CN116251352A - Auxiliary display method and device for combat state in game, electronic equipment and medium - Google Patents

Auxiliary display method and device for combat state in game, electronic equipment and medium Download PDF

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Publication number
CN116251352A
CN116251352A CN202310131558.2A CN202310131558A CN116251352A CN 116251352 A CN116251352 A CN 116251352A CN 202310131558 A CN202310131558 A CN 202310131558A CN 116251352 A CN116251352 A CN 116251352A
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China
Prior art keywords
game
virtual game
virtual
game character
picture
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Pending
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CN202310131558.2A
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Chinese (zh)
Inventor
林�智
刘勇成
胡志鹏
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 CN202310131558.2A priority Critical patent/CN116251352A/en
Publication of CN116251352A publication Critical patent/CN116251352A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides an auxiliary display method and device for a combat state in a game, electronic equipment and a storage medium, and is applied to the technical field of games. The method comprises the following steps: when an observation view angle corresponding to a virtual game role in a game picture displayed on a user display interface is blocked, determining an enemy game role in a sight blocking range corresponding to the virtual game role, generating an auxiliary observation picture according to the enemy game role and a fight state of the virtual game role, wherein the auxiliary observation picture is used for displaying a fight picture between the enemy game role and the virtual game role, the observation view angle of which is not blocked, and displaying the auxiliary observation picture on the user display interface. Therefore, when the observation view angle corresponding to the virtual game role is blocked, the player can observe the fight state between the ongoing enemy game role and the virtual game role through the auxiliary observation picture, and the problem that the game is affected due to the blocked observation view angle is avoided.

Description

Auxiliary display method and device for combat state in game, electronic equipment and medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a method, an apparatus, an electronic device, and a medium for auxiliary display of a combat status in a game.
Background
With the development and maturity of game technology, games have become an indispensable recreation mode in our daily lives. In existing games, the viewing angle of a player is generally displayed at the first person's viewing angle of a virtual game character, that is, the viewing angle moves as the virtual game character moves in a game scene.
In the process of moving the game scene picture, the virtual game role often has the scene that dead angle positions such as wall corners, stone gaps or included angles of the game scene picture and the like of the virtual game role fight against the enemy virtual game role, and when the virtual game role is positioned at the dead angle positions, if the virtual game role is taken as a viewing angle from the dead angle direction, the virtual game role and the surrounding and the like are partially or completely blocked from being displayed, and the virtual game role and the surrounding situation cannot be seen or not clearly seen in the viewing angle.
When the virtual game character and surrounding situation are not seen or not clearly seen from the viewing angle, the player cannot operate correctly. It will be appreciated that in a game, the viewing angle of the player should be able to see the virtual game character and surrounding situations all the time, and this happens only because the viewing angle of the player is blocked and cannot be seen or is not seen clearly, and the actual game is still in normal progress, but if at this time the virtual game character is attacked by an opponent virtual game character or misses a baby, prop or the like in the game, it is unreasonable for the player, and the game experience of the player is greatly affected.
Disclosure of Invention
In view of the foregoing, the present application provides a method, apparatus, electronic device, and medium for assisting in displaying a combat status in a game. In the embodiment of the application, when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, an auxiliary observation picture is generated, and a fight picture between the enemy game role and the virtual game role when blocked is displayed in the auxiliary observation picture, so that a player can observe the fight state between the enemy game role and the virtual game role when blocked through the auxiliary observation picture, and the rationality of the game and the game experience of the player are greatly improved.
An embodiment of the present application provides a method for assisting in displaying a combat state in a game, where the method includes:
and when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, determining the enemy game role in the sight blocking range corresponding to the virtual game role.
Generating an auxiliary observation picture according to the combat states of the enemy game character and the virtual game character; the auxiliary observation screen is used for displaying a fight screen between an enemy game character and a virtual game character, the viewing angle of which is not blocked.
And displaying an auxiliary observation picture on the user display interface.
A second aspect of embodiments of the present application provides a game server, including:
and the determining unit is used for determining the enemy game role in the sight shielding range corresponding to the virtual game role when the observation view angle corresponding to the virtual game role in the game screen displayed on the user display interface is shielded.
A generation unit for generating an auxiliary observation picture according to combat states of the enemy game character and the virtual game character; the auxiliary observation screen is used for displaying a fight screen between an enemy game character and a virtual game character, the viewing angle of which is not blocked.
And the display unit is used for displaying the auxiliary observation picture on the user display interface.
A third aspect of the embodiments of the present application further provides an electronic device, including: the system comprises a memory and a processor, wherein the memory and the processor are coupled.
Wherein the memory is for storing one or more computer instructions.
The processor is configured to execute one or more computer instructions to implement the method for in-game combat status auxiliary display according to the first aspect.
A fourth aspect of the embodiments of the present application further provides a computer readable storage medium having one or more computer instructions stored thereon, where the instructions are executed by a processor to implement a method for assisting in displaying a combat status in a game according to any one of the above-mentioned aspects.
