CN116159306A - Game picture display method, apparatus, device and computer readable storage medium - Google Patents

Game picture display method, apparatus, device and computer readable storage medium Download PDF

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Publication number
CN116159306A
CN116159306A CN202111413644.XA CN202111413644A CN116159306A CN 116159306 A CN116159306 A CN 116159306A CN 202111413644 A CN202111413644 A CN 202111413644A CN 116159306 A CN116159306 A CN 116159306A
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CN
China
Prior art keywords
area
displaying
game screen
virtual character
information
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CN202111413644.XA
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Chinese (zh)
Inventor
胡佳胜
胡志鹏
刘勇成
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111413644.XA priority Critical patent/CN116159306A/en
Publication of CN116159306A publication Critical patent/CN116159306A/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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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

Abstract

The application provides a game picture display method, a game picture display device and a computer readable storage medium, and belongs to the technical field of network games. The method comprises the following steps: determining a first area where a target event occurs in response to the occurrence of the target event; displaying map information on a first map of a current game screen, wherein the map information comprises position information of the first area and/or information of hostile characters of virtual characters positioned in the first area; and generating and displaying prompt information based on the map information, wherein the prompt information is information for indicating that a recommended player controls the virtual character to go to the first area. The method and the device can improve the display information quantity, and further can achieve the effect of providing effective decision assistance for players.

Description

Game picture display method, apparatus, device and computer readable storage medium
Technical Field
The present application relates to the field of online games, and in particular, to a method, an apparatus, a device, and a computer readable storage medium for displaying a game screen.
Background
With the development of information technology, more and more electronic games enter people's life, such as massively multiplayer online role playing (Massive Multiplayer Online, abbreviated as MMO) games. In an MMO game, players play a virtual role, and the actions or events in the game are completed by controlling the virtual role.
In the related art, in the MMO game, in some cases where a special event occurs or the special event ends, a player is usually prompted in a game screen to avoid missing the chance of participating in the special event. In general, a notification message for notifying a player that the special event has been started or ended is displayed in a chat area in the game screen or in a taskbar in the game screen.
However, the prior art methods display a small amount of information and are difficult to provide effective decision assistance to the player.
Disclosure of Invention
The present application aims to provide a game screen display method, a game screen display device and a computer readable storage medium, which significantly improve the information quantity displayed in a game screen, and further achieve the effect of providing effective decision assistance for players.
Embodiments of the present application are implemented as follows:
in a first aspect of an embodiment of the present application, a game screen display method is provided, including:
determining a first area where a target event occurs in response to the occurrence of the target event;
displaying map information on a first map of a current game screen, wherein the map information comprises position information of the first area and/or information of hostile characters of virtual characters positioned in the first area;
And generating and displaying prompt information based on the map information, wherein the prompt information is information for indicating that a recommended player controls the virtual character to go to the first area.
Optionally, displaying map information on the first map of the current game screen includes:
and displaying the first area and/or a plurality of first position points on a first map of the current game picture, wherein the first position points are position points related to the hostile roles of the virtual roles.
Optionally, the generating the prompt information based on the map information includes:
generating a first prompt interface according to the map information;
displaying the first prompt interface on the current game picture, wherein the first prompt interface comprises a first target option;
and responding to the triggering operation of the first target option, displaying a navigation path on the current game picture, wherein the navigation path is used for indicating a path from the area where the virtual character is to the first area.
Optionally, before displaying the first area and the plurality of first location points on the first map of the current game screen, the method includes:
determining a plurality of initial location points in a game, the initial location points comprising: the position point of the hostile character of the virtual character when the game starts;
And taking the initial position point positioned in the first area as the first position point.
Optionally, before displaying the first area and the plurality of first location points on the first map of the current game screen, the method includes:
determining a plurality of second location points, the plurality of second location points comprising: a position point when an adversary character of the virtual character appears in a visual field of the virtual character within a preset period of time before a current time;
and taking the second position point positioned in the first area as the first position point.
Optionally, the first prompt interface further includes a second target option;
the method further comprises the steps of:
and responding to the triggering operation of the second target option, and displaying a second area on the first map, wherein the second area is the area where the virtual character is located.
Optionally, after the first area and the plurality of first location points are displayed on the first map in the current game screen, the method further includes:
determining the distance between the current position of the virtual character and the first area, and displaying the distance;
and determining target time for the virtual character to move from the current position to the first area according to the moving speed of the virtual character and the distance, and displaying the target time.
Optionally, after displaying the first prompt interface on the current game screen, the method further includes:
and responding to the fact that the first target option is not triggered within a preset period, canceling to display the prompt interface, and displaying a second area on the first map, wherein the second area is the area where the virtual character is located.
Optionally, after the displaying of the navigation path on the current game screen in response to the triggering operation on the first target option, the method further includes:
displaying a second prompt interface on the current game screen, wherein the second prompt interface comprises a third target option;
and responding to the triggering operation of the third target option, and controlling the virtual character to move to the first area along the navigation path.
Optionally, the method further comprises:
and determining the dangerous degree of the first area according to the number of the first position points, and displaying first prompt information on the first prompt interface, wherein the first prompt information is used for indicating the dangerous degree of the first area.
Optionally, the method further comprises:
displaying a fourth target option;
and responding to the triggering operation of the fourth target option, and adjusting the configuration information of the virtual character according to a preset target configuration list.
