing difficulty level can be reduced by first using the distance between the enemy virtual character and the target virtual character, that is, step S101 includes:
step 1011, responding that the target virtual character meets the continuous killing state, and determining a candidate enemy virtual character, the distance of which from the current position of the target virtual character meets the preset distance requirement, in the game scene according to the current position of the target virtual character;
and 1012, determining a target enemy virtual character in the candidate enemy virtual characters according to the killing difficulty of each candidate enemy virtual character.
In the step 1011, the preset distance requirement may be a distance range preset manually, that is, the preset distance requirement is an enemy virtual character located in the distance range; the preset distance requirement may also be determined according to the attack range of the target virtual character itself, that is, the preset distance requirement is an adversary virtual character located within the attack range of the target virtual character itself.
In specific implementation, the target virtual character can kill the corresponding enemy virtual character only if the distance between the target virtual character and the target virtual character is close enough, so that when the candidate enemy virtual character meeting the preset distance requirement is determined, the current position of the target virtual character must be known, and therefore, as long as the target virtual character meets the continuous killing state, the current position of the target virtual character needs to be determined, and then the candidate enemy virtual character with the distance meeting the preset distance requirement between the target virtual character and the target virtual character can be determined according to the current position of the target virtual character.
When the preset distance requirement is determined according to the attack range of the target virtual character, step 1011 includes:
step 10111, responding to the fact that the target virtual character meets the continuous killing state, and determining the current position and the attack range of the target virtual character;
step 10112, determining candidate enemy virtual characters within the attack range of the target virtual character according to the current position of the target virtual character.
In the above steps 10111 to 10112, if the candidate enemy virtual character is determined according to the attack range of the target virtual character, when the target virtual character satisfies the continuous attack status, the current position of the target virtual character is determined, and the attack range of the target virtual character also needs to be determined, so that the candidate enemy virtual character located within the attack range of the target virtual character is determined according to the current position of the target virtual character. The attack ranges of the virtual characters are different, if the preset distance requirement is set to be a fixed distance range, the position of the candidate enemy virtual character meeting the preset requirement is the position which cannot be reached by the attack range of the target enemy virtual character, and if the candidate virtual character at the position which cannot be reached by the attack range of the target enemy virtual character is determined to be the target enemy virtual character, the target virtual character cannot attack the target enemy virtual character, and then the target enemy virtual character cannot be killed within the preset killing time, so that the target virtual character cannot continuously meet the condition of continuous killing state.
The target virtual character may have multiple skills under some circumstances, and the attack range corresponding to each skill may be different, and further, when the target virtual character includes multiple attack ranges, when determining a candidate enemy virtual character according to the attack range of the target virtual character, step 10111 includes:
101111, responding to the fact that the target virtual character meets the continuous killing state, and determining the current position of the target virtual character and the attack range meeting the preset requirements;
step 10112, comprising:
step 101121, determining candidate enemy virtual characters within the attack range of the target virtual character according with the preset requirement according to the current position of the target virtual character.
In the above step 101111 and step 101121, the attack range meeting the preset requirement may be the minimum attack range possessed by the target virtual character, so that the candidate enemy virtual character within the minimum attack range may be hit by any attack skill of the target virtual character, and the probability of killing the candidate enemy virtual character is increased. The attack range meeting the preset requirement can be the maximum attack range owned by the target virtual character, so that more candidate enemy virtual characters are located in the maximum attack range, one target enemy virtual character with the minimum difficulty level in killing can be screened out as far as possible, and the probability of killing the target enemy virtual character is improved.
In step 1012, after the candidate enemy virtual character is determined, the target enemy virtual character is determined from the candidate enemy virtual character only according to the killing difficulty of the candidate enemy virtual character, and the killing difficulty of redundant enemy virtual characters does not need to be calculated, so that the data processing amount is reduced.
The difficulty level of killing of each enemy virtual character may be determined according to the state information and attribute information of the enemy virtual character itself, and therefore, step S101 includes:
step 1013, in response to that the target virtual character meets the continuous killing state, determining the difficulty level of killing of each enemy virtual character according to the state information and the attribute information of each enemy virtual character in the game scene;
and 1014, determining the enemy virtual character with the killing difficulty degree meeting the preset killing requirement as the target enemy virtual character.