Compared with the prior art, the embodiment of the application has the following advantages:
according to the method for assisting in displaying the fight state, when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, the enemy game role in the view blocking range corresponding to the virtual game role is determined, the assisting observation picture is generated, and the fight picture between the enemy game role and the virtual game role, of which the observation view angle is not blocked, is displayed in the assisting picture and is displayed on the user display interface. Therefore, when the observation view angle corresponding to the virtual game role is blocked, the player can observe the fight state between the ongoing enemy game role and the virtual game role through the auxiliary observation picture, and perform normal operation according to the fight state, so that the problem that the game is affected due to the blocked observation view angle is avoided, and the game rationality and the game experience of the player are greatly improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a prior art game screen before and after a viewing angle corresponding to a virtual game character is blocked;
FIG. 2 is a schematic flow chart of a method for assisting in displaying combat status in a game according to an embodiment of the present application;
FIG. 3 is a flowchart of another method for assisting in displaying combat status in a game according to an embodiment of the present application;
FIG. 4 is a game display interface corresponding to a virtual character according to an embodiment of the present application;
fig. 5 is a schematic display diagram of an auxiliary observation screen corresponding to a virtual character according to an embodiment of the present application;
FIG. 6 is a schematic diagram of a game server according to an embodiment of the present disclosure;
fig. 7 is a schematic structural diagram of a server according to an embodiment of the present application.
Detailed Description
The application provides a method, a device, electronic equipment and a medium for auxiliary display of a combat state in a game. When the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, an auxiliary observation picture is generated, and a fight picture between the enemy game role and the virtual game role when blocked is displayed in the auxiliary observation picture, so that a player can observe the fight state between the enemy game role and the virtual game role when blocked through the auxiliary observation picture, and the rationality of the game and the game experience of the player are greatly improved.
In order to enable those skilled in the art to better understand the technical solutions of the present application, the present application is clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. This application is intended to be limited to the details shown and described, and it is intended that the invention not be limited to the particular embodiment disclosed, but that the application will include all embodiments falling within the scope of the appended claims.
It should be noted that the terms "first," "second," "third," and the like in the claims, specification, and drawings herein are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. The data so used may be interchanged where appropriate to facilitate the embodiments of the present application described herein, and may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
With the development and maturity of game technology, games have become an indispensable recreation mode in our daily lives. In the competitive combat game, a player realizes combat in the virtual game, completion of a mission, and the like of a corresponding virtual game character by operating respective terminal devices. There are various game scenarios in virtual games, such as: castellations, deserts, cliffs, etc. In the existing game, the viewing angle of the player is generally displayed as the first person viewing angle of the virtual game character, that is, the virtual camera is behind the virtual game character, there is a certain distance between the lens position and the virtual game character, and the viewing angle moves along with the movement of the virtual game character in the game scene picture.
In the process of moving the virtual game role in the game scene picture, there is often a scene that the dead angle positions such as corners, stone gaps or included angles of the virtual game role in the game scene picture fight against the enemy virtual game role, and when the virtual game role is at the dead angle positions, if the virtual game role is taken as an observation view angle from the dead angle direction, for example, the virtual game role is at the corners, and the virtual game role is taken as an observation view angle from the corners, in this case, the position of the virtual camera lens between the corners and the virtual game role is a situation that the virtual camera lens position and the virtual game role are infinitely close together as the virtual game role approaches the corners, and a part of infinitely enlarging the virtual game role appears in the shooting range of the virtual camera; in another case, after the virtual camera lens appears at the corner of the wall, the wall is made into a semitransparent or semi-shielding effect in most games, so that the virtual game character is very close to the wall, and at this time, the virtual game character appearing in the shooting range of the virtual camera can be blurred due to the semitransparent or semi-shielding effect of the wall.
Fig. 1 is a schematic diagram of a prior art game screen before and after a viewing angle corresponding to a virtual game character is blocked, and as shown in fig. 1, 1a is a virtual game character image 1b in a normal viewing angle, and when the same virtual game character is in a corner position, the viewing angle is blocked. When the virtual game character is in the corner position, only the corner on the head of the virtual game character can be seen from the corner position, and other parts are blocked and cannot be displayed.
That is, when the virtual game character is in the dead angle position, the virtual game character itself and the surrounding area are partially or completely blocked from being displayed, and the virtual game character and the surrounding area are not visible or are not clearly visible in the observation angle. In the game battle, the virtual game characters are closely separated, but under the condition that the special effects and the highlight effects are used by both the virtual game characters, the state of the virtual game character and the state of the virtual game character of the other party cannot be seen clearly when the observation view angle is blocked by the special effects and the highlight effects.
When the virtual game character and surrounding situation are not seen or not clearly seen from the viewing angle, the player cannot operate correctly. It will be appreciated that in a game, the viewing angle of the player should be able to see the virtual game character and the surrounding situation at all times, and this happens only because the viewing angle of the player is limited and cannot be seen or cannot be seen clearly, and the actual game is still in normal progress, but if at this time the virtual game character is attacked by an opponent virtual game character or misses a baby, prop or the like in the game, it is unreasonable for the player, and the game experience of the player is greatly affected. Therefore, how to make a player recognize the combat state of an opponent game character within a line-of-sight blocking range corresponding to a virtual game character when the viewing angle corresponding to the virtual game character is blocked from being seen or the virtual game character is not clearly seen in a game is a problem to be solved.