Optionally, displaying a first prompt interface on the current game screen includes:
and responding that the virtual character is in a non-combat state, and displaying a first prompt interface on the current game picture.
Optionally, the determining, in response to occurrence of the target event, a first area where the target event occurs includes:
determining an occurrence position of a target event in response to the occurrence of the target event;
and taking the area with the preset size where the occurrence position is as the first area.
Optionally, the method further comprises: and displaying second prompt information, wherein the second prompt information is used for indicating the probability of the virtual character being eliminated.
Optionally, before the displaying the second prompt information, the method further includes:
and generating the second prompt information according to the game information of the virtual character.
In a second aspect of the embodiments of the present application, there is provided a game screen display device including: the determining module is used for responding to the occurrence of the target event and determining the first area where the target event occurs;
the display module is used for displaying map information on a first map of the current game picture;
And the generation display module is used for generating and displaying prompt information based on the map information.
In a third aspect of the embodiments of the present application, there is provided a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, the computer program implementing the game screen display method according to the first aspect when executed by the processor.
In a fourth aspect of the embodiments of the present application, there is provided a computer-readable storage medium storing a computer program that when executed by a processor implements the game screen display method described in the first aspect.
The beneficial effects of the embodiment of the application include:
according to the game picture display method, the first area where the target event occurs is determined in response to the occurrence of the target event, then the map information is displayed on the first map, and prompt information is generated and displayed based on the map information. This may provide more cues to the player. Therefore, the information quantity displayed in the game picture can be improved, and the effect of providing effective decision assistance for players can be achieved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered limiting the scope, and that other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a flowchart of a first game screen display method according to an embodiment of the present application;
FIG. 2 is a flowchart of a second game screen display method according to an embodiment of the present disclosure;
FIG. 3 is a flowchart of a third game screen display method according to an embodiment of the present disclosure;
FIG. 4 is a flowchart of a fourth method for displaying game frames according to an embodiment of the present disclosure;
FIG. 5 is a flowchart of a fifth game screen display method according to an embodiment of the present disclosure;
FIG. 6 is a flowchart of a sixth game screen display method according to an embodiment of the present disclosure;
FIG. 7 is a flowchart of a seventh game screen display method according to an embodiment of the present disclosure;
FIG. 8 is a flowchart of an eighth game screen display method according to an embodiment of the present disclosure;
FIG. 9 is a flowchart of a ninth game screen display method according to an embodiment of the present application;
FIG. 10 is a flowchart of a tenth game screen display method according to an embodiment of the present application;
FIG. 11 is a schematic diagram of a first game screen according to an embodiment of the present disclosure;
FIG. 12 is a schematic diagram of a second game screen according to an embodiment of the present disclosure;
fig. 13 is a schematic structural diagram of a game screen display device according to an embodiment of the present application;
fig. 14 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of 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 apparent that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, as provided in the accompanying drawings, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
In an MMO game, players play a virtual role, and play or complete an activity or event in the game through control of the virtual role. In MMO games, special events may be triggered randomly or based on certain rules. In the related art, in some cases when the special event occurs or the special event ends, some prompt information is usually displayed in the game screen to prompt the player that the special time has occurred or ended, so as to prevent the player from missing the chance of participating in or completing the special event. For example, generally, text including information such as a specific name is displayed in a chat area on a game screen or in a task bar on the game screen. However, this method displays a small amount of information, and it is difficult for a player to better decide whether to participate in or complete the special event based on the displayed information, so that there is a problem in that it is difficult to provide an effective decision assistance for the player.
In view of this, the embodiment of the application provides a game screen display method, by responding to the occurrence of a target event, determining a first area where the target event occurs, displaying the first area and a plurality of first location points on a first map of a current game screen, displaying a first prompt interface on the current game screen, and responding to a trigger operation on the first target option, displaying a navigation path on the current game screen. Thus, the information quantity displayed can be improved, and the effect of providing effective decision assistance for the player can be achieved.
The game screen display method in one embodiment of the present application may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the game picture display method is operated on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, 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 operation of the game display method are completed on the cloud game server, 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 a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the 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, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. 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 by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the present invention provides a game screen display method, and a graphical user interface is provided through a first terminal device, where the first terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
The embodiment of the application will be described by taking a game screen display of a method applied to a terminal game as an example.
The game screen display method provided in the embodiment of the present application is explained in detail below.
Fig. 1 is a flowchart of a game screen display method provided in the present application, where the method may be applied to a computer device, and the computer device may be a terminal device or a server as described above. Referring to fig. 1, an embodiment of the present application provides a game screen display method, including:
step 1001: in response to the occurrence of a target event, a first region in which the target event occurs is determined.
Alternatively, the target event may include a special event in the game, a treasury or other special event in the game. In addition, the target event may occur randomly or based on a certain trigger rule. The embodiments of the present application are not limited in this regard.
Alternatively, the first area may be an area where the location of the target event occurs, or may be an area where the location of the target event may participate.
In this way, it is ensured that the first area is only determined if the target event occurs, and memory occupation and processing pressure of the computer device can be reduced.
Step 1002: map information is displayed on a first map of a current game screen.
Alternatively, the current game screen refers to a frame of game screen displayed in the game at the current time.
Alternatively, the first map may be a thumbnail image of the map in the game, or the first map may be a map dedicated to displaying the map information rearranged in the game.
Alternatively, the map information may include location information of the first area and/or information of a hostile character of a virtual character located within the first area.
