CN115845372A - Display control method and device of hit prompt and electronic equipment - Google Patents
Display control method and device of hit prompt and electronic equipment Download PDFInfo
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Abstract
The invention provides a display control method and device of a hit prompt and electronic equipment, wherein the method comprises the following steps: responding to the visual angle adjusting operation or the movement of the controlled virtual object in the game scene, and controlling the scene picture to change; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; the relative orientation includes: in a scene plane of a game scene, a first direction of an attack object and a controlled virtual object, and a second direction of the attack object and the controlled virtual object in the vertical direction of the scene plane; and displaying the hit prompt at a first position of the graphical user interface. The mode can enrich the information content provided by the 2D hit prompt, is easy to develop and realize, and the player can obtain more comprehensive attacker information, thereby improving the game experience of the player and being beneficial to the player to make more reasonable game decisions.
Description
Technical Field
The invention relates to the technical field of games, in particular to a display control method and device for a hit prompt and electronic equipment.
Background
In a shooting-type game, a virtual character controlled by a player may be attacked by an attacker character. The hit prompt may let the player know some information about the attacking attacker's character. In the related art, the 3D hit prompt is usually displayed in a virtual scene, the development cost of the 3D hit prompt is high, and when the information of the attacker role is indicated in the virtual scene, the 3D hit prompt is influenced by factors such as the angle of view and the scene distance, and the information of the attacker role is difficult to clearly and effectively indicate by the 3D hit prompt. The 2D hit prompt is usually displayed on a scene picture, the development cost of the 2D hit prompt is low, but the 2D hit prompt is limited by the two-dimensional plane attribute of the scene picture, and information of an attacker role which can be indicated by the 2D hit prompt is limited, so that a player is not favorable for making a reasonable game decision according to the 2D hit prompt.
Disclosure of Invention
In view of the above, the present invention provides a display control method and device for hit-receiving prompt, and an electronic device, so as to enrich information content in the hit-receiving prompt, provide comprehensive and accurate attack object information for a player, and improve game experience of the player.
In a first aspect, an embodiment of the present invention provides a display control method for a clicked prompt, where a graphical user interface is provided through a terminal device; displaying a scene picture of a game scene in the graphical user interface; the controlled virtual object is positioned in a game scene; displaying a sight mark at a designated position of the graphical user interface, wherein the sight mark is displayed on the scene picture; the sight bead identification is used to indicate: a target position of the controlled virtual object in the game scene; the method comprises the following steps: responding to the visual angle adjusting operation or the movement of the controlled virtual object in the game scene, and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, a first direction of an attack object and a controlled virtual object, and a second direction of the attack object and the controlled virtual object in the vertical direction of the scene plane; displaying a hit prompt at a first location of a graphical user interface; wherein, the relative position of the first position and the sight mark is matched with the first orientation; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation.
In a second aspect, an embodiment of the present invention further provides a display control apparatus for a hit prompt, where a graphical user interface is provided through a terminal device; displaying a scene picture of a game scene in the graphical user interface; the controlled virtual object is positioned in a game scene; displaying a sight mark at a specified position of the graphical user interface, wherein the sight mark is displayed on the scene picture; the sight bead identification is used to indicate: a target position of the controlled virtual object in the game scene; the above-mentioned device includes: the control module is used for responding to the visual angle adjustment operation or the movement of the controlled virtual object in the game scene and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; the determining module is used for responding to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative position of the attack object and the controlled virtual object in a game scene; wherein the relative orientation comprises: in a scene plane of a game scene, first positions of an attack object and a controlled virtual object, and second positions of the attack object and the controlled virtual object in a vertical direction of the scene plane; the display module is used for displaying the clicked prompt at a first position of the graphical user interface; wherein, the relative position of the first position and the sight bead mark is matched with a first direction; the hit prompt includes: a first sub-identifier indicating a first orientation and a second sub-identifier indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation.
In a third aspect, an embodiment of the present invention provides an electronic device, which includes a processor and a memory, where the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method for the clicked prompt.
In a fourth aspect, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions, which when invoked and executed by a processor, cause the processor to implement the above-mentioned display control method for a click prompt.
The embodiment of the invention has the following beneficial effects:
the display control method, the display control device and the electronic equipment of the clicked prompt respond to the visual angle adjustment operation or the movement of the controlled virtual object in the game scene to control the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, first positions of an attack object and a controlled virtual object, and second positions of the attack object and the controlled virtual object in a vertical direction of the scene plane; displaying a hit prompt at a first location of a graphical user interface; wherein, the relative position of the first position and the sight mark is matched with the first orientation; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation. In the mode, when the controlled virtual object is attacked, the attack prompt displayed in the interface can indicate the directions of the attacking object and the controlled virtual object which send the attack on the scene plane and can also indicate the directions of the attacking object and the controlled virtual object in the vertical direction, the mode can enrich the information content provided by the 2D attack prompt, the development and the implementation are easy, the player can obtain more comprehensive attack information, the game experience of the player is improved, and the player can make more reasonable game decisions.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a flowchart of a display control method for a hit prompt according to an embodiment of the present invention;
fig. 2 is a schematic diagram illustrating an indication of a click direction in click prompt information according to an embodiment of the present invention;
fig. 3 is a schematic diagram illustrating a damage degree indicated in an impact prompt message according to an embodiment of the present invention;
fig. 4 is a schematic diagram illustrating an indication of a type of a hit in the hit prompt message according to the embodiment of the present invention;
fig. 5 is a schematic structural diagram of a display control apparatus for receiving a click prompt according to an embodiment of the present invention;
fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Currently, there are two ways to prompt for a hit in a shooting game. One way is a 3D hit prompt, which is typically displayed in a virtual scene, that prompts the player for injury by an arrow surrounding the player, which may point to the source of the injury. However, in a virtual scene, the directivity of the click indication is not obvious due to the influence of factors such as the angle of view and the scene distance. In addition, in this method, the degree of injury of the player can not be distinguished by changing the size of the arrow, and the player is difficult to display in the virtual scene in combination with other image-text information, and there are many defects such as high development cost.