In view of the above problems, the present application provides a method, an apparatus, an electronic device, and a storage medium for assisting in displaying a combat status in a game. When the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, an auxiliary observation picture is generated, and a fight picture between the enemy game role and the virtual game role when blocked is displayed in the auxiliary observation picture, so that a player can observe the fight state between the enemy game role and the virtual game role when blocked through the auxiliary observation picture, and the rationality of the game and the game experience of the player are greatly improved. The method, apparatus, terminal electronic device and computer readable storage medium described in the present application are described in further detail below with reference to specific embodiments and accompanying drawings.
Fig. 2 is a flowchart of a method for assisting in displaying a combat status in a game according to an embodiment of the present application. It should be noted that the steps illustrated in the flowchart may be performed in a computer system, such as a set of computer-executable instructions, and in some cases, the steps illustrated may be performed in a different logical order than that illustrated in the flowchart.
As shown in fig. 2, the method for assisting in displaying the combat status includes the following steps:
201. and when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, determining the enemy game role in the sight blocking range corresponding to the virtual game role.
When the server monitors that the viewing angle corresponding to the virtual game character in the game screen displayed on the user display interface is blocked, the server determines that the auxiliary viewing screen needs to be generated because the viewing angle of the player is blocked and the scene in the blocking range cannot be seen, and determines that the enemy game character in the line-of-sight blocking range corresponding to the virtual game character, the battle state of the enemy game character and the like are needed to be displayed in the generated auxiliary viewing screen.
202. And generating an auxiliary observation picture according to the combat states of the enemy game character and the virtual game character.
The combat state refers to the state of each of the virtual game character and the opponent game character when they are combat in the game at the present time, such as: when the virtual game character is attacking the opponent game character by using the skill, the fight state of the virtual game character is an attack state, the fight state of the opponent game character is an attacked state, and the like.
When the fight states of the enemy game character and the enemy game character in the sight shielding range corresponding to the virtual game character and the fight states of the virtual game character are determined, the server generates an auxiliary observation picture according to the fight states of the enemy game character and the virtual game character. The auxiliary observation screen is used for displaying a fight screen between an enemy game character and a virtual game character, the viewing angle of which is not blocked. That is, the server displays the fight screen between the enemy game character and the virtual game character when the observation angle is blocked to the player through the auxiliary observation screen, so that the player can observe the fight state between the enemy game character and the virtual game character of the game in progress when the observation angle is blocked.
203. And displaying an auxiliary observation picture on the user display interface.
It will be appreciated that in order not to affect the game in progress by the player while the player is in progress, an auxiliary view screen for displaying a combat screen between an opponent game character and a virtual game character whose viewing angle is not blocked is displayed on the user display interface. The player can observe the battle state between the opponent game character and the virtual game character of the game in progress through the auxiliary observation screen, so that the game in progress by the player is not affected.
According to the technical scheme provided by the embodiment of the application, when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, the enemy game role in the view blocking range corresponding to the virtual game role is determined. And generating an auxiliary observation picture according to the fight states of the enemy game character and the virtual game character, wherein the auxiliary observation picture is used for displaying the fight picture between the enemy game character and the virtual game character, the observation view angle of which is not blocked, and finally displaying the auxiliary observation picture on a user display interface. Therefore, when the observation view angle corresponding to the virtual game role is blocked, the player can observe the fight state between the ongoing enemy game role and the virtual game role through the auxiliary observation picture, and perform normal operation according to the fight state, so that the problem that the game is affected due to the blocked observation view angle is avoided, and the game rationality and the game experience of the player are greatly improved.
In connection with the above description, fig. 3 is a flow chart of another method for assisting in displaying a combat status in a game according to an embodiment of the present application. The present embodiment will explain in detail several cases where it is necessary to generate an auxiliary observation screen and the display contents of the auxiliary observation screen.
301. The server determines that an auxiliary view is required to be generated.
It will be appreciated that the viewing angle of a player is typically displayed at the first person's viewing angle of the virtual game character, i.e., the virtual camera is behind the virtual character, and there is a distance between the lens position and the virtual game character, the viewing angle moving as the virtual game character moves through the game scene. During the movement of the virtual game character in the game scene, the player can completely see the situation of the virtual game character and the surrounding situation within the observation view angle, and the situation of the virtual game character and the surrounding situation does not need to be observed in the auxiliary observation picture. Therefore, the server does not need to generate the auxiliary observation screen at all times, and generates the auxiliary observation screen only when the auxiliary observation screen needs to be generated. The server monitors some trigger events to determine that the auxiliary observation picture needs to be generated. The following is an illustration of a trigger event requiring the generation of an auxiliary view.
1. A first trigger event:
when the server monitors that the observation view angle corresponding to the virtual game role is blocked, the first trigger event is determined to be monitored, and the server determines that an auxiliary observation picture needs to be generated.
For example, when it is detected that no virtual game character exists in the shooting range of the virtual camera corresponding to the game picture, it is determined that the viewing angle corresponding to the virtual game character is blocked. In a game, the viewing angle of a player is generally displayed in a first-person viewing angle of a virtual game character, a virtual camera is behind the virtual character, and the virtual game character can completely appear in the shooting range of the virtual camera, so that the player can completely see the virtual game character and surrounding conditions in the viewing angle of the player. When the virtual game character appears in a gap, a deep well or a barrel-shaped scene with the same size as the virtual game character in the game picture, the virtual camera cannot enter the scene in real time along with the virtual game character due to the space limitation of the scene, the virtual game character cannot be seen in the shooting range of the virtual camera, and at the moment, the observation view angle corresponding to the virtual game character is blocked.