Additionally, the information may indicate that there are no or likely hostile characters within the first area, and if there are likely hostile characters within the first area, the information may also indicate the number and location of hostile characters that may be present within the first area.
That is, the map information may include a location of the first region and a location point related to the hostile character of the virtual character.
Alternatively, the virtual character may be one of the virtual characters in the game played by the player.
Alternatively, the hostile character of the virtual character may include other player characters and/or non-player characters that are not co-camping with the virtual character, as well as other players that may cause harm and/or a reduction in the benefit of the virtual character.
Optionally, the non-hostile character of the virtual character may include other player characters and/or non-player characters that are co-camping with the virtual character, and may include other players that are unable to harm and/or diminish the benefit of the virtual character.
Alternatively, a display screen centering on the virtual character and having a range of the virtual character field of view may be used as the current game screen.
Step 1003: a hint information is generated and displayed based on the map information.
Optionally, the hint information is information for indicating that the recommended player controls the virtual character to go to the first area. For example, the hint information may include information such as current equipment information of the avatar and/or a winning rate of participation of the avatar in the target event.
Alternatively, the prompt information may be displayed directly on the current game interface or may be displayed on a separately provided prompt interface. The embodiments of the present application are not limited in this regard.
In the embodiment of the application, the first area where the target event occurs is determined in response to the occurrence of the target event, and then the map information is displayed on the first map, and prompt information is generated and displayed based on the map information. This may provide more cues to the player. Therefore, the information quantity displayed in the game picture can be improved, and the effect of providing effective decision assistance for players can be achieved.
In a possible implementation, referring to fig. 2, displaying map information on a first map of a current game screen includes:
step 1004: the first area and/or the plurality of first location points are displayed on a first map of the current game screen.
Alternatively, the first location point may be a location point associated with an hostile character of the virtual character.
Alternatively, the location points related to the hostile character of the virtual character may include a location point selected by the hostile character at the start of the game, a location point when the hostile character appears in the virtual character field of view, and a location point where the hostile character may appear. The embodiments of the present application are not limited in this regard.
It should be appreciated that the first location point may also be a location point associated with a non-hostile character of the virtual character.
Optionally, the location points related to the non-hostile character of the virtual character may include a location point selected by the non-hostile character at the start of the game, a location point when the non-hostile character appears in the virtual character field of view, and a location point where the non-hostile character may appear. The embodiments of the present application are not limited in this regard.
Optionally, if there is no relevant location point of the hostile character or the non-hostile character of the virtual character in the first area, the first area is displayed only on the first map of the current game screen. That is, if there is no hostile or non-hostile character of the virtual character within the first area, the first location point is not displayed.
Alternatively, the location of the first location point in the first map may be determined from coordinates of the location of the virtual scene of the hostile character or non-hostile character of the virtual character in the game.
Optionally, if the first area does not have a non-hostile character of the virtual character, the first area is displayed only on the first map of the current game screen.
Alternatively, in the case where the first region and the plurality of first location points are displayed on the first map, the plurality of location points may be displayed in a layer above the first region.
In addition, the plurality of position points may be respectively set to different colors and/or different shapes and/or different patterns.
It should be noted that, by displaying the first area and the plurality of first location points on the first map, the hostile character of the virtual character existing and/or likely to exist in the first area can be clearly displayed on the game screen. Therefore, the displayed information quantity is improved, and the player can make decisions according to the displayed information, so that an effect of providing effective decision assistance for the player is achieved.
In a possible implementation manner, referring to fig. 3, generating and displaying a hint information based on the map information includes:
step 1005: and generating a first prompt interface according to the map information.
Step 1006: and displaying the first prompt interface on the current game picture.
Alternatively, the first prompting interface may be a circular interface, a rectangular interface, or another interface with a regular or irregular shape. The embodiments of the present application are not limited in this regard.
Optionally, the size of the first prompting interface may be set in advance, or may be adjusted in real time according to actual needs. For example, the first prompt interface may be the same size as the current game screen, that is, the first prompt interface may be displayed full screen. For another example, the first alert interface may be one-fourth, one-eighth, or other suitable size of the current game screen.
Alternatively, the first prompt interface may be displayed in the central area of the current game screen, or may be displayed in other areas of the current game screen. And, the position of the first prompt interface can be adjusted in response to the drag instruction of the player.
Optionally, the first prompt interface includes a first target option.
Alternatively, the first target option may be a round option box, a rectangular option box, or another option box with a regular or irregular shape. The embodiments of the present application are not limited in this regard.
Alternatively, the first target option may be an option to determine to participate in the target event, an option to determine to go to the first area, or an option to determine to display a route from the current location to go to the first area. The embodiments of the present application are not limited in this regard.
It is noted that after the target event occurs, the target option available for the player to operate is displayed on the current game screen. In this way, subsequent operations or instructions may be facilitated to be performed, and intuitive operational options may also be provided to the player.
Step 1007: and responding to the triggering operation of the first target option, and displaying a navigation path on the current game screen.
Alternatively, the navigation path may be used to indicate a path from the region in which the virtual character is located to the first region. For example, the navigation path may be used to indicate a path having a shortest or least time-consuming distance from the current position of the virtual character to the center position or the edge position of the first area, and may be used to indicate a path having a shortest or least time-consuming distance from the current position of the virtual character to the center position or the edge position of the first area, which is determined according to the terrain or the obstacle. The embodiments of the present application are not limited in this regard.