In step 1013 above, the state information of the enemy virtual character is used to characterize the state that the enemy virtual character presents in the game scene, and the state information of the enemy virtual character includes any one or more of the following information: the method comprises the following steps of determining the relative movement direction between the enemy virtual character and the target virtual character, the relative movement speed between the enemy virtual character and the target virtual character, the distance between the enemy virtual character and the target virtual character, and the fighting state of the enemy virtual character. The combat state of the enemy avatar includes an attack state and a non-attack state. The attack state of the enemy virtual character may be further divided into a state in which the enemy virtual character attacks the target virtual character and a state in which the enemy virtual character attacks a virtual character other than the target virtual character. In three states, namely a state in which an enemy virtual character attacks a target virtual character, a state in which the enemy virtual character attacks other virtual characters except the target virtual character, and a non-attack state, the attention concentration degree of the enemy virtual character relative to the target virtual character is sequentially reduced in the following order: a state in which the enemy virtual character attacks the target virtual character > non-attack state > a state in which the enemy virtual character attacks a virtual character other than the target virtual character, wherein the higher the degree of concentration of the enemy virtual character with respect to the target virtual character, the less likely it is to be attacked by the target virtual character, and the lower the degree of concentration of the enemy virtual character with respect to the target virtual character, the more likely it is to be attacked by the target virtual character. The relative movement directions between the enemy virtual character and the target virtual character comprise the same movement direction and the opposite movement direction, if the relative movement directions are the same movement direction, the fact that the enemy virtual character and the target virtual character are likely to be closer and closer is indicated, the higher the possibility that the enemy virtual character can be attacked by the target virtual character is, and if the relative movement directions are opposite, the fact that the enemy virtual character and the target virtual character are likely to be farther and farther is indicated, the lower the possibility that the enemy virtual character can be attacked by the target virtual character is. The relative speed of movement between the enemy avatar and the target avatar includes: the moving speed of the enemy virtual character is less than that of the target virtual character and the moving speed of the enemy virtual character is not less than that of the target virtual character. If the moving speed of the enemy virtual character is less than the moving speed of the target virtual character, the possibility that the enemy virtual character is attacked by the target virtual character is higher, and if the moving speed of the enemy virtual character is not less than the moving speed of the target virtual character, the possibility that the enemy virtual character is attacked by the target virtual character is lower. The farther the distance between the enemy virtual character and the target virtual character is, the lower the possibility that the enemy virtual character can be attacked by the target virtual character is, and the closer the distance between the enemy virtual character and the target virtual character is, the higher the possibility that the enemy virtual character can be attacked by the target virtual character is.
The attribute information of the enemy virtual character is information for representing the self defense power of the enemy virtual character, and the attribute information of the enemy virtual character comprises any one or more of the following information: current blood volume, recovery information, movement speed, defense information. The restoration information is a restoration speed of each attribute value, for example, a blood return speed, a blue return speed, or the like, in the case where each attribute value of the enemy virtual character is not a full value. The movement speed is the movement speed of the enemy virtual character in the game scene. The defense information is defense information generated when an enemy virtual character is attacked, such as legal defense information and physical defense information.
In the above step 1013 and step 1014, when the target virtual character satisfies the continuous killing state, the difficulty level of killing with respect to the target virtual character may be determined according to the state information and the attribute information of the enemy virtual character itself, and then the enemy virtual character whose difficulty level of killing meets the preset killing requirement may be determined as the target enemy virtual character.
Similarly, in the above step 1012, reference may be made to the above step 1013 to process the difficulty level of killing the candidate enemy virtual character.
Each virtual character may have a plurality of attack skills, the attack ability corresponding to each attack skill is different, and the attack difficulty level of the enemy virtual character corresponding to different attack skills is different, so step 1013 includes:
step 10131, responding to the fact that the target virtual character meets the continuous killing state, and determining the killing difficulty degree of each enemy virtual character according to the state information and the attribute information of each enemy virtual character in the game scene and the current attack skill of the target virtual character.
In the above step 10131, the attack skills of the virtual character may include one or more of the following attribute information: the scope of attack, the number of attacks, the skill aiming accuracy and the like, and the skill aiming accuracy of different virtual characters is different, for example, if some skills can attack the enemy virtual character by one hundred percent, the skill aiming accuracy of the skills is higher, and if some skills are aimed by the target player manually, the skill aiming accuracy of the skills is lower. If the skill aiming accuracy is high, the enemy virtual character with the minimum defense power in the attack range is easy to kill, the distance between the enemy virtual character with the minimum defense power and the target virtual character has no special requirement, the enemy virtual character with the minimum defense power is only required to be located in the attack range of the attack skill, and if the skill aiming accuracy is low, the target virtual character needs to attack the enemy virtual character which is close to the target virtual character in order to improve the skill aiming accuracy, so that the enemy virtual character which is close to the target virtual character and has low defense power is easy to kill.