Another mode is a 2D hit prompt, the hit prompt is displayed around a front sight in the middle of a screen, the relative position between the hit prompt and the front sight is the relative position between the player and the injury source, at present, the 2D hit prompt can only point to the injury source located at the same horizontal plane as the player, for example, when the hit prompt is displayed in front of the front sight, the player cannot easily judge whether the injury source is from the ground in front or from the top of the building in front, that is, the 2D hit prompt cannot express information in the vertical direction, so that the player cannot easily distinguish the injury source not located at the same horizontal plane, and thus the 2D hit prompt has the problem of limited indication information.
Based on the foregoing, the electronic device of the display control method and apparatus for a hit-receiving prompt provided in the embodiments of the present invention may be applied to display control scenes of hit-receiving prompts in various battle games, for example: when a gun type attack is applied to a shooting type game, a hit prompt is given.
The display control method of the hit prompt in one embodiment of the present disclosure may be executed in a local terminal device or a server. When the display control method of the hit prompt runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, the cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and the operation of the display control method of the hit prompt are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a display control method for a hit prompt, where a graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system. A graphical user interface is provided through the terminal device, and interface contents such as game scene pictures, communication interaction windows and the like can be displayed on the graphical user interface according to the type of the started application program. In the embodiment, a scene picture of a game scene is displayed in the graphical user interface; the controlled virtual object is positioned in a game scene; the scene picture may be a partial scene picture in a game scene or a complete scene picture, and specifically depends on the size of the scene scaling, when the scene scaling is small, the complete scene picture may be displayed in the graphical user interface, and when the scene scaling is large, the partial scene picture may be displayed in the graphical user interface. The designated position of the graphical user interface can display a quasi-star identifier, the designated position can be the middle position of the graphical user interface, and the quasi-star identifier can be used for indicating the aiming position of the controlled virtual object in the game scene, namely the position of the controlled virtual object gazed by the eyes; the sight mark is displayed on the scene picture, which is convenient for the controlled virtual object to aim at the target object.
To facilitate understanding of the present embodiment, first, a detailed description is given to a display control method for a clicked prompt disclosed in the embodiment of the present invention, as shown in fig. 1, the display control method for a clicked prompt provides a graphical user interface through a terminal device; displaying a scene picture of a game scene in the graphical user interface; the controlled virtual object is positioned in a game scene; displaying a sight bead mark at a specified position of the graphical user interface, wherein the sight bead mark is displayed on a scene picture; the sight bead identification is used to indicate: a target position of the controlled virtual object in the game scene; the method comprises the following steps:
step S102, responding to the visual angle adjusting operation or the movement of the controlled virtual object in the game scene, and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes;
in the game scene, the player can observe the scene in the game scene at a first person view angle or a third person view angle, and the scene observed by the controlled virtual object is displayed in the graphical user interface in the first person view angle. For better understanding of the environment around the controlled virtual object, the player may control the scene picture to change by performing a perspective adjustment operation, which may include a sliding operation, a clicking operation, a long-press operation, etc. on the scene picture, for example, when the controlled virtual object is located at a certain position in the virtual scene, the player may perform a sliding operation on the scene picture, thereby controlling the orientation of the controlled virtual object to change, and controlling the orientation and position of the virtual camera to change, during which process the scene picture displayed in the graphical user interface also changes. In addition, when the controlled virtual object moves in the game scene, the scene image observed by the controlled virtual object changes with the moving position, moving direction, moving speed, and the like of the controlled object, and in this case, the scene image displayed on the graphical user interface changes accordingly.
It should be noted that a quasi-star identifier is displayed at a designated position in the graphical user interface, where the designated position may be an intermediate position of the graphical user interface for assisting the controlled virtual object to aim at the target object. The sight bead mark may be of various types, and in an alternative mode, the sight bead mark may be formed by a circle and four vertical lines forming a cross shape and displayed on the scene picture. In most cases, the foresight mark is displayed at a fixed position on the graphical user interface, and when the scene screen changes, the position of the foresight mark in the graphical user interface is not changed, but because the scene screen changes, the aiming position in the game scene indicated by the foresight mark also changes. Specifically, the aiming position of the sight mark can be changed along with the movement of the sight of the controlled virtual object, so that the controlled virtual object aims at the target object.
Step S104, responding to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative position of the attack object and the controlled virtual object in a game scene; wherein the relative orientation comprises: in a scene plane of a game scene, first positions of an attack object and a controlled virtual object, and second positions of the attack object and the controlled virtual object in a vertical direction of the scene plane;
specifically, when the controlled virtual object is attacked, the position of the attacking object attacking the controlled virtual object in the virtual scene is determined, and then the relative position between the attacking object and the controlled virtual object in the game scene is determined, wherein the relative position includes relative position information in two directions; second, in the vertical direction of the scene plane, the attack object and the controlled virtual object have a second orientation, for example, the horizontal direction, the upper direction, and the lower direction. In one example, the attack object is located at the front upper part of the controlled virtual object, and at this time, the first position is the front, and the second position is the upper part; in another example, the attack object is located to the right of the controlled virtual object, where the first orientation is to the right and the second orientation is in the horizontal direction.
It should be noted that, in the virtual scene, the controlled virtual object may be attacked by a plurality of attack objects from a plurality of directions. When the controlled virtual object is attacked by a plurality of attack objects, the position of each attack object in the virtual scene is respectively determined, and then the relative position of each attack object and the controlled virtual object is determined.
In this step, when determining the relative orientation of the attack object and the controlled virtual object, the relative orientation information in the scene plane and the relative orientation information in the vertical direction of the scene plane are included, so that the relative orientation includes the orientation information in both directions, thereby enabling to indicate an accurate attack direction for the player.
Step S106, displaying a click prompt at a first position of a graphical user interface; wherein, the relative position of the first position and the sight mark is matched with the first orientation; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation.
When the controlled virtual object is attacked, a hit prompt is displayed at a first position in the graphical user interface in time so as to provide information of the attacking object for the player. In order to facilitate the player to judge the position of the attack object quickly and accurately, the relative position of the first position for displaying the hit prompt and the sight mark is matched with the first party. For example, when the first orientation indicates that the attacking object is in front of the controlled virtual object, then the first position is above the front of the quasi-star identifier, and when the first orientation indicates that the attacking object is in front of the left of the controlled virtual object, then the first position is above the left of the quasi-star identifier. Note that the click notification in this embodiment is a 2D click notification, and is displayed on the scene screen.