Alternatively, the navigation path may be at least one virtual solid or dashed line, or may be a plurality of continuous arrows. The embodiments of the present application are not limited in this regard.
Alternatively, the navigation path may be displayed on the floor in the game screen, on the first map, or in other possible areas in the game screen. The embodiments of the present application are not limited in this regard.
It should be noted that, when the player triggers the first target option, it may be determined that the virtual character needs to go to the first area or it is determined that the virtual character needs to participate in the target event, and then displaying the navigation path on the current game screen may intuitively provide at least one path to the first area or participate in the target event for the player. Thus, more information is provided, and the effect of providing effective assistance for the player can be achieved.
In a possible implementation manner, referring to fig. 4, before displaying the first area and the plurality of first location points on the first map of the current game screen, the method may further include:
step 1008: a plurality of initial location points in the game are determined.
Alternatively, the position of the initial position point in the first map may be determined according to the position coordinates of the hostile character or the non-hostile character of the virtual character in the virtual scene in the game.
Specifically, the initial position point may include a position point of the opponent character of the virtual character at the start of the game or a position point of birth/landing selected by the opponent character of the virtual character at the start of the game. It should be noted that the initial position point may also include a position point of the non-hostile character of the virtual character at the start of the game or a position point of the birth/landing selected by the non-hostile character of the virtual character at the start of the game.
In addition, the initial position point may be a position point where a hostile character of the virtual character and/or a non-hostile character of the virtual character is located within a preset time after the game starts.
Step 1009: and taking the initial position point positioned in the first area as the first position point.
Alternatively, the first location point including the position point related to the hostile character of the virtual character and the first location point including the position point related to the non-hostile character of the virtual character may also be set to different colors or different shapes or different patterns.
For example, a first position point including a position point related to the hostile character of the virtual character may be set as a red circular position point, and a first position point including a position point related to the hostile character of the virtual character may be set as a green star position point. Naturally, the first location point may be provided in other colors and other shapes. The embodiments of the present application are not limited in this regard.
It should be noted that by determining a plurality of initial position points in the game and taking the initial position point of the first area as the first position point, it is possible to determine and provide the player with the number of hostile characters or non-player characters of the virtual character that are or may be present in the first area. Therefore, more prompt information is provided, and the effect of providing effective decision assistance for players can be achieved.
In a possible implementation manner, referring to fig. 5, before displaying the first area and the plurality of first location points on the first map of the current game screen, the method may further include:
step 1010: a plurality of second location points is determined.
Alternatively, the location of the second location point in the first map may be determined from coordinates of the location of the virtual scene in the game where the hostile character or non-hostile character of the virtual character is located.
Specifically, the plurality of second location points include location points when an adversary character of the virtual character appears in a field of view of the virtual character within a preset period of time prior to a current time. It should be noted that the initial position point may also include a position point when a non-hostile character of the virtual character appears in the virtual character's field of view within a preset period of time before the current time.
Optionally, the preset period may be set in advance, or may be adjusted in real time according to actual needs. For example, the preset period may be 5 minutes, 10 minutes, or a period from the start of the game to the current time.
Alternatively, the location point of the hostile character or the non-hostile character of the virtual character when the hostile character or the non-hostile character of the virtual character appears in the field of view of the virtual character in a preset period before the current time may specifically refer to the location point of the hostile character or the non-hostile character of the virtual character when the hostile character or the non-hostile character of the virtual character appears in any frame of game screen in the preset period.
Alternatively, the location point of the hostile character or the non-hostile character of the virtual character when the hostile character or the non-hostile character of the virtual character appears in the visual field of the virtual character within a preset period before the current time may specifically refer to the location point of the hostile character or the non-hostile character of the virtual character when the hostile character or the non-hostile character of the virtual character appears in the detectable range of the virtual character within the preset period.
For example, the position point of the opponent of the virtual character when it appears in the visual field of the virtual character within 10 minutes before the current time.
Step 1011: the second position point located in the first area is used as the first position point.
Alternatively, the first location point including the position point related to the hostile character of the virtual character and the first location point including the position point related to the non-hostile character of the virtual character may also be set to different colors or different shapes or different patterns.
For example, a first position point including a position point related to the hostile character of the virtual character may be set as an orange triangle position point, and a first position point including a position point related to the hostile character of the virtual character may be set as a blue rectangle position point. Naturally, the first location point may be provided in other colors and other shapes. The embodiments of the present application are not limited in this regard.
It should be noted that, by determining a plurality of second location points in the game and taking the second location points of the first area as the first location points, the number of hostile characters or non-player characters of the virtual character that exist or may exist within the first area within the preset period of time can be determined and provided to the player. Therefore, more prompt information is provided, and the effect of providing effective decision assistance for players can be achieved.
In a possible implementation manner, before the first area and the plurality of first location points are displayed on the first map of the current game screen, only the step 1008 and the step 1009 may be performed, only the step 1010 and the step 1011 may be performed, and also the step 1010 and the step 1011 may be performed simultaneously with the step 1008 and the step 1009. The embodiments of the present application are not limited in this regard.
In a possible implementation, referring to fig. 6, the method further includes:
step 1012: and determining the dangerous degree of the first area according to the number of the first position points, and displaying first prompt information on the first prompt interface.
Optionally, the first prompt information is used to indicate the risk level of the first area.
Alternatively, the degree of risk of the first area may be set to three levels according to the number of hostile characters in which the virtual character may exist in the first area.