For example, the virtual game character enters a narrow well, the virtual camera cannot enter the well, only the well is in the shooting range of the virtual camera, and no virtual game character exists, namely, only the well is seen in the observation view angle, and the virtual game character cannot be seen. Or when the virtual game character fights against the enemy virtual game character at dead angle positions such as corners, stone gaps or included angles, if the virtual game character is taken as an observation view angle from the dead angle direction, the virtual character itself, the surrounding and the like are partially or completely blocked and cannot be displayed, and the virtual game character does not exist in the shooting range of the virtual camera.
For example, when the distance between the virtual game character and the enemy game character is monitored to be smaller than the preset distance threshold value, it is determined that the viewing angle corresponding to the virtual game character is blocked. It can be understood that in the game battle, if the two virtual game characters are closely separated, the two virtual game characters are just special effects, and the states of the virtual game characters and the other virtual game characters cannot be seen clearly under the special effect highlight condition, so that the server needs to monitor the distance between the virtual game characters and the enemy game characters, and when the server determines that the distance is smaller than the distance threshold, it is determined that the viewing angle corresponding to the virtual game characters is blocked.
For example, when the virtual game character is detected to be in a preset area in the game screen, it is determined that the viewing angle corresponding to the virtual game character is blocked. For example, the preset area may be an area with an included angle smaller than a threshold value, an area with a diameter smaller than the threshold value and an area with a depth higher than the threshold value, or the like in the game scene picture, for example, an area with an included angle smaller than 30 degrees, and an area with a diameter smaller than 60cm and an area with a depth exceeding 2 m. When the virtual game characters are in the preset areas, the viewing angles corresponding to the virtual game characters are limited, and the viewing angles corresponding to the preset areas cannot be converted. Only part of the virtual game character or part of the surrounding scene can be seen in the observation view angle, for example, the virtual game character enters a narrow gap, and the virtual camera enters the scene, but due to the space limitation of the scene, the part of the virtual game character or the part of the scene which is infinitely enlarged when seen from the observation view angle is similar to standing on the face of two people in reality, one person can only see the infinitely enlarged local characteristic of the other person, but cannot see the whole of the other person, and at the moment, the observation view angle corresponding to the virtual game character is determined to be blocked.
2. A second trigger event:
the server displays the auxiliary observation control in the game display interface corresponding to the virtual character, or sets a certain key on the keyboard as the auxiliary observation control in the game of the host mode, for example, sets a 'ctrl' key of the keyboard as the auxiliary observation control in the game of the host mode. The auxiliary viewing control is a player operable control. When the player operates the auxiliary observation control, the server determines that the second trigger event is monitored according to the user operation, and determines that the auxiliary observation picture needs to be generated.
As shown in fig. 4, fig. 4 is a game display interface corresponding to a virtual character according to an embodiment of the present application. The game display interface displays a virtual game character 401, an enemy virtual character 402 and an auxiliary observation control, when a player determines that auxiliary observation is required according to the current game condition, the auxiliary observation control is operated, then the server identifies the user operation, and determines that auxiliary observation picture 403 is required to be generated. For example, the player may click, double click, long press or drag the auxiliary observation control, which is not limited in particular. While the user operation shown in fig. 4 is a click operation, i.e., the player clicks the auxiliary view control, the server then determines that the auxiliary view screen needs to be generated according to the click operation.
It will be appreciated that the server may also define the display time of the auxiliary viewing control. For example, the server may display auxiliary observation controls in the game display interface corresponding to each virtual game character for a long period of time, so that the player can make auxiliary observation preparations at any time. In order to maintain the simplicity of the game display interface, the server may also display the auxiliary viewing control only when certain preset events occur.
For example, when it is determined that the viewing angle corresponding to the virtual game character is occluded, the server displays an auxiliary viewing control in the game display interface of the virtual character. It can be appreciated that when the server monitors that the viewing angle corresponding to the virtual game character is blocked, the player may need to observe in a supplementary manner, and at this time, the server may display a supplementary viewing control in the game display interface corresponding to the virtual character, so that the user may generate a supplementary viewing screen by using the supplementary viewing control.
302. The server generates an auxiliary observation screen according to the combat states of the enemy game character and the virtual game character, and displays the auxiliary observation screen on the user display interface.
When the server determines that the auxiliary observation picture needs to be generated, the server determines the enemy game role in the sight shielding range corresponding to the virtual game role, generates the auxiliary observation picture according to the battle states of the enemy game role and the virtual game role, and displays the auxiliary observation picture on the user display interface.
For example, when the server determines that the auxiliary observation screen needs to be generated according to the trigger event, the generation of the auxiliary observation screen is directly triggered. For example, when the server monitors the first trigger event, that is, when the server monitors that the viewing angle corresponding to the virtual game character is blocked, the server directly triggers to generate the auxiliary viewing screen without operation of a user. Thus, when the player is in a state where the player can be blocked from the viewing angle, the battle state of the enemy game character within the line-of-sight blocking range is observed in the auxiliary viewing angle.