In addition, the click prompt can comprise a first sub-identifier indicating a first position and a second sub-identifier indicating a second position. That is, in the hit prompting message, the relative position relationship between the attack object and the controlled virtual object in the scene plane, that is, the first position, can be indicated by the first sub-identifier; the relative position relationship of the attack object and the controlled virtual object in the vertical direction of the scene plane, namely, the second orientation, is indicated through the second sub-identifier. Wherein the shape or orientation of the second sub-label matches the second orientation. In practical implementation, the second sub-identifier may indicate the position information by setting a different shape or orientation, and it should be noted that the position indicated by the shape or orientation of the second sub-identifier is to be consistent with the second position. For example, if the second orientation indicates an up direction, the shape or orientation of the second sub-tag is also indicated as an up direction, and similarly, if the second orientation indicates a down direction, the shape or orientation of the second sub-tag is also indicated as a down direction.
It should be noted that, if the attack object and the controlled virtual object are at the same level, the second sub-identifier may not be displayed in the graphical user interface.
In the step, the hit prompt is displayed at the first position of the graphical user interface, and the accurate position information of the attack object in the game scene is timely indicated for the player, so that the player can quickly and accurately give a return hit or select a correct direction to avoid the attack, and the game experience of the player is improved.
The display control method of the hit prompt responds to the visual angle adjustment operation or the movement of the controlled virtual object in the game scene to control the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, a first direction of an attack object and a controlled virtual object, and a second direction of the attack object and the controlled virtual object in the vertical direction of the scene plane; displaying a hit prompt at a first location of a graphical user interface; wherein, the relative position of the first position and the sight mark is matched with the first orientation; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation. In the mode, when the controlled virtual object is attacked, the attack prompt displayed in the interface can indicate the directions of the attacking object and the controlled virtual object which send the attack on the scene plane and can also indicate the directions of the attacking object and the controlled virtual object in the vertical direction, the mode can enrich the information content provided by the 2D attack prompt, the development and the implementation are easy, the player can obtain more comprehensive attack information, the game experience of the player is improved, and the player can make more reasonable game decisions.
In one mode, the second sub identifier includes an arrow identifier; when the second orientation includes the attack object being located above the controlled virtual object, the arrow mark points in a top direction of the graphical user interface; when the second orientation includes the attack object being located below the controlled virtual object, the arrow mark points in a bottom direction of the graphical user interface.
In a game scene, various types of virtual buildings are generally arranged, for example, a virtual building, a virtual garage, and the like, and if a virtual building with a certain height exists near the position of the controlled virtual object in the game scene, when the controlled virtual object is attacked, in the related art, the attack prompt information cannot indicate the information of the height of the attack object in the game scene for the player. That is, when the controlled virtual object is attacked, especially when there is a shelter around the controlled virtual object, the player cannot quickly determine whether the attacking object is located below or above the player or located at the same level as the player according to the attack prompt.
In this embodiment, the second sub-identifier may include an arrow identifier, and the arrow identifier may be used to indicate the orientation information in the vertical direction in the scene plane. Specifically, if the second orientation indicates that the attack object is located above the controlled virtual object, at this time, the arrow mark may be set to point to the top direction of the graphical user interface; if the second orientation indicates that the attack object is located below the controlled virtual object, an arrow may be set to indicate a direction pointing to the bottom of the graphical user interface.
In the step, the direction of the second sub-identifier is set to express whether the injury source is above or below the controlled virtual object, so that the problem that vertical direction information is difficult to indicate in a 2D hit prompt is solved.
In another aspect, the first sub-mark includes a circular arc mark, and the azimuth range indicated by the circular arc mark includes a first azimuth; the arc-shaped mark is also provided with a preset color or a preset shape so as to indicate a first direction in the direction range.
In practical implementation, the first sub-identifier may include a circular arc identifier having a certain length and thickness, wherein the length of the circular arc identifier may indicate an orientation range, and the orientation range includes the first orientation. In order to indicate the first orientation more accurately, a preset color may be set on the circular arc identifier, for example, the color of the circular arc identifier may be set to be a gradient color, and the orientation corresponding to the deepest color position in the circular arc identifier may be determined as the first orientation. Alternatively, a preset shape, for example, a shape such as a triangle, an arrow, etc., is provided on the circular arc marker, and the direction pointed by the preset shape is determined as the first direction.
In this step, by setting a preset color or a preset shape on the arc-shaped mark, the first direction in the scene plane in the struck direction can be indicated more accurately.
The following describes a specific implementation manner of indicating the direction of the click in the click prompt information, by taking fig. 2 as an example. Specifically, the relative position relationship between the attack object and the controlled virtual object is expressed by the position relationship between a section of arc-shaped mark with a certain thickness and the sight mark in the graph. First, referring to the left part of fig. 2, the circular arc-shaped mark is located on the left side of the sight mark, which indicates that the attack object is located on the left side of the controlled virtual object; generally, an attack object attacks a controlled virtual object by releasing a virtual item, and the virtual item attacking the controlled virtual object is also called an injury source; thus, the origin of the source of the injury is oriented in the same direction as the attacking object.
The position relationship between the attack object and the controlled virtual object in the vertical direction of the scene plane can be further expressed by setting an arrow mark, and referring to the right part in fig. 2, the arrow mark is combined with the arc mark and displayed on the left side of the sight mark, which indicates that the attack object is located above the left side of the controlled virtual object, that is, the injury source is also located above the left side of the controlled virtual object. Similarly, if the arrow mark facing downward is combined with the circular arc mark and displayed on the left side of the front sight mark, it indicates that the attack object is located below the left side of the controlled virtual object. The arrow mark may be displayed on the outer side of the circular arc mark or on the inner side of the circular arc mark.
The following embodiments provide a specific implementation of determining a display format of the first sub-identifier.
In response to the controlled virtual object being attacked, determining the degree of harm the attacking object produces to the controlled virtual object; wherein the injury degree is determined based on an injury value of the attack object on the controlled virtual object and a life value of the controlled virtual object; and determining a first display format of the first sub-identifier based on the injury degree, and controlling and displaying the first sub-identifier according to the first display format.