For example, if the number of hostile characters in the first area where the virtual character may exist is 0 or 1, the risk level of the first area is set to a first level, where the first level characterizes the risk level of the first area as safe. If the number of hostile characters of the virtual character may exist in the first area is 2 or 3, the risk level of the first area is set to be a second level, and the risk level of the first area is represented to be safer by the second level. If the number of hostile characters of the virtual character may exist in the first area is 3 or more, setting the risk level of the first area to be a second level, wherein the second level represents that the risk level of the first area is dangerous.
In this way, the risk level of the first area can be intuitively displayed, and intuitive and effective assistance can be provided for the player.
In one possible implementation, referring to fig. 7, the determining, in response to occurrence of a target event, a first area in which the target event occurs includes:
step 1013: in response to the occurrence of a target event, the location of the occurrence of the target event is determined.
Alternatively, the location of occurrence of the target event may include coordinates of the occurrence of the target event in the game. Coordinates of the locations in the game where the target event may be engaged may also be included.
Step 1014: taking the area with the preset size where the occurrence position is as the first area.
Alternatively, the predetermined-sized region may be a circular region having a radius of a distance unit defined in one game, or may be a rectangular region having a side of a distance unit defined in one game.
Alternatively, the region of the preset size where the occurrence position is located may mean that the coordinates of the occurrence position in the game are located in the region of the preset size.
In particular, the coordinates of the occurrence location in the game may be located at the very center of the area of the preset size. The coordinates of the occurrence location in the game may also be located at a non-central location in the pre-sized area. The embodiments of the present application are not limited in this regard.
It should be noted that, by determining the occurrence position of the target event, the position of the first area can be accurately determined by taking the area including the occurrence position or the area around the occurrence position as the first area. Thus, the accuracy of the displayed data can be improved, and the effect of providing effective decision assistance for the player can be further achieved.
In a possible implementation manner, referring to fig. 8, after displaying the first area and the plurality of first location points on the first map in the current game screen, the method further includes:
step 1015: and determining the distance between the current position of the virtual character and the first area, and displaying the distance.
Alternatively, the distance may be used to indicate the distance from the region in which the avatar is located to the first region. For example, the distance may be from the current position of the virtual character to the center position of the first area, or may be from the current position of the virtual character to the edge position of the first area. The embodiments of the present application are not limited in this regard.
Alternatively, the distance may be displayed in the first map, the distance may be displayed in the first display interface, and the distance may be displayed in another area of the current game screen.
Step 1016: and determining the target time of the virtual character moving from the current position to the first area according to the moving speed and the distance of the virtual character, and displaying the target time.
Alternatively, the target time may be used to indicate the time it takes to travel from the region in which the virtual character is located to the first region. For example, the target time may be a time taken from a position where the virtual character is currently located to a center position of the first area, or a time taken from a position where the virtual character is currently located to an edge position of the first area. The embodiments of the present application are not limited in this regard.
Alternatively, the target time may be displayed in the first map, may be displayed in the first display interface, and may be displayed in another area of the current game screen.
It is worth noting that by determining and displaying the distance between the current location of the virtual character and the first area and the target time for the virtual character to move from the current location to the first area. Therefore, more prompt information is provided, and the effect of providing effective decision assistance for players can be achieved.
In a possible implementation manner, referring to fig. 9, after displaying the first prompt interface on the current game screen, the method includes:
step 1017: and in response to the first target option not being triggered within a preset period of time, canceling the display of the first prompt interface, and displaying a second area on the first map.
Optionally, the second area is an area where the virtual character is currently located.
Alternatively, the second region may have the same size as the first region.
Alternatively, the preset period may be set to 3 seconds, or may be set to another period.
It should be noted that if the player does not trigger the first target option within the preset period, it may be determined that the player does not participate in the target event, in this case, the display of the first prompt interface is canceled, and the second area is displayed in the first map. In this way, the player's operations can be simplified.
In a possible implementation manner, referring to fig. 10, after displaying the navigation path on the current game screen in response to the triggering operation on the first target option, the method further includes:
step 1018: and displaying a second prompt interface on the current game picture.
Alternatively, the second prompting interface may be a circular interface, a rectangular interface, or another interface with a regular or irregular shape. The embodiments of the present application are not limited in this regard.
Optionally, the size of the second prompting interface may be set in advance, or may be adjusted in real time according to actual needs. For example, the second prompt interface may be the same size as the current game screen, that is, the second prompt interface may be displayed full screen. For another example, the second hint interface may be one eighth, one sixteenth, or other suitable size of the current game piece.
Alternatively, the second prompt interface may be displayed in the central area of the current game screen, or may be displayed in other areas of the current game screen. And, the position of the second prompt interface can be adjusted in response to the drag instruction of the player.
Optionally, the second prompt interface includes a third target option.
Alternatively, the third target option may be a round option box, a rectangular option box, or another option box with a regular or irregular shape. The embodiments of the present application are not limited in this regard.
Alternatively, the third target option may be an option to determine to move the first area from the current position, or an option to determine to move the first area from the current position according to the navigation path. The embodiments of the present application are not limited in this regard.
Step 1019: and responding to the triggering operation of the third target option, and controlling the virtual character to move to the first area along the navigation path.
It is noted that after the navigation path is displayed, the virtual character is controlled to move to the first area along the navigation path by displaying a target option which can be operated by the player on the current game screen and after the player performs the triggering operation on the target option. In this way, intuitive operation options can be provided to the player, and the player's operation can also be simplified.