However, when the server monitors that the viewing angle corresponding to the virtual game character is blocked, sometimes the player may not want to immediately show the auxiliary viewing screen, and thus, for example, the player may trigger generation of the auxiliary viewing screen by triggering the auxiliary viewing control. That is, when the server monitors that the viewing angle corresponding to the virtual game character is blocked, the player may need to observe in a supplementary manner, at this time, the server may display an auxiliary viewing control in the game display interface corresponding to the virtual character, and when the game system monitors that the viewing angle corresponding to the virtual game character is blocked, and after the auxiliary viewing control is monitored to be triggered, the auxiliary viewing screen is triggered to be generated.
For example, in a game battle, when the player finds that the virtual game character and surrounding conditions are not visible or are not clearly visible from the viewing angle, the player may actively request the system to generate an auxiliary viewing screen, the server receives a display operation requested by the user for the auxiliary viewing screen, and the auxiliary viewing screen is displayed on the user display interface. For example, when the player finds that the virtual game character and surrounding situation are not seen or not clearly seen from the viewing angle, the player can trigger generation of the auxiliary viewing screen by triggering the auxiliary viewing control, and observe the virtual game character and surrounding situation in the auxiliary viewing angle. It will be understood that, at this time, when the player finds out that the virtual game character and the surrounding situation are not seen or not clearly seen from the viewing angle, it is different from the case where the virtual game character can be hidden from the viewing angle specially set in the game system, in this embodiment, the viewing angle does not see or not clearly see the virtual game character and the surrounding situation because the virtual game character field of view is blocked due to the reasons of scene limitation, etc., so that the virtual game character and the surrounding situation are not seen or not clearly seen, and a place where the virtual game character can be hidden and evaded, such as a grass, etc., is specially set in the game, and the player cannot display the virtual game character hidden in the place using the auxiliary viewing screen.
303. The server displays, on the auxiliary observation screen, a fight screen between an enemy game character and a virtual game character whose observation angle is not blocked.
The server displays an auxiliary observation screen on the user display interface, the auxiliary observation screen being used for displaying a fight screen between an enemy game character and a virtual game character whose observation angle is not blocked. In this way, the player observes the combat state between the ongoing opponent game character and the virtual game character through the auxiliary observation screen, and performs normal operation according to the combat state.
In the embodiment of the present application, the auxiliary observation screen uses the character identifier to represent the enemy game character and the virtual game character, and the character identifier may be a character head image representing the game character image, a character model, or a simple drawing of the character model, which may represent the game character image, and is not limited herein.
Illustratively, the assisting in observing the combat state between the enemy game character and the virtual game character displayed in the screen further includes displaying a relative position between the enemy game character and the virtual game character. The player can observe the distance between the enemy game character and the virtual game character in the auxiliary observation picture conveniently. Specifically, the server determines the distance between the enemy game character and the virtual game character, and determines the relative position between the enemy game character and the virtual game character in the auxiliary observation screen according to the distance. For example, the distance between the enemy game character and the virtual game character is displayed in equal proportion in the auxiliary observation screen, or the distance between the enemy game character and the virtual game character is enlarged or reduced in proportion in the auxiliary observation screen, or the distance value between the enemy game character and the virtual game character is displayed directly in the auxiliary observation screen, or the like.
Illustratively, the assisting in observing the combat status between the enemy game character and the virtual game character displayed in the screen further includes displaying a skill identification of the enemy game character. It will be appreciated that during the course of the opponent game character and the virtual game character being battled, the skills that the virtual game character and the opponent game character may be using are displayed in the auxiliary viewing screen. In games, skills generally include common skills, which are skills possessed by all game characters, and special skills related to characters, and different characters have their own unique skills. For example, the common skills of the virtual game character may be directly represented by the different colors of the character identification of the virtual game character. For example, if the virtual game character is using the power in the normal skill, the character identification of the virtual game character is displayed in blue, and if the virtual game character is using the vibration blade in the normal skill, the character identification of the virtual game character is displayed in red, or the like. The special skills of the virtual game character can display skill marks in the auxiliary observation picture, the skill marks are exemplary controls which can be touched, the server receives touch operation aiming at the special skill marks, skill introduction information corresponding to the special skill marks is displayed in the auxiliary observation picture, and the like. For example, as shown in fig. 5, fig. 5 is a schematic display diagram of an auxiliary observation screen corresponding to a virtual character according to an embodiment of the present application. The schematic diagram shows a virtual game character 501, an enemy virtual character 502, an auxiliary observation screen 503, a character model 511 corresponding to the virtual game character, a character model 512 corresponding to the enemy virtual character, and a "Kunlun" skill icon displayed in the vicinity of the character model 512 corresponding to the enemy virtual character when the enemy virtual character 502 is using a special skill "Kunlun" in the auxiliary observation screen. The player performs touch operation such as single click or double click on the skill icon of the "Kunlun-block", a dialog box is displayed beside the skill icon of the "Kunlun-block", and text skill introduction description information of the skill of the "Kunlun-block" is displayed in the dialog box.
Illustratively, the fight state between the enemy game character and the virtual game character displayed in the auxiliary observation screen also includes an attack effect of the fight between the enemy game character and the virtual game character. For example, the enemy game character makes skills to instantly freeze the virtual game character, and after 5s, the enemy game character is restored, and the frozen effect is displayed on the character identification of the virtual game character, and after 5s, the enemy game character is restored.