Specifically, when the controlled virtual object is attacked, the damage degree of the attack object to the controlled virtual object is determined, and the damage degree can be determined according to the damage value of the attack object to the controlled virtual object and the life value of the controlled virtual object. The size of the damage value caused by the attack object to the controlled virtual object is related to various factors such as the type of prop used by the attack object, the distance between the attack object and the controlled virtual object, the existence of a shelter between the attack object and the controlled virtual object, the position of the attack on the controlled virtual object, whether the controlled virtual object wears a defending tool or not when being attacked and the like. In addition, it is easy to understand that if the life value of the controlled virtual object is low before the attack, the life of the controlled virtual object is threatened once the attack is made, that is, the damage degree is serious.
In practical implementation, the injury degree can be determined according to the percentage of the injury value X of a single injury of the controlled virtual object to the current life value Y of the controlled virtual object, i.e. the injury degree = X/Y × 100%. For example, when the injury value X of the controlled virtual object is 10 at a single time and the current life value Y of the controlled virtual object is 100, the injury degree is 10%, and when the injury value X of the controlled virtual object is 10 at a single time and the current life value Y of the controlled virtual object is 50, the injury degree is 20%.
In this embodiment, the injury level may be classified in advance according to the injury degree, for example, a part with an injury degree smaller than 5% may be classified as a mild injury, a part with an injury degree between 5% and 10% may be classified as a moderate injury, and a part with an injury degree greater than 10% may be classified as a severe injury. Then, different display formats are set for the first sub-identifier according to different damage levels, and each damage level has a display format corresponding to the damage level.
In one implementation, the first display format of the first sub-identifier may be directly determined based on the injury degree, where the first display format may be in a color, brightness, size, shape, or other format, and the first display format linearly changes with the injury degree, for example, the higher the injury degree is, the darker the color is; alternatively, the higher the degree of damage, the higher the brightness.
In another implementation manner, when the controlled virtual object is attacked, the damage level is determined based on the damage degree, the display format corresponding to the damage level is determined as the first display format of the first sub identifier, and the first sub identifier is controlled and displayed in the graphical user interface according to the first display format. In this manner, the first display format may vary linearly with the level of injury.
By adopting the steps, the hit direction can be displayed in the graphical user interface, the injury degree of the controlled virtual object can be indicated, and the content of hit prompt information is enriched.
Further, the first sub-mark comprises a circular arc mark; the larger the damage degree is, the thicker the arc thickness of the arc-shaped mark is. Specifically, the first sub-identifier may include an arc-shaped identifier, and when the controlled virtual object is attacked, the greater the damage degree, the thicker the thickness degree of the arc on which the arc-shaped identifier is set; the smaller the degree of damage, the thinner the thickness of the arc on which the arc-shaped mark is provided. For easy understanding, refer to fig. 3, which sequentially describes the thickness degree of the circular arc corresponding to different injury levels.
Based on the above, the player can know the injury degree intuitively according to the thickness degree of the arc in the hit prompt message, so that the player can quickly make a correct coping strategy, and the game experience of the player is improved.
The following example presents a specific implementation of displaying an indication of a specific type of hit.
In response to the controlled virtual object being attacked, determining an attack type of the controlled virtual object; wherein the hit type indicates: the type of the prop used when the attack object attacks the controlled virtual object; and determining the type of the shot as a specified type, and displaying a shot identifier of the specified type in the graphical user interface.
In actual implementation, when it is monitored that the controlled virtual object is attacked, the attack type of the controlled virtual object can be determined, and the attack type can be used for indicating the prop type used when the attack object attacks the controlled virtual object. In a game scene, the controlled virtual object can acquire the prop by exploring a virtual place such as a virtual building or a virtual island, or can purchase the prop in a game store. Props are of various types, such as crossbow arrows, firearms, grenades, rocket tubes and the like, and when the attacks are launched by using different props, the damage values generated are different. It is easy to understand that the damage caused by high-damage props such as sniper guns, grenades and the like is large, and compared with the damage caused by common props such as crossbows and the like is small. Therefore, according to different property types used by an attack object, the damage sources can be divided into a conventional damage source and a special damage source, and the property type corresponding to the special damage source is used as a designated type, wherein the designated type can comprise high-damage properties such as firearms properties, grenades properties and the like.
If the hit type of the controlled virtual object is a specified type, displaying a hit identifier of the specified type in the graphical user interface, wherein the hit identifier of the specified type corresponds to the prop type; if the type of the hit of the controlled virtual object is not the specified type, the hit identifier of the hit type is not displayed on the graphical user interface. For example, if the attacking object uses a sniping gun to attack the controlled virtual object, a bullet identification may be displayed in the graphical user interface; if the attack object uses a grenade to attack the controlled virtual object, a grenade identification may be displayed in the graphical user interface.
Fig. 4 shows, as an example, the attack information of the controlled virtual object being injured by the attack object from the left side using a gun-type prop, and being also injured by the attack object from the front side using a normal prop.
Further, the hit mark and the first sub-mark are displayed in an overlapping manner, or the hit mark is displayed at an edge position of the first sub-mark. Specifically, when the hit identifier is displayed in the graphical user interface, the hit identifier can be displayed in an overlapping manner with the first sub-identifier, so that the player can know the type of the prop used by the attack object while acquiring the hit direction information through the first sub-identifier. In addition, the method can also be displayed at the edge position of the first sub-identifier, and can also prompt the prop type used by the attack object when prompting the information of the attack direction of the player.
It should be noted that, the size of the clicked identifier is adapted to the size of the first sub-identifier, so as to be combined with the first sub-identifier and thus be displayed in the graphical user interface together.
In the step, the hit prompt is combined with the first sub-identifier, so that not only can the hit direction be displayed in the graphical user interface, but also the prop type used by the player for attacking the object can be prompted, and the content of the hit prompt information is enriched.
The embodiments described below provide an implementation of displaying a map indication area in a graphical user interface.