In one possible implementation, the first alert interface further includes a second target option.
Further, the method further comprises:
and responding to the triggering operation of the second target option, and displaying a second area on the first map.
Optionally, the second area is an area where the virtual character is located.
By the triggering operation of the second target option by the player, it can be determined that the player is not involved in the target event, in which case the area in which the virtual character is located is displayed on the first map. In this case, the area where the virtual character is located is displayed on the first map, so that the player can conveniently view information around the current location of the virtual character through the first map.
In a possible implementation manner, the method further includes:
and displaying the second prompt information.
Optionally, the second hint information is used to indicate a probability that the virtual character is eliminated.
Further, before the second prompt information is displayed, the second prompt information may also be generated according to game information of the virtual character.
Alternatively, the game information may include information of equipment, props, professions, soul, warfare values, etc. of the virtual character. That is, the probability may be calculated from information of equipment, props, professions, souls, war values, and the like of the virtual character. In this way, the accuracy of the calculated probability can be improved.
Optionally, the game information may further include a level of the virtual character currently in the game, a historical winning rate of the virtual character participating in the target event, a historical hit rate of the virtual character, a level of the hostile character of the virtual character currently in the game in the first area, a historical winning rate of the hostile character of the virtual character participating in the target event in the first area, and a historical hit rate of the hostile character of the virtual character in the first area.
Alternatively, the historical odds may be determined from a record of success and failure of the virtual character stored in the server to participate in the target event in previous games. The historical odds may also be determined based on a record of success and failure of the virtual character stored in the terminal device to participate in the target event in previous games. The historical odds may also be determined based on a combination of the successful record and the failed record of the virtual character stored in the server in each previous game to participate in the target event and the successful record and the failed record of the virtual character stored in the terminal device in each previous game to participate in the target event. The embodiments of the present application are not limited in this regard.
Alternatively, the historical hit rate of the virtual character may be determined based on the number of hostile characters of the virtual character stored in the server that were hit or knocked down in previous games. The historical hit rate of the virtual character may also be determined based on the number of hostile characters of the virtual character stored in the terminal device that were hit or knocked down in previous games. The historical hit rate of the virtual character may also be comprehensively determined according to the number of the hostile characters of the virtual character stored in the server that were hit or knocked out in the previous games and the number of the hostile characters of the virtual character stored in the terminal device that were hit or knocked out in the previous games. The embodiments of the present application are not limited in this regard.
Alternatively, the historical win rates of the hostile characters of the virtual characters in the first area may be determined based on the success records and failure records of the hostile characters of the virtual characters in the first area stored in the server to participate in the target event in previous games. The embodiments of the present application are not limited in this regard.
Alternatively, the historical hit rate of the hostile character of each virtual character in the first area may be determined according to the number of other characters stored in the server that each hostile character of the virtual character in the first area has beaten or hit in each previous game. The embodiments of the present application are not limited in this regard.
The probability may be calculated by comparing the level of the virtual character currently in the game with the level of the hostile character of the virtual character currently in the game in the first area, and/or the historical winning rate of the virtual character participating in the target event with the historical winning rate of the hostile character of the virtual character participating in the target event in the first area, and/or the historical killing rate of the virtual character with the historical killing rate of the hostile character of the virtual character in the first area. In this way, the accuracy of the calculated probability can be improved.
It is worth to say that, through displaying the second prompt message, the probability of the virtual character being eliminated can be intuitively displayed, and intuitive and effective assistance can be provided for the player.
In a possible implementation manner, the method further includes:
and displaying a fourth target option.
And responding to the triggering operation of the fourth target option, and adjusting the configuration information of the virtual character according to a preset target configuration list.
Alternatively, the fourth target option may be an option to adjust configuration information according to a preset target configuration list.
Optionally, the preset target configuration list includes a list of equipment, a list of mindsets, a list of soul jade, and a list of other props in the game that can be adjusted for recommending the virtual character for use according to the occupation of the virtual character.
Optionally, the configuration information may include equipment and/or hearts and/or sprites that have been used on the virtual character.
Optionally, the preset target configuration list may include a configuration list set by the player in advance, or may include a recommended configuration list calculated according to a game record of the current player stored locally in the terminal device and/or a recommended configuration list calculated according to a game record of the current player and/or other players stored in the server.
It should be noted that, by responding to the triggering operation of the fourth target option, the configuration information of the virtual character is adjusted according to the preset target configuration list. In this way, the player's operations can be simplified.
In one possible implementation, displaying a first prompt interface on a current game screen includes:
and displaying a first prompt interface on the current game picture in response to the virtual character being in a non-combat state.
Optionally, if the virtual character does not harm or exert a reducing effect on any non-player character and/or any hostile character of the virtual character within a preset time, it may be determined that the virtual character is in a non-combat state. In addition, if the virtual character is not injured or a reduced benefit is exerted by any non-player character and/or any hostile character of the virtual character within a preset time, it may be determined that the virtual character is in a non-combat state. The embodiments of the present application are not limited in this regard.
Alternatively, in response to the virtual character being in a combat state, a hint icon may be displayed in the current game screen at a location that does not affect the combat of the virtual character. In addition, the size of the hint icon may be set small.
Alternatively, the alert icon may be an icon that blinks based on a certain frequency.
Alternatively, the position in the current game screen where the virtual character combat is not affected may be an edge position of the current game screen, such as a lower left corner, an upper right corner, or a lower right corner of the current game screen. The embodiments of the present application are not limited in this regard.