In order to more intuitively display the attack effect, when the attack effect is displayed on the auxiliary observation screen, the state change content of the virtual game character may be displayed, for example, life state information of the virtual game character. For example, if the enemy game character attacks the virtual game character, a progress bar of the change of the life state information of the virtual game character may be displayed in the auxiliary observation screen, and if the life state values of the skill-releasing virtual game character and the attacked virtual game character are both changed, a progress bar of the change of the life state values of the skill-releasing virtual game character and the attacked virtual game character may be simultaneously displayed in the auxiliary observation screen.
304. The server stops displaying the auxiliary viewing screen on the user display interface.
The embodiment of the application further comprises stopping displaying the auxiliary observation screen on the user display interface. The server may stop displaying the auxiliary observation screen on the user display interface when it detects a combat-out event corresponding to the virtual game character.
The server monitors the attack event between the virtual game character and the enemy game character, and when the server monitors that the attack event does not exist between the virtual game character and the enemy game character within a preset time period, the server indicates that the virtual game character breaks away from the battle, and the auxiliary observation picture is not needed to observe the battle state between the virtual game character and the enemy game character, and the auxiliary observation picture is stopped to be displayed on the user display interface.
The server monitors the enemy game characters in the vision shielding range of the virtual game characters, and when the server monitors the enemy game characters in the vision shielding range of the virtual game characters, the server indicates that the virtual game characters are separated from combat, and the auxiliary observation picture is not needed to observe the combat state between the virtual game characters and the enemy game characters, and stops displaying the auxiliary observation picture on the user display interface.
The server monitors the life state value of the enemy game character, when the server monitors that the life state value of the enemy game character is zero, the server indicates that the enemy game character is inanimate, the server indicates that the virtual game character is separated from combat, an auxiliary observation picture is not needed for observing the combat state between the virtual game character and the enemy game character, and the auxiliary observation picture is stopped from being displayed on the user display interface.
The server may display an exit auxiliary observation control in a game display interface corresponding to the virtual character, or may set a button on the keyboard as the exit auxiliary observation control in a game in the host mode, for example, set a "esc" key of the keyboard as the exit auxiliary observation control in a game in the host mode. The exit auxiliary viewing control is a player operable control. When the player operates the exit auxiliary observation control, the server determines that the exit auxiliary observation screen is required according to the user operation.
According to the technical scheme provided by the embodiment of the application, when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, or when the player actively requests the system to generate the auxiliary observation picture, the auxiliary observation picture is displayed on the user display interface, and the enemy game role in the sight blocking range corresponding to the virtual game role is determined. And generating an auxiliary observation picture according to the fight states of the enemy game character and the virtual game character, wherein the auxiliary observation picture is used for displaying the fight picture between the enemy game character and the virtual game character, the observation view angle of which is not blocked, and finally displaying the auxiliary observation picture on a user display interface. Therefore, when the observation view angle corresponding to the virtual game role is blocked, the player can observe the fight state between the ongoing enemy game role and the virtual game role through the auxiliary observation picture, and perform normal operation according to the fight state, so that the problem that the game is affected due to the blocked observation view angle is avoided, and when the auxiliary observation picture is not required to be displayed, the auxiliary observation picture can be stopped to be displayed at any time, and the game rationality and the game experience degree of the player are greatly improved.
Fig. 6 is a schematic structural diagram of a game server according to an embodiment of the present application, and the following details of the present embodiment are described with reference to fig. 6. The embodiments referred to in the following description are used to explain the technical solutions of the present application and are not intended to be limiting in terms of practical use.
The game server includes:
a determining unit 601 is configured to determine an enemy game character within a line-of-sight blocking range corresponding to a virtual game character when an observation angle corresponding to the virtual game character in a game screen displayed on a user display interface is blocked.
A generation unit 602 for generating an auxiliary observation screen according to combat states of the enemy game character and the virtual game character; the auxiliary observation screen is used for displaying a fight screen between an enemy game character and a virtual game character, the viewing angle of which is not blocked.
And a display unit 603 for displaying an auxiliary observation screen on the user display interface.
In an optional embodiment, the determining unit 501 is further configured to determine that, when it is detected that the virtual game role does not exist in the shooting range of the virtual camera corresponding to the game screen, the viewing angle corresponding to the virtual game role is blocked.
The determining unit 601 is further configured to determine that an observation view angle corresponding to the virtual game role is blocked when it is detected that a distance between the virtual game role and the enemy game role is smaller than a preset distance threshold.
The determining unit 601 is further configured to determine that an observation perspective corresponding to the virtual game character is blocked when it is detected that the virtual game character is in a preset area in the game screen.
In an alternative embodiment, the viewing angle corresponding to the preset area is limited, and the viewing angle corresponding to the preset area cannot be converted.
In an alternative embodiment, the display unit 603 is further configured to display a trigger control on the user display interface; and in response to the touch operation for the trigger control, displaying an auxiliary observation screen on the user display interface.
In an alternative embodiment, the game server further comprises a receiving unit 604.
A receiving unit 604 for receiving a display operation requested by a user for the auxiliary observation screen.
The display unit 603 is further configured to display an auxiliary observation screen on the user display interface in response to a request for display operation.
In an alternative embodiment, the determining unit 601 is further configured to determine a distance between the enemy game character and the virtual game character; and determining the relative position between the enemy game character and the virtual game character in the auxiliary observation picture according to the distance.