In response to the movement of the controlled virtual object in the game scene, determining that a target object exists within a preset range relative to the controlled virtual object; the target object comprises an attack object; displaying a map indication area in a graphical user interface; wherein the first object identification of the controlled virtual object is displayed at the central position of the map indication area; a second object identification of the target object is displayed in a surrounding area around the center position; the second object identification is relative to the first object identification and indicates a relative position of the target object and the controlled virtual object.
In actual implementation, a distance value may be set as a radius with the controlled virtual object as a center, and a circular area formed by the center and the radius may be used as a preset range of the controlled virtual object. When the controlled virtual object moves in the game scene, whether a target object exists in a preset range of the controlled virtual object or not can be monitored in real time, wherein the target object can comprise an attack object. When it is determined that the target object exists within the preset range of the controlled virtual object, displaying a map indication area in the graphic user interface. The first object identification of the controlled virtual object is displayed at the central position of the map indication area, the second object identification of the target object can be displayed in the surrounding area surrounding the central position, the specific display position of the second object identification can be determined according to the relative position of the target object and the controlled virtual object, and the relative position of the second object identification and the first object identification is ensured to indicate the relative position of the target object and the controlled virtual object.
That is, the second object marker is to be located in front of the first object marker if the target object is located in front of the controlled virtual object, and the second object marker is to be located in front of the first object marker if the target object is located in front of the controlled virtual object to the left. Based on this, the player can know in which azimuth the target object exists through the map indication area displayed in the graphical user interface, that is, the attacker information early warning can be obtained, so that the player can avoid in advance or initiate an attack.
Further, in response to the controlled virtual object being attacked, a second object identifier of the attacking object is displayed in a preset display format in the map indication area. Specifically, as long as the target object appears in the preset range of the controlled virtual object, the second object identifier of the target object is displayed in the map indication area, so as to provide the player with the attacker information early warning, and the target object includes the attacker. In addition, a display format of the second object identifier may also be preset, and when the attack object attacks the controlled virtual object, the second object identifier of the attack object may be displayed in the map indication area in the preset display format, so as to provide injury feedback for the player.
The following example provides a specific implementation of the second display format for determining arrow identifications.
In response to the controlled virtual object being attacked, determining an attack distance of the controlled virtual object; wherein the attack distance includes: when the controlled virtual object is attacked, the distance between the controlled virtual object and the attacking object; determining a second display format of the arrow mark based on the attack distance, and controlling the arrow mark to be displayed according to the second display format; wherein the second display format includes a color or size identified by an arrow.
Specifically, when it is monitored that the controlled virtual object is attacked, the attack distance of the controlled virtual object may also be determined, that is, the distance between the controlled virtual object and the attack object when the controlled virtual object is attacked is determined. When facing different attack distances, the player can select the most favorable coping strategy according to factors such as environmental conditions or life values of the controlled virtual object.
In this embodiment, the attack distance may be fed back to the player through an arrow mark. Specifically, the display format of the arrow mark may be preset according to the attack distance, for example, the color of the arrow mark may be set according to the attack distance, for example, the farther the attack distance is, the lighter the color of the arrow mark is, and the closer the attack distance is, the heavier the color of the arrow mark is. Alternatively, the size of the arrow mark may be set according to the attack distance, for example, the farther the attack distance is, the smaller the size of the arrow mark is, and the closer the attack distance is, the larger the size of the arrow mark is.
In actual implementation, when the controlled virtual object is attacked, after the attack distance is determined, the display format of the arrow mark corresponding to the attack distance, that is, the second display format, may be determined according to the attack distance, where the second display format may include a color or a size of the arrow mark. And then controlling to display the arrow mark according to a second display format.
It should be noted that, the player may display the arrow mark according to the second display format according to his preference or habit setting. If the player sets that the arrow mark is not displayed according to the second display format, when the controlled virtual object is attacked, the color or the size of the arrow mark cannot be changed along with the difference of attack distance when the arrow mark displayed in the graphical user interface is changed; if the player sets the arrow mark to be displayed according to the second display format, when the controlled virtual object is attacked, the color or the size of the arrow mark can be changed along with the attack distance when the arrow mark is displayed in the graphical user interface.
In the step, by setting the display format of the arrow mark, when the hit prompt is displayed in the graphical user interface, not only the information in the vertical direction can be indicated, but also the attack distance can be indicated for the player, so that the player can conveniently select the most favorable coping strategy.
In this embodiment, the first sub-identifier and the second sub-identifier are combined, so that the orientation information in the scene plane and the orientation information in the vertical direction of the scene plane can be indicated in the hit prompt, and the hit direction is more accurate; the damage degree of the controlled virtual object can be indicated by adjusting the thickness degree of the circular arc mark in the first sub-mark; the first sub-identifier is combined with the hit type identifier, so that the hit type can be indicated, the information content in the hit prompt is enriched, information such as hit direction, injury degree and hit type can be provided for a player only through the 2D hit prompt, and the development cost is saved.
For the above method embodiment, referring to the schematic structural diagram of a display control device for a hit prompt shown in fig. 5, a graphical user interface is provided through a terminal device; displaying a scene picture of a game scene in the graphical user interface; the controlled virtual object is positioned in a game scene; displaying a sight mark at a specified position of the graphical user interface, wherein the sight mark is displayed on the scene picture; the sight bead identification is used to indicate: a target position of the controlled virtual object in the game scene; the above-mentioned device includes:
a control module 52, configured to control a scene picture to change in response to a viewing angle adjustment operation or a movement of a controlled virtual object in a game scene; when the scene picture changes, the aiming position indicated by the sight mark changes;
a determining module 54, configured to determine, in response to the controlled virtual object being attacked, an attack object that attacks the controlled virtual object, and determine a relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, a first direction of an attack object and a controlled virtual object, and a second direction of the attack object and the controlled virtual object in the vertical direction of the scene plane;
a display module 56, configured to display a hit prompt at a first position of the graphical user interface; wherein, the relative position of the first position and the sight bead mark is matched with a first direction; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation.