By displaying the first target presentation interface in the case where the virtual character is in the non-combat state, it is possible to ensure that the first target presentation interface is not displayed on the current game screen in the case where the target time occurs. Therefore, the virtual character can be ensured not to be influenced by the player to operate the virtual character when the virtual character is in a combat state, and the game experience effect of the player can be improved.
Next, a detailed explanation will be given of examples of the first prompt interface and the second prompt interface in the current game screen by way of fig. 11 and 12.
Fig. 11 provides a schematic view of a game screen, and referring to fig. 11, a minimap a, a road J, a chat area, a taskbar, and a display interface B are displayed in the game screen 1.
Alternatively, the minimap a may be a first map, and as shown in fig. 11, a first area C, a first location point D1, a first location point D2, and a first location point D3 are also displayed on the minimap a.
Alternatively, the road J may be a virtual road in a game.
Alternatively, the display interface B may be a first display interface, and as shown in fig. 11, a first target option E and a second target option F are also displayed in the display interface B.
Optionally, the first target option E is "participate in target event", and the second target option F is "not participate in target event".
In a possible implementation manner, when the player triggers the first target option E and determines to participate in the target event, the steps in the above embodiments are performed in response to the triggering operation on the first target option, so as to obtain the game screen 2. The game screen 2 displays a minimap a, a road J, a path K, a chat area, a taskbar, and a display interface G.
Alternatively, the path K may be the navigation path.
Alternatively, the display interface G may be a second display interface, as shown in fig. 12, where the display interface G further displays a first prompt message M, a second prompt message L, a third target option H, and a fourth target option I.
Optionally, the first prompt message M is "safer", and the second prompt message L is "40%".
Specifically, the first prompt message M may be determined according to the number of first location points, where the number of first location points is 3, so that the risk degree may be determined to be safer.
Specifically, the second prompt information L may be calculated according to information such as equipment, props, professions, soul, and battle values of the virtual character. The second cue L may characterize a 40% probability of the player being eliminated.
Optionally, the third target option H is "confirm to go to the first area", and the fourth target option F is "one-touch-switch character configuration".
Optionally, in the case that the player triggers the third target option H, the virtual character is controlled to move to the first area C along the path K in response to a triggering operation of the player on the third target option H.
Optionally, in the case that the player triggers the fourth target option I, the configuration information of the virtual character is adjusted according to a preset target configuration list in response to the triggering operation of the player on the fourth target option I.
The following describes a device, an apparatus, a computer readable storage medium, etc. for executing the game screen display method provided by the present application, and specific implementation processes and technical effects thereof are referred to above, which are not described in detail below.
Fig. 13 is a schematic structural diagram of a game screen display device according to an embodiment of the present application, referring to fig. 13, the device includes:
the determining module 201 may be configured to determine, in response to occurrence of the target event, the first area in which the target event occurs.
The display module 202 may be configured to display the first area and the plurality of first location points on a first map of a current game screen.
The generation display module 203 may be configured to generate and display a hint information based on the map information.
Optionally, the determining module 201 is further configured to determine, in response to occurrence of the target event, an occurrence location of the target event.
Taking the area with the preset size where the occurrence position is as the first area.
Optionally, the determining module 201 is further configured to determine a plurality of initial location points in the game.
The initial position point located in the first area is used as the first position point.
Optionally, the determining module 201 is further configured to determine a plurality of second location points.
The second position point located in the first area is used as the first position point.
Optionally, the determining module 201 is further configured to determine the risk level of the first area according to the number of the first location points.
Optionally, the determining module 201 is further configured to determine a distance between the current location of the virtual character and the first area, and determine a target time for the virtual character to move from the current location to the first area according to the moving speed of the virtual character and the distance.
The display module 202 is also configured to display the distance and the target time.
Optionally, the display module 202 is further configured to cancel displaying the prompt interface and display the second area on the first map in response to the first target option not being triggered within a preset period of time.
Optionally, the display module 202 is further configured to display a second prompt message.
Optionally, the display module 202 is further configured to display a fourth target option.
Optionally, the display module 202 is further configured to display the second prompt interface on the current game screen.
Optionally, the generating display module 203 is further configured to display a second area on the first map in response to a triggering operation on the second target option.
Optionally, the generating display module 203 is further configured to display the first prompt information on the first prompt interface.
Optionally, the generating display module 203 may be further specifically configured to generate the second hint information according to game information of the virtual character.
Optionally, the apparatus further comprises a control module 204, wherein the control module 204 is configured to control the virtual character to move to the first area along the navigation path in response to a triggering operation of the third target option.
Optionally, the apparatus further includes an adjustment module 205, where the adjustment module 205 is configured to adjust the configuration information of the virtual character according to a preset target configuration list in response to a triggering operation on the fourth target option.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASICs), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGAs), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 14 is a schematic structural diagram of a computer device according to an embodiment of the present application. Referring to fig. 12, the computer apparatus 300 includes: memory 301, processor 302, memory 301 stores a computer program executable on processor 302, and processor 302 implements the steps of any of the various method embodiments described above when executing the computer program.
The present application also provides a computer readable storage medium storing a computer program which, when executed by a processor, implements the steps of the respective method embodiments described above.