In specific implementation, when the target virtual character meets the continuous killing state, the difficulty level of killing the enemy virtual character relative to the target virtual character needs to be determined according to the state information and the attribute information of the enemy virtual character and the current attack skill of the target virtual character.
When a virtual character kills an enemy virtual character, the enemy virtual character may not be killed successfully by using one attack skill, but the enemy virtual character may be killed by using the attack skill for multiple times, and the killing time is increased when the enemy virtual character is killed by using the attack skill for multiple times, however, in order to keep the target virtual character to continuously satisfy the continuous killing state, the time difference between the killing times of two continuously killed enemy virtual characters is limited, so as to avoid the situation that the target virtual character cannot continuously satisfy the continuous killing state because the killing time is long, when the target enemy virtual character is determined, the killing time of the enemy virtual character is considered, and the step S101 includes:
step 1015, responding that the target virtual character meets the continuous killing state, and determining the time consumed by killing each enemy virtual character according to the difficulty level of killing each enemy virtual character in the game scene;
and step 1016, determining the enemy virtual character with the killing time consumption meeting the preset time consumption requirement as the target enemy virtual character.
In step 1015, when the target virtual character satisfies the continuous killing status, the attack skill currently owned by the target virtual character is determined, and further, the time consumed for killing the enemy virtual character is determined according to the attack skill of the target virtual character and the difficulty level of killing each enemy virtual character.
In step 1016, the preset time consumption requirement is that the remaining time for the target avatar to continue to satisfy the continuous killing status is not exceeded. That is, as long as the killing time consumed by the enemy virtual character to be killed meets the preset time-consuming requirement, it indicates that the enemy virtual character may be killed by the target virtual character in the remaining time when the target virtual character continues to meet the continuous killing state, so that the enemy virtual character whose killing time is consistent with the preset time-consuming requirement can be determined as the target enemy virtual character, and the target virtual character can further continue to meet the continuous killing state after the target virtual character kills the target enemy virtual character.
When the target enemy virtual character is highlighted, a connecting line between the target virtual character and the target enemy virtual character can be directly displayed in a graphical user interface, wherein the connecting line can be a straight line connecting the target virtual character and the target enemy virtual character, and the connecting line can also be an attack route which needs to be traveled when the target virtual character attacks the target enemy virtual character, namely, when the target enemy virtual character is highlighted, the method comprises the following steps:
1017, determining an attack route between the target virtual character and the target enemy virtual character according to the position of the target virtual character and the position of the target enemy virtual character;
step 1018, displaying the attack route in the graphical user interface.
In the above step 1017, in addition to the virtual character, there are other virtual objects that cannot be moved and that the target virtual character cannot penetrate, such as walls, stones, houses, cars, etc., in the game scene, and therefore, if there are other virtual objects between the target avatar and the target enemy avatar that cannot be moved and are impenetrable by the target avatar, the target avatar needs to bypass the other avatars and attack the target opposing avatar, in order to provide the target player with the ability to find the target opposing avatar as quickly as possible, an attack route enabling the target virtual character to attack the target enemy virtual character can be displayed in the image user interface, so that the target virtual character can search the target enemy virtual character along the attack route, and the attack efficiency of the target virtual character on the target enemy virtual character is improved.
In a specific implementation, after the target enemy virtual character is determined, an attack route between the target virtual character and the target enemy virtual character can be determined according to the position of the target virtual character and the position of the target enemy virtual character, and then step 1018 is executed.
The remaining time of the target virtual character which continuously meets the continuous killing state in the scheme is displayed in the graphical user interface, and the display position of the target virtual character comprises any one of the following positions:
103, displaying the remaining time of the target virtual character which continuously meets the continuous killing state at the edge position of the graphical user interface; or the like, or, alternatively,
104, displaying the remaining time of the target virtual character which continuously meets the continuous killing state near the target virtual character; or the like, or, alternatively,
105, displaying the residual time of the target virtual character which continuously meets the continuous killing state near the target enemy virtual character; or the like, or, alternatively,
and 106, displaying the residual time of the target virtual character continuously meeting the continuous killing state in the vicinity of the connection line between the target virtual character and the target enemy virtual character.