The display control device of the clicked prompt responds to the visual angle adjustment operation or the movement of the controlled virtual object in the game scene to control the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, a first direction of an attack object and a controlled virtual object, and a second direction of the attack object and the controlled virtual object in the vertical direction of the scene plane; displaying a hit prompt at a first location of a graphical user interface; wherein, the relative position of the first position and the sight mark is matched with the first orientation; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation. In the mode, when the controlled virtual object is attacked, the attack prompt displayed in the interface can indicate the directions of the attacking object and the controlled virtual object which send the attack on the scene plane and can also indicate the directions of the attacking object and the controlled virtual object in the vertical direction, the mode can enrich the information content provided by the 2D attack prompt, the development and the implementation are easy, the player can obtain more comprehensive attack information, the game experience of the player is improved, and the player can make more reasonable game decisions.
The second sub-identifier includes an arrow identifier; when the second orientation includes the attack object being located above the controlled virtual object, the arrow mark points in a top direction of the graphical user interface; when the second orientation includes the attack object being located below the controlled virtual object, the arrow mark points in a bottom direction of the graphical user interface.
The first sub-mark comprises a circular arc mark, and the azimuth range indicated by the circular arc mark comprises a first azimuth; the arc-shaped mark is also provided with a preset color or a preset shape so as to indicate a first direction in the direction range.
The above-mentioned device still includes: the first determining module is used for responding to the controlled virtual object being attacked and determining the damage degree of the attack object to the controlled virtual object; wherein the injury degree is determined based on an injury value of the attack object on the controlled virtual object and a life value of the controlled virtual object; and determining a first display format of the first sub-identifier based on the injury degree, and controlling and displaying the first sub-identifier according to the first display format.
The first sub-mark comprises a circular arc mark; the larger the damage degree is, the thicker the arc thickness of the arc-shaped mark is.
The above-mentioned device still includes: the second determination module is used for responding to the controlled virtual object being attacked and determining the attacked type of the controlled virtual object; wherein the hit type indicates: the type of the prop used when the attack object attacks the controlled virtual object; and determining the type of the shot as a specified type, and displaying a shot identifier of the specified type in the graphical user interface.
The shot mark and the first sub mark are displayed in an overlapping mode, or the shot mark is displayed at the edge position of the first sub mark.
The above-mentioned device still includes: the third determining module is used for responding to the movement of the controlled virtual object in the game scene and determining that the target object exists in the preset range relative to the controlled virtual object; the target object comprises an attack object; displaying a map indication area in a graphical user interface; wherein the first object identification of the controlled virtual object is displayed at the central position of the map indication area; a second object identification of the target object is displayed in a surrounding area around the center position; the second object identification is relative to the first object identification and indicates a relative position of the target object and the controlled virtual object.
The above-mentioned device still includes: and the first display module is used for responding to the attack of the controlled virtual object and displaying a second object identifier of the attack object in a preset display format in the map indication area.
The above-mentioned device still includes: the second display module is used for responding to the controlled virtual object being attacked and determining the attack distance of the controlled virtual object; wherein the attack distance includes: when the controlled virtual object is attacked, the distance between the controlled virtual object and the attacking object; determining a second display format of the arrow mark based on the attack distance, and controlling the arrow mark to be displayed according to the second display format; wherein the second display format includes a color or size identified by an arrow.
The embodiment also provides an electronic device, which comprises a processor and a memory, wherein the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to realize the display control method of the hit prompt. The electronic device may be a server or a touch terminal device.
Referring to fig. 6, the electronic device includes a processor 100 and a memory 101, where the memory 101 stores machine executable instructions capable of being executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the display control method of the click prompt.
Further, the electronic device shown in fig. 6 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
The Memory 101 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like may be used. The bus 102 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 6, but that does not indicate only one bus or one type of bus.
The processor in the electronic device may implement the following operations in the display control method of the click prompt by executing machine-executable instructions:
responding to the visual angle adjusting operation or the movement of the controlled virtual object in the game scene, and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, first positions of an attack object and a controlled virtual object, and second positions of the attack object and the controlled virtual object in a vertical direction of the scene plane; displaying a hit prompt at a first location of a graphical user interface; wherein, the relative position of the first position and the sight bead mark is matched with a first direction; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation.
In the mode, when the controlled virtual object is attacked, the attack prompt displayed in the interface can indicate the directions of the attacking object and the controlled virtual object which send the attack on the scene plane and can also indicate the directions of the attacking object and the controlled virtual object in the vertical direction, the mode can enrich the information content provided by the 2D attack prompt, the development and the implementation are easy, the player can obtain more comprehensive attack information, the game experience of the player is improved, and the player can make more reasonable game decisions.
The second sub-identifier comprises an arrow identifier; when the second orientation includes the attack object being located above the controlled virtual object, the arrow mark points in a top direction of the graphical user interface; when the second orientation includes the attack object being located below the controlled virtual object, the arrow mark points in a bottom direction of the graphical user interface.
In the step, the direction of the second sub-identifier is set to express whether the injury source is above or below the controlled virtual object, so that the problem that vertical direction information is difficult to indicate in a 2D hit prompt is solved.
The first sub-mark comprises a circular arc mark, and the azimuth range indicated by the circular arc mark comprises a first azimuth; the arc-shaped mark is also provided with a preset color or a preset shape so as to indicate a first direction in the direction range.
In this step, by setting a preset color or a preset shape on the arc-shaped mark, the first direction in the scene plane in the struck direction can be indicated more accurately.
In response to the controlled virtual object being attacked, determining the degree of harm the attacking object produces to the controlled virtual object; wherein the injury degree is determined based on an injury value of the attack object on the controlled virtual object and a life value of the controlled virtual object; and determining a first display format of the first sub-identifier based on the injury degree, and controlling and displaying the first sub-identifier according to the first display format.
By adopting the steps, the hit direction can be displayed in the graphical user interface, the injury degree of the controlled virtual object can be indicated, and the content of hit prompt information is enriched.
The first sub-mark comprises a circular arc mark; the larger the damage degree is, the thicker the arc thickness of the arc-shaped mark is.
Based on the above, the player can know the injury degree intuitively according to the thickness degree of the arc in the hit prompt message, so that the player can quickly make a correct coping strategy, and the game experience of the player is improved.
In response to the controlled virtual object being attacked, determining an attack type of the controlled virtual object; wherein the hit type indicates: the type of the prop used when the attack object attacks the controlled virtual object; and determining the type of the shot as a specified type, and displaying a shot identifier of the specified type in the graphical user interface.