Optionally, the present application also provides a program product, such as a computer readable storage medium, comprising a program for performing any of the above-described interface image rendering method embodiments when being executed by a processor.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit 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, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
The foregoing is merely a specific embodiment of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think about changes or substitutions within the technical scope of the present application, and the changes or substitutions are covered by the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
The foregoing description is only of the preferred embodiments of the present application and is not intended to limit the same, but rather, various modifications and variations may be made by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application should be included in the protection scope of the present application.

Claims (18)

1. A game screen display method, characterized in that the method comprises:
determining a first area where a target event occurs in response to the occurrence of the target event;
displaying map information on a first map of a current game screen, wherein the map information comprises position information of the first area and/or information of hostile characters of virtual characters positioned in the first area;
and generating and displaying prompt information based on the map information, wherein the prompt information is information for indicating that a recommended player controls the virtual character to go to the first area.
2. The game screen display method according to claim 1, wherein displaying map information on the first map of the current game screen comprises:
and displaying the first area and/or a plurality of first position points on a first map of the current game picture, wherein the first position points are position points related to the hostile roles of the virtual roles.
3. The game screen display method according to claim 2, wherein before displaying the first area and the plurality of first position points on the first map of the current game screen, comprising:
determining a plurality of initial location points in a game, the initial location points comprising: the position point of the hostile character of the virtual character when the game starts;
and taking the initial position point positioned in the first area as the first position point.
4. The game screen display method according to claim 2, wherein before displaying the first area and the plurality of first position points on the first map of the current game screen, comprising:
determining a plurality of second location points, the plurality of second location points comprising: a position point when an adversary character of the virtual character appears in a visual field of the virtual character within a preset period of time before a current time;
And taking the second position point positioned in the first area as the first position point.
5. The game screen display method according to claim 2, further comprising, after the first area and the plurality of first position points are displayed on the first map in the current game screen:
determining the distance between the current position of the virtual character and the first area, and displaying the distance;
and determining target time for the virtual character to move from the current position to the first area according to the moving speed of the virtual character and the distance, and displaying the target time.
6. The game screen display method according to claim 1, wherein the generating and displaying the hint information based on the map information includes:
generating a first prompt interface according to the map information;
displaying the first prompt interface on the current game picture, wherein the first prompt interface comprises a first target option;
and responding to the triggering operation of the first target option, displaying a navigation path on the current game picture, wherein the navigation path is used for indicating a path from the area where the virtual character is to the first area.
7. The game screen display method according to claim 6, wherein the first prompt interface further includes a second target option;
the method further comprises the steps of:
and responding to the triggering operation of the second target option, and displaying a second area on the first map, wherein the second area is the area where the virtual character is located.
8. The game screen display method according to claim 6, further comprising, after displaying a first prompt interface on the current game screen:
and responding to the fact that the first target option is not triggered within a preset period, canceling to display the prompt interface, and displaying a second area on the first map, wherein the second area is the area where the virtual character is located.
9. The game screen display method according to claim 6, further comprising, after the navigation path is displayed on the current game screen in response to the trigger operation of the first target option:
displaying a second prompt interface on the current game screen, wherein the second prompt interface comprises a third target option;
and responding to the triggering operation of the third target option, and controlling the virtual character to move to the first area along the navigation path.
10. A game screen display method according to any one of claims 6 to 9, wherein the method further comprises:
and determining the dangerous degree of the first area according to the number of the first position points, and displaying first prompt information on the first prompt interface, wherein the first prompt information is used for indicating the dangerous degree of the first area.
11. A game screen display method according to any one of claims 6 to 9, wherein the method further comprises:
displaying a fourth target option;
and responding to the triggering operation of the fourth target option, and adjusting the configuration information of the virtual character according to a preset target configuration list.
12. The game screen display method according to any one of claims 6 to 9, wherein displaying a first prompt interface on the current game screen comprises:
and responding that the virtual character is in a non-combat state, and displaying a first prompt interface on the current game picture.
13. The game screen display method according to any one of claims 1 to 9, wherein determining a first area where the target event occurs in response to the occurrence of the target event comprises:
determining an occurrence position of a target event in response to the occurrence of the target event;
And taking the area with the preset size where the occurrence position is as the first area.
14. A game screen display method according to any one of claims 3 to 9, wherein the method further comprises:
and displaying second prompt information, wherein the second prompt information is used for indicating the probability of the virtual character being eliminated.
15. The game screen display method according to claim 14, further comprising, before the displaying of the second hint information:
and generating the second prompt information according to the game information of the virtual character.
16. A game screen display device, characterized in that the device comprises:
the determining module is used for responding to the occurrence of a target event and determining a first area where the target event occurs;
the display module is used for displaying map information on a first map of the current game picture;
and the generation display module is used for generating and displaying prompt information based on the map information.
17. A computer device, comprising: memory, a processor, in which a computer program is stored which is executable on the processor, when executing the computer program, implementing the steps of the method of any of the preceding claims 1 to 15.
18. A computer readable storage medium, characterized in that it has stored thereon a computer program which, when executed by a processor, implements the steps of the method according to any of claims 1 to 15.
CN202111413644.XA 2021-11-25 2021-11-25 Game picture display method, apparatus, device and computer readable storage medium Pending CN116159306A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111413644.XA CN116159306A (en) 2021-11-25 2021-11-25 Game picture display method, apparatus, device and computer readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111413644.XA CN116159306A (en) 2021-11-25 2021-11-25 Game picture display method, apparatus, device and computer readable storage medium

Publications (1)

Publication Number Publication Date
CN116159306A true CN116159306A (en) 2023-05-26

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN116159306A (en)

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