In an alternative embodiment, the display unit 603 is further configured to display a special skill identifier of the enemy game character in the auxiliary observation screen;
The receiving unit 604 is configured to receive a touch operation for a special skill identifier.
The display unit 603 is further configured to display skill introduction information corresponding to the special skill identifier in the auxiliary observation screen.
In an alternative embodiment, the display unit 603 is further configured to display life state information corresponding to the enemy game character and the virtual game character in the auxiliary observation screen.
In an alternative embodiment, the display unit 603 is further configured to stop displaying the auxiliary view screen on the user display interface when a combat-out event corresponding to the virtual game character is detected.
In an alternative embodiment, the out-of-combat event includes:
within a preset time period, no attack event exists between the virtual game role and the enemy game role.
And a game character of a invincibility party in a sight shielding range.
The life status value of the enemy character is zero.
An exit operation for the auxiliary observation screen is received.
According to the technical scheme provided by the embodiment of the application, when the observation view angle corresponding to the virtual game role in the game picture displayed on the user display interface is blocked, or when a player actively requests the system to generate an auxiliary observation picture, the auxiliary observation picture is displayed on the user display interface, and the enemy game role in the sight blocking range corresponding to the virtual game role is determined. And generating an auxiliary observation picture according to the fight states of the enemy game character and the virtual game character, wherein the auxiliary observation picture is used for displaying the fight picture between the enemy game character and the virtual game character, the observation view angle of which is not blocked, and finally displaying the auxiliary observation picture on a user display interface. Therefore, when the observation view angle corresponding to the virtual game role is blocked, the player can observe the fight state between the ongoing enemy game role and the virtual game role through the auxiliary observation picture, and perform normal operation according to the fight state, so that the problem that the game is affected due to the blocked observation view angle is avoided, and when the auxiliary observation picture is not required to be displayed, the auxiliary observation picture can be stopped to be displayed at any time, and the game rationality and the game experience degree of the player are greatly improved.
It should be noted that, content such as information interaction and execution process between each module/unit in the apparatus, and each method embodiment corresponding to fig. 2 to 5 in the present application are based on the same concept, and specific content may be referred to the description in the foregoing method embodiment shown in the present application, which is not repeated herein.
Next, referring to fig. 7, fig. 7 is a schematic structural diagram of a server provided in the embodiment of the present application, where server 800 may specifically be represented by a virtual reality VR device, a mobile phone, a tablet, a notebook computer, an intelligent wearable device, a monitoring data processing device, or a radar data processing device, and the like, which is not limited herein. The server 800 may be deployed with the game server described in the corresponding embodiment of fig. 6, to implement the functions in the corresponding embodiment of fig. 2. Specifically, the server 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (where the number of processors 803 in the execution device 800 may be one or more, one processor is exemplified in fig. 6), where the processor 803 may include an application processor 8031 and a communication processor 8032. In some embodiments of the present application, the receiver 801, transmitter 802, processor 803, and memory 804 may be connected by a bus or other means.
Memory 804 may include read only memory and random access memory and provides instructions and data to the processor 803. A portion of the memory 804 may also include non-volatile random access memory (NVRAM). The memory 804 stores a processor and operating instructions, executable modules or data structures, or a subset thereof, or an extended set thereof, where the operating instructions may include various operating instructions for performing various operations.
The processor 803 controls the operation of the execution device. In a specific application, the individual components of the execution device are coupled together by a bus system, which may include, in addition to a data bus, a power bus, a control bus, a status signal bus, etc. For clarity of illustration, however, the various buses are referred to in the figures as bus systems.
The methods disclosed in the embodiments of the present application may be applied to the processor 803 or implemented by the processor 803. The processor 803 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuitry of hardware or instructions in software form in the processor 803. The processor 803 may be a general purpose processor, a digital signal processor (digital signal processing, DSP), a microprocessor, or a microcontroller, and may further include an application specific integrated circuit (application specific integrated circuit, ASIC), a field-programmable gate array (field-programmable gate array, FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The processor 803 may implement or perform the methods, steps, and logic blocks disclosed in the embodiments of the present application. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present application may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 804, and the processor 803 reads information in the memory 804, and in combination with the hardware, performs the steps of the above method.
The receiver 801 may be used to receive input numeric or character information and to generate signal inputs related to performing relevant settings and function control of the device. The transmitter 802 may be used to output numeric or character information through a first interface; the transmitter 802 may also be configured to send instructions to the disk group through the first interface to modify data in the disk group; the transmitter 802 may also include a display device such as a display screen.
In the embodiment of the present application, the application processor 8031 in the processor 803 is configured to execute an auxiliary display method of a battle state in a game in the corresponding embodiment of fig. 2. It should be noted that, the specific manner in which the application processor 8031 executes each step is based on the same concept as that of each method embodiment corresponding to fig. 2 in the present application, so that the technical effects brought by the method embodiment are the same as those brought by each method embodiment corresponding to fig. 2 in the present application, and the specific content can be referred to the description in the foregoing method embodiments shown in the present application, which is not repeated here.
The embodiment of the application provides a computer readable storage medium, which comprises computer instructions, wherein the computer instructions are used for realizing the technical scheme of the auxiliary display method of the combat state in any one of the games in the embodiment of the application when being executed by a processor.