In the above steps 103 to 106, the remaining time for the target virtual character to continuously satisfy the continuous killing state is mainly to remind the target player that the killing time for the target virtual character does not exceed the remaining time, so that the remaining time for the target virtual character to continuously satisfy the continuous killing state is displayed in a conspicuous place. The display position of the remaining time may be an edge position of the graphic user interface (as shown in fig. 3, the remaining time is displayed at a right edge position of the graphic user interface). The display position of the remaining time may be the vicinity of the target avatar (as shown in fig. 4, the remaining time is displayed above the head of the target avatar, and a triangle is displayed at the head of the target enemy avatar). The display position of the remaining time may be in the vicinity of the target enemy avatar (as shown in fig. 5, the remaining time is displayed above the top of the target enemy avatar, and a triangle is displayed at the top of the target enemy avatar), and the target enemy avatar may be further highlighted by the remaining time. The display position of the remaining time may be in the vicinity of the line between the target avatar and the target enemy avatar (as shown in fig. 6, the remaining time is displayed above the line between the target avatar and the target enemy avatar).
In a game scene, no matter the enemy virtual character or the target virtual character can move freely, after a target enemy virtual character is determined, a target enemy virtual character which is easier to kill by the target virtual character can be determined again according to new position information of each enemy virtual character, and then the target enemy virtual character is updated, that is, the step S101 includes:
step 1019, responding to the position update of the target virtual character and each enemy virtual character, and re-determining the killing difficulty degree of each enemy virtual character;
step 1010, determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty of each enemy virtual character.
In the above steps 1019 to 1010, when the positions of the target virtual character and each of the enemy virtual characters are updated, the relative position and distance between the target virtual character and each of the enemy virtual characters are changed, so that the killing difficulty level of each of the enemy virtual characters is also changed, and reference may be made to the above step 1013 in the processing method for re-determining the killing difficulty level of each of the enemy virtual characters. And then, determining the target enemy virtual character according to the killing difficulty of each enemy virtual character.
For example, after the target enemy virtual character originally corresponding to the target virtual character a in fig. 7 is the enemy virtual character B (a triangle is displayed at the top of the enemy virtual character B), and the positions of the target virtual character and each of the enemy virtual characters in the game scene are updated, as shown in fig. 8, the enemy virtual character C is closer to the target virtual character a, and the degree of difficulty in killing the enemy virtual character C calculated according to the updated position information is smaller than that of the enemy virtual character B, and further, the enemy virtual character C is determined as a new target enemy virtual character (a triangle is displayed at the top of the enemy virtual character C, and the triangle displayed at the top of the enemy virtual character C is cancelled).
An embodiment of the present application provides a method for displaying information in a game, where as shown in fig. 9, the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene; the method comprises the following steps:
a response module 901, configured to respond that the target virtual character meets a continuous killing state, and determine a target enemy virtual character in the enemy virtual characters according to the difficulty level of killing of each enemy virtual character in the game scene;
a display module 902, configured to highlight the target enemy avatar and display, in the graphical user interface, a remaining time for the target avatar to continue to satisfy the continuous killing status.
Optionally, the response module includes:
the first response unit is used for responding that the target virtual character meets the continuous killing state, and determining candidate enemy virtual characters, the distance of which from the current position of the target virtual character meets the preset distance requirement, in the game scene according to the current position of the target virtual character;
and the first determining unit is used for determining a target enemy virtual character in the candidate enemy virtual characters according to the killing difficulty of each candidate enemy virtual character.
Optionally, the first response unit includes:
the first response subunit is used for responding that the target virtual role meets the continuous killing state and determining the current position and the attack range of the target virtual role;
and the first determining subunit is used for determining the candidate enemy virtual character which is positioned in the attack range of the target virtual character according to the current position of the target virtual character.
Optionally, the response module includes:
the second response unit is used for responding that the target virtual character meets the continuous killing state, and determining the killing difficulty degree of each enemy virtual character according to the state information and the attribute information of each enemy virtual character in the game scene;
and the second determining unit is used for determining the enemy virtual character with the killing difficulty degree meeting the preset killing requirement as the target enemy virtual character.
Optionally, the response module includes:
the third response unit is used for responding that the target virtual character meets the continuous killing state, and determining the time consumed by killing each enemy virtual character according to the killing difficulty degree of each enemy virtual character in the game scene;
and the third determining unit is used for determining the enemy virtual character with the killing time consumption meeting the preset time consumption requirement as the target enemy virtual character.
Optionally, the display module includes:
a first display unit for displaying a connection between the target avatar and the target enemy avatar in the graphical user interface.