The hit mark and the first sub-mark are displayed in an overlapping mode, or the hit mark is displayed at the edge position of the first sub-mark.
In the step, the hit prompt is combined with the first sub-identifier, so that not only can the hit direction be displayed in the graphical user interface, but also the prop type used by the player for attacking the object can be prompted, and the content of the hit prompt information is enriched.
In response to the movement of the controlled virtual object in the game scene, determining that a target object exists within a preset range relative to the controlled virtual object; the target object comprises an attack object; displaying a map indication area in a graphical user interface; wherein the first object identification of the controlled virtual object is displayed at the central position of the map indication area; a second object identification of the target object is displayed in a surrounding area around the center position; the second object identification is relative to the first object identification and indicates a relative position of the target object and the controlled virtual object.
And in response to the controlled virtual object being attacked, displaying a second object identification of the attacking object in a preset display format in the map indication area.
In response to the controlled virtual object being attacked, determining an attack distance of the controlled virtual object; wherein the attack distance includes: when the controlled virtual object is attacked, the distance between the controlled virtual object and the attacking object; determining a second display format of the arrow mark based on the attack distance, and controlling the arrow mark to be displayed according to the second display format; wherein the second display format includes a color or size identified by an arrow.
In the step, by setting the display format of the arrow mark, when the hit prompt is displayed in the graphical user interface, not only the information in the vertical direction can be indicated, but also the attack distance can be indicated for the player, so that the player can conveniently select the most favorable coping strategy.
The present embodiments also provide a machine-readable storage medium having stored thereon machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described method of display control of a click prompt.
The machine-executable instructions stored in the machine-readable storage medium may be executed to implement the following operations in the display control method for the clicked prompt:
responding to the visual angle adjusting operation or the movement of the controlled virtual object in the game scene, and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes; in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining the relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: in a scene plane of a game scene, a first direction of an attack object and a controlled virtual object, and a second direction of the attack object and the controlled virtual object in the vertical direction of the scene plane; displaying a hit prompt at a first location of a graphical user interface; wherein, the relative position of the first position and the sight mark is matched with the first orientation; the hit prompt includes: a first sub-identity indicating a first orientation and a second sub-identity indicating a second orientation; the shape or orientation of the second sub-label matches the second orientation.
In the mode, when the controlled virtual object is attacked, the attack prompt displayed in the interface can indicate the positions of the attacking object and the controlled virtual object which send out the attack on the scene plane and can also indicate the positions of the attacking object and the controlled virtual object in the vertical direction.
The second sub-identifier comprises an arrow identifier; when the second orientation includes the attack object being located above the controlled virtual object, the arrow mark points in a top direction of the graphical user interface; when the second orientation includes the attack object being located below the controlled virtual object, the arrow mark points in a bottom direction of the graphical user interface.
In the step, the damage source is expressed above or below the controlled virtual object by setting the direction of the second sub-identifier, so that the problem that vertical direction information is difficult to indicate in a 2D hit prompt is solved.
The first sub-mark comprises a circular arc mark, and the azimuth range indicated by the circular arc mark comprises a first azimuth; the arc-shaped mark is also provided with a preset color or a preset shape so as to indicate a first direction in the direction range.
In this step, by setting a preset color or a preset shape on the arc-shaped mark, the first direction in the scene plane in the struck direction can be indicated more accurately.
In response to the controlled virtual object being attacked, determining the degree of harm the attacking object produces to the controlled virtual object; wherein the injury degree is determined based on an injury value of the attack object on the controlled virtual object and a life value of the controlled virtual object; and determining a first display format of the first sub-identifier based on the injury degree, and controlling and displaying the first sub-identifier according to the first display format.
By adopting the steps, the hit direction can be displayed in the graphical user interface, the injury degree of the controlled virtual object can be indicated, and the content of hit prompt information is enriched.
The first sub-mark comprises a circular arc mark; the larger the damage degree is, the thicker the arc thickness of the arc-shaped mark is.
Based on the above, the player can know the injury degree intuitively according to the thickness degree of the arc in the hit prompt message, so that the player can quickly make a correct coping strategy, and the game experience of the player is improved.
In response to the controlled virtual object being attacked, determining an attack type of the controlled virtual object; wherein the hit type indicates: the type of the prop used when the attack object attacks the controlled virtual object; and determining the type of the shot as a specified type, and displaying a shot identifier of the specified type in the graphical user interface.
The hit mark and the first sub-mark are displayed in an overlapping mode, or the hit mark is displayed at the edge position of the first sub-mark.
In the step, the hit prompt is combined with the first sub-identifier, so that not only can the hit direction be displayed in the graphical user interface, but also the prop type used by the player for attacking the object can be prompted, and the content of the hit prompt information is enriched.
In response to the movement of the controlled virtual object in the game scene, determining that a target object exists within a preset range relative to the controlled virtual object; the target object comprises an attack object; displaying a map indication area in a graphical user interface; wherein the first object identification of the controlled virtual object is displayed at the central position of the map indication area; a second object identification of the target object is displayed in a surrounding area around the central position; the second object identifies a relative position to the first object identification indicating a relative position of the target object to the controlled virtual object.
And in response to the controlled virtual object being attacked, displaying a second object identifier of the attacking object in a preset display format in the map indication area.
In response to the controlled virtual object being attacked, determining an attack distance of the controlled virtual object; wherein the attack distance includes: when the controlled virtual object is attacked, the distance between the controlled virtual object and the attacking object; determining a second display format of the arrow mark based on the attack distance, and controlling the arrow mark to be displayed according to the second display format; wherein the second display format includes a color or size identified by an arrow.
In the step, by setting the display format of the arrow mark, when the hit prompt is displayed in the graphical user interface, not only the information in the vertical direction can be indicated, but also the attack distance can be indicated for the player, so that the player can conveniently select the most favorable coping strategy.
The method and the device for controlling display of a clicked prompt and the computer program product of the electronic device provided by the embodiments of the present invention include a computer-readable storage medium storing a program code, where instructions included in the program code may be used to execute the method described in the foregoing method embodiments, and specific implementation may refer to the method embodiments, and will not be described herein again.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In addition, in the description of the embodiments of the present invention, unless otherwise explicitly specified or limited, the terms "mounted," "connected," and "connected" are to be construed broadly, e.g., as meaning either a fixed connection, a removable connection, or an integral connection; can be mechanically or electrically connected; they may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meaning of the above terms in the present invention can be understood in specific cases for those skilled in the art.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention or a part thereof which substantially contributes to the prior art may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk, and various media capable of storing program codes.