There is also provided in an embodiment of the present application a computer program product comprising computer program product which, when run on a computer, causes the computer to perform the steps of the method described in the embodiments shown in the previous figures 2 to 5.
The server provided in this embodiment of the present application may specifically be a chip, where the chip includes: the processing unit may be, for example, a processor, and the communication unit may be, for example, an input/output interface, pins or circuitry, etc. The processing unit may execute the computer-executable instructions stored in the storage unit to cause the chip to perform the method described in the embodiments shown in fig. 2 to 5. Alternatively, the storage unit is a storage unit in the chip, such as a register, a cache, etc., and the storage unit may also be a storage unit located outside the chip in the wireless access device, such as a read-only memory (ROM) or other type of static storage device that can store static information and instructions, a random access memory (random access memory, RAM), etc.
While the preferred embodiment has been disclosed, it is not intended to limit the invention, since various modifications and changes may be made by those skilled in the art without departing from the spirit and scope of the invention, the scope of the invention shall be limited only by the claims

Claims (13)

1. An auxiliary display method of combat status in a game, the method comprising:
when an observation view angle corresponding to a virtual game role in a game picture displayed on a user display interface is blocked, determining an enemy game role in a sight blocking range corresponding to the virtual game role;
generating an auxiliary observation picture according to the combat states of the enemy game role and the virtual game role; the auxiliary observation picture is used for displaying a fight picture between the enemy game character and the virtual game character, the observation view angle of which is not blocked;
and displaying the auxiliary observation picture on the user display interface.
2. The method according to claim 1, wherein the method further comprises:
when the fact that the virtual game role does not exist in the shooting range of the virtual camera corresponding to the game picture is monitored, determining that an observation view angle corresponding to the virtual game role is blocked; or (b)
When the distance between the virtual game role and the enemy game role is monitored to be smaller than a preset distance threshold value, determining that an observation view angle corresponding to the virtual game role is blocked; or (b)
And when the virtual game role is monitored to be in a preset area in the game picture, determining that the observation view angle corresponding to the virtual game role is blocked.
3. The method of claim 2, wherein the viewing angle corresponding to the preset area is limited and the viewing angle corresponding to the preset area cannot be converted.
4. A method according to any one of claims 2 to 3, wherein after determining that the viewing perspective corresponding to the virtual game character is occluded, the method further comprises:
displaying a trigger control on the user display interface;
and responding to the touch operation of the trigger control, and displaying the auxiliary observation screen on the user display interface.
5. The method according to claim 1, wherein the method further comprises:
receiving a display operation requested by a user for the auxiliary observation picture;
and responding to the request display operation, and displaying the auxiliary observation screen on the user display interface.
6. The method according to any one of claims 1 to 5, further comprising:
determining a distance between the enemy game character and the virtual game character;
And determining the relative position between the enemy game character and the virtual game character in the auxiliary observation picture according to the distance.
7. The method according to any one of claims 1 to 5, further comprising:
displaying a special skill identification of the enemy game character in the auxiliary observation picture;
and receiving touch operation aiming at the special skill mark, and displaying skill introduction information corresponding to the special skill mark in the auxiliary observation picture.
8. The method according to any one of claims 1 to 5, further comprising:
and displaying life state information corresponding to the enemy game character and the virtual game character in the auxiliary observation picture.
9. The method according to any one of claims 6 to 8, further comprising:
and stopping displaying the auxiliary observation picture on the user display interface when the combat leaving event corresponding to the virtual game role is monitored.
10. The method of claim 9, wherein the out-of-combat event comprises:
within a preset time period, no attack event exists between the virtual game role and the enemy game role; or (b)
The enemy game role is not in the sight shielding range; or (b)
The life state value of the enemy game character is zero; or (b)
An exit operation for the auxiliary observation screen is received.
11. A game server, the game server comprising:
a determining unit, configured to determine an enemy game character within a line-of-sight shielding range corresponding to a virtual game character when an observation view angle corresponding to the virtual game character in a game screen displayed on a user display interface is shielded;
a generation unit configured to generate an auxiliary observation screen according to combat states of the enemy game character and the virtual game character; the auxiliary observation picture is used for displaying a fight picture between the enemy game character and the virtual game character, the observation view angle of which is not blocked;
and the display unit is used for displaying the auxiliary observation picture on the user display interface.
12. An electronic device, comprising: a memory and a processor, the memory and the processor coupled;
the memory is used for storing one or more computer instructions;
the processor is configured to execute the one or more computer instructions to implement the method for auxiliary display of a combat status in a game according to any of claims 1-10.
13. A computer readable storage medium having stored thereon one or more computer instructions executable by a processor to implement a method of auxiliary display of combat status in a game according to any of claims 1 to 10.
CN202310131558.2A 2023-02-06 2023-02-06 Auxiliary display method and device for combat state in game, electronic equipment and medium Pending CN116251352A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310131558.2A CN116251352A (en) 2023-02-06 2023-02-06 Auxiliary display method and device for combat state in game, electronic equipment and medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310131558.2A CN116251352A (en) 2023-02-06 2023-02-06 Auxiliary display method and device for combat state in game, electronic equipment and medium

Publications (1)

Publication Number Publication Date
CN116251352A true CN116251352A (en) 2023-06-13

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Country Link
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