Optionally, the first display unit includes:
the second determining subunit is used for determining an attack route between the target virtual character and the target enemy virtual character according to the position of the target virtual character and the position of the target enemy virtual character;
and the display subunit is used for displaying the attack route in the graphical user interface.
Optionally, the display module includes:
the second display unit is used for displaying the residual time of the target virtual character which continuously meets the continuous killing state at the edge position of the graphical user interface; or the like, or, alternatively,
the third display unit is used for displaying the residual time of the target virtual character which continuously meets the continuous killing state near the target virtual character; or the like, or, alternatively,
a fourth display unit for displaying the remaining time for which the target virtual character continues to satisfy the continuous killing state near the target enemy virtual character; or the like, or, alternatively,
a fifth display unit configured to display a remaining time for which the target virtual character continues to satisfy the continuous killing state in a vicinity of a connection line between the target virtual character and the target enemy virtual character.
Optionally, the response module includes:
a fourth response unit, configured to respond to the position update of the target virtual character and each enemy virtual character, and re-determine the killing difficulty of each enemy virtual character;
and the fourth determining unit is used for determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty of each enemy virtual character.
Optionally, the attribute information includes any one or more of the following information:
current blood volume, recovery information, movement speed, defense information;
the status information includes any one or more of the following:
the method comprises the following steps of determining the relative movement direction between the enemy virtual character and the target virtual character, the relative movement speed between the enemy virtual character and the target virtual character, the distance between the enemy virtual character and the target virtual character and the attack state of the enemy virtual character.
Corresponding to the method for displaying in-game information in fig. 1, an embodiment of the present application further provides a computer device 1000, as shown in fig. 10, the device includes a memory 1001, a processor 1002, and a computer program stored in the memory 1001 and executable on the processor 1002, wherein the processor 1002 implements the method for displaying in-game information when executing the computer program.
Specifically, the memory 1001 and the processor 1002 can be general-purpose memory and processor, which are not limited to specific embodiments, and when the processor 1002 runs the computer program stored in the memory 1001, the in-game information display method can be executed, so that the problem of how to improve the accuracy of determining the target enemy virtual character that can be killed in the prior art is solved.
Corresponding to the method for displaying the in-game information in fig. 1, an embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor to perform the steps of the method for displaying the in-game information in the above game.
Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk and the like, when a computer program on the storage medium is run, the display method of the information in the game can be executed, the problem of how to improve the accuracy of determining the target opponent virtual character which can be killed in the prior art is solved, in the application, under the condition that the target virtual character meets the continuous killing state, the target opponent virtual character with the killing difficulty degree meeting the preset killing requirement is determined in a graphical user interface, the target opponent virtual character is highlighted and the remaining time of the target virtual character which can continuously meet the continuous killing state is displayed, and the target player is reminded to kill the target opponent virtual character in the remaining time as soon as possible by highlighting and displaying the remaining time of the target opponent virtual character, and further, the target virtual character can continuously meet the continuous killing state, the target player does not need to determine the next target enemy virtual character to be killed according to own experience, the target enemy virtual character determined according to the killing difficulty degree corresponding to the enemy virtual character is more accurate than the target enemy virtual character determined by the target player according to own experience, the remaining time that the target virtual character can continuously meet the continuous killing state is displayed in the graphical user interface, and the condition that the target virtual character cannot continuously meet the continuous killing state due to the fact that the target virtual character does not timely kill the target enemy virtual character is reduced.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
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 application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including 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 application. 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.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: 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 disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the present disclosure, which should be construed in light of the above teachings. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (13)

1. A method for displaying information in a game is characterized in that the game comprises a game scene, a target virtual character and a hostile virtual character which are positioned in the game scene, a graphical user interface is provided through terminal equipment, and the graphical user interface at least partially displays the game scene; the method comprises the following steps:
responding that the target virtual character meets the continuous killing state, and determining a target enemy virtual character in the enemy virtual characters according to the difficulty level of killing of each enemy virtual character in the game scene;
highlighting the target enemy avatar, and displaying in the graphical user interface the remaining time that the target avatar continues to meet a continuous killing status.
2. The display method according to claim 1, wherein determining a target enemy virtual character among the enemy virtual characters according to a degree of difficulty of killing of each enemy virtual character in the game scene in response to the target virtual character satisfying a continuous killing state includes:
responding that the target virtual character meets the continuous killing state, and determining a candidate enemy virtual character with the distance from the current position of the target virtual character to the preset distance requirement in the game scene according to the current position of the target virtual character;
and determining a target enemy virtual character in the candidate enemy virtual characters according to the killing difficulty of each candidate enemy virtual character.