In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplification of description, but do not indicate or imply that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and thus, should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art will understand that the following embodiments are merely illustrative of the present invention, and not restrictive, and the scope of the present invention is not limited thereto: those skilled in the art can still make modifications or changes to the embodiments described in the foregoing embodiments, or make equivalent substitutions for some features, within the scope of the disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present invention, and they should be construed as being included therein. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims (13)
1. A display control method of a hit prompt is characterized in that a graphical user interface is provided through terminal equipment; a scene picture of a game scene is displayed in the graphical user interface; a controlled virtual object is located in the game scene; displaying a sight mark at a designated position of the graphical user interface, wherein the sight mark is displayed on the scene picture; the sight bead identification is used to indicate: a target position of the controlled virtual object in the game scene; the method comprises the following steps:
responding to a visual angle adjusting operation or the movement of the controlled virtual object in the game scene, and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes;
in response to the controlled virtual object being attacked, determining an attack object attacking the controlled virtual object, and determining a relative orientation of the attack object and the controlled virtual object in the game scene; wherein the relative orientation comprises: a first orientation of the attack object and the controlled virtual object in a scene plane of the game scene, and a second orientation of the attack object and the controlled virtual object in a vertical direction of the scene plane;
displaying a hit prompt at a first location of the graphical user interface; wherein the relative position of the first location and the sight bead marker matches the first orientation; the hit prompt comprises the following steps: a first sub-identity indicating the first orientation and a second sub-identity indicating the second orientation; the shape or orientation of the second sub-label matches the second orientation.
2. The method of claim 1, wherein the second sub-identifier comprises an arrow identifier; when the second orientation includes the attack object being located above the controlled virtual object, the arrow mark points in a top direction of the graphical user interface;
when the second orientation includes the attack object being located below the controlled virtual object, the arrow mark points in a bottom direction of the graphical user interface.
3. The method of claim 1, wherein the first sub-indicator comprises a circular arc indicator, the range of orientations indicated by the circular arc indicator comprising the first orientation;
the arc-shaped mark is further provided with a preset color or a preset shape so as to indicate the first direction in the direction range.
4. The method of claim 1, further comprising:
in response to the controlled virtual object being attacked, determining the degree of injury the attacking object produces to the controlled virtual object; wherein the injury degree is determined based on an injury value of the attack object on the controlled virtual object and a life value of the controlled virtual object;
and determining a first display format of the first sub-identifier based on the injury degree, and controlling and displaying the first sub-identifier according to the first display format.
5. The method of claim 4, wherein the first sub-identifier comprises a circular arc identifier; the larger the damage degree is, the thicker the arc thickness of the arc-shaped mark is.
6. The method of claim 1, further comprising:
in response to the controlled virtual object being attacked, determining an attack type of the controlled virtual object; wherein the hit type indicates: the attack object attacks the controlled virtual object by using the prop type;
and determining the type of the shot as a specified type, and displaying a shot identifier of the specified type in the graphical user interface.
7. The method according to claim 6, wherein the hit mark is displayed in an overlapping manner with the first sub-mark, or the hit mark is displayed at an edge position of the first sub-mark.
8. The method of claim 1, further comprising:
in response to movement of the controlled virtual object in the game scene, determining that a target object exists within a preset range relative to the controlled virtual object; the target object comprises the attack object;
displaying a map indication area in the graphical user interface; wherein a first object identification of the controlled virtual object is displayed at a central location of the map indication area; a second object identification of the target object is displayed in a surrounding area around the central position; the second object identification is in relative position with the first object identification, indicating the relative position of the target object and the controlled virtual object.
9. The method of claim 8, further comprising:
and responding to the controlled virtual object being attacked, and displaying a second object identification of the attacking object in a preset display format in the map indication area.
10. The method of claim 2, further comprising:
in response to the controlled virtual object being attacked, determining an attack distance of the controlled virtual object; wherein the attack distance comprises: when the controlled virtual object is attacked, the distance between the controlled virtual object and the attacking object;
determining a second display format of the arrow mark based on the attack distance, and controlling and displaying the arrow mark according to the second display format; wherein the second display format comprises a color or size of the arrow identifier.
11. A display control device of a hit prompt is characterized in that a graphical user interface is provided through terminal equipment; a scene picture of a game scene is displayed in the graphical user interface; a controlled virtual object is located in the game scene; displaying a sight mark at a designated position of the graphical user interface, wherein the sight mark is displayed on the scene picture; the sight bead identification is used to indicate: a target position of the controlled virtual object in the game scene; the device comprises:
the control module is used for responding to the visual angle adjusting operation or the movement of the controlled virtual object in the game scene and controlling the scene picture to change; when the scene picture changes, the aiming position indicated by the sight mark changes;
the determining module is used for responding to the controlled virtual object being attacked, determining an attacking object attacking the controlled virtual object, and determining the relative position of the attacking object and the controlled virtual object in the game scene; wherein the relative orientation comprises: a first orientation of the attack object and the controlled virtual object in a scene plane of the game scene, and a second orientation of the attack object and the controlled virtual object in a vertical direction of the scene plane;
the display module is used for displaying a hit prompt at a first position of the graphical user interface; wherein the relative position of the first location and the sight bead marker matches the first orientation; the hit prompt comprises the following steps: a first sub-identity indicating the first orientation and a second sub-identity indicating the second orientation; the shape or orientation of the second sub-label matches the second orientation.
12. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the method of display control of an on-click prompt of any one of claims 1-10.
13. A machine-readable storage medium having stored thereon machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of display control of an on-click prompt of any one of claims 1 to 10.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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CN202211520983.2A CN115845372A (en) | 2022-11-30 | 2022-11-30 | Display control method and device of hit prompt and electronic equipment |
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CN202211520983.2A CN115845372A (en) | 2022-11-30 | 2022-11-30 | Display control method and device of hit prompt and electronic equipment |
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