3. The display method according to claim 2, wherein determining, in response to the target virtual character satisfying the continuous killing status, a candidate enemy virtual character having a distance from the current position of the target virtual character meeting a preset distance requirement in the game scene according to the current position of the target virtual character comprises:
responding that the target virtual role meets the continuous killing state, and determining the current position and the attack range of the target virtual role;
and determining candidate enemy virtual characters located in the attack range of the target virtual character according to the current position of the target virtual character.
4. The display method according to claim 1, wherein determining a target enemy virtual character among the enemy virtual characters according to a degree of difficulty of killing of each enemy virtual character in the game scene in response to the target virtual character satisfying a continuous killing state includes:
responding that the target virtual character meets the continuous killing state, and determining the killing difficulty degree of each enemy virtual character according to the state information and the attribute information of each enemy virtual character in the game scene;
and determining the enemy virtual character with the killing difficulty degree meeting the preset killing requirement as a target enemy virtual character.
5. The display method according to claim 1, wherein determining a target enemy virtual character among the enemy virtual characters according to a degree of difficulty of killing of each enemy virtual character in the game scene in response to the target virtual character satisfying a continuous killing state includes:
responding that the target virtual character meets the continuous killing state, and determining the killing time consumed by killing each enemy virtual character according to the killing difficulty degree of each enemy virtual character in the game scene;
and determining the enemy virtual character with the killing time consumption meeting the preset time consumption requirement as a target enemy virtual character.
6. The display method of claim 1, wherein highlighting the target hostile virtual character comprises:
displaying, in the graphical user interface, a connection between the target avatar and the target enemy avatar.
7. The display method of claim 6, wherein displaying a connection between the target avatar and the target enemy avatar in the graphical user interface comprises:
determining an attack route between the target virtual character and the target enemy virtual character according to the position of the target virtual character and the position of the target enemy virtual character;
displaying the attack route in the graphical user interface.
8. The display method according to claim 1, wherein displaying in the graphical user interface a remaining time for the target virtual character to continue to satisfy the continuous killing status comprises:
displaying the remaining time of the target virtual character which continuously meets the continuous killing state at the edge position of the graphical user interface; or the like, or, alternatively,
displaying the remaining time of the target virtual character which continuously meets the continuous killing state near the target virtual character; or the like, or, alternatively,
displaying the remaining time of the target virtual character continuing to satisfy the continuous killing state near the target enemy virtual character; or the like, or, alternatively,
displaying the remaining time for the target avatar to continue to satisfy the continuous killing status in the vicinity of a connection between the target avatar and the target enemy avatar.
9. The display method according to claim 1, wherein determining a target enemy virtual character among the enemy virtual characters according to a degree of difficulty of killing of each enemy virtual character in the game scene in response to the target virtual character satisfying a continuous killing state includes:
responding to the position update of the target virtual character and each enemy virtual character, and re-determining the killing difficulty degree of each enemy virtual character;
and determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty of each enemy virtual character.
10. The display method according to claim 4, wherein the attribute information includes any one or more of the following information:
current blood volume, recovery information, movement speed, defense information;
the status information includes any one or more of the following:
the method comprises the following steps of determining the relative movement direction between the enemy virtual character and the target virtual character, the relative movement speed between the enemy virtual character and the target virtual character, the distance between the enemy virtual character and the target virtual character and the attack state of the enemy virtual character.
11. A method for displaying information in a game is characterized in that the game comprises a game scene, a target virtual character and a hostile virtual character which are positioned in the game scene, a graphical user interface is provided through terminal equipment, and the graphical user interface at least partially displays the game scene; the method comprises the following steps:
the response module is used for responding that the target virtual character meets the continuous killing state and determining a target enemy virtual character in the enemy virtual characters according to the killing difficulty degree of each enemy virtual character in the game scene;
highlighting the target enemy avatar, and displaying in the graphical user interface the remaining time that the target avatar continues to meet a continuous killing status.
12. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the steps of the method of any of the preceding claims 1-10 are implemented by the processor when executing the computer program.
13. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, is adapted to carry out the steps of the method according to any one of the preceding claims 1-10.
CN202111200054.9A 2021-10-14 2021-10-14 Method, device, equipment and medium for displaying information in game Pending CN113941150A (en)

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