CN116650963A - Game information display method, game information display device, computer equipment and storage medium - Google Patents

Game information display method, game information display device, computer equipment and storage medium Download PDF

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Publication number
CN116650963A
CN116650963A CN202210149406.0A CN202210149406A CN116650963A CN 116650963 A CN116650963 A CN 116650963A CN 202210149406 A CN202210149406 A CN 202210149406A CN 116650963 A CN116650963 A CN 116650963A
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CN
China
Prior art keywords
game
generation
area
information
generation area
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Pending
Application number
CN202210149406.0A
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Chinese (zh)
Inventor
王泽�
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 CN202210149406.0A priority Critical patent/CN116650963A/en
Publication of CN116650963A publication Critical patent/CN116650963A/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
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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

Abstract

The embodiment of the application discloses a game information display method, a game information display device, computer equipment and a storage medium; the embodiment of the application can determine the generation area in the game map in response to the generation area selection operation for the game map; acquiring the fight information of a target game object, wherein the target game object is a game object in a generation area; and displaying the fight information prompt of the generation area on a graphical user interface according to the acquired fight information. In the embodiment of the application, in the process of determining the generation position of the game object, key and effective game information is provided for the player, and the player is assisted in selecting the generation position of the game object, so that the controllability of the player on the selection of the birth position can be increased, and the game difficulty can be controlled.

Description

Game information display method, game information display device, computer equipment and storage medium
Technical Field
The present application relates to the field of electronic games, and in particular, to a game information display method, apparatus, computer device, and storage medium.
Background
In some game scenes of a game, a player preselects a generation position of a game object that he operates on a game map before entering the game scene, so that the game object is born at the preselected generation position. In the process of pre-selecting game object generation positions, decisions are usually assisted according to position information and topographic information of a game map.
However, game objects are born at different locations in the game scene, with different game difficulties. When a game object is born at any position of a game scene, a player with weaker game ability can feel that the game difficulty at the current position is too large to win, and a player with stronger game ability can feel that the game difficulty at the current position is small, so that the game object is not challenging.
Disclosure of Invention
The embodiment of the application provides a game information display method, a game information display device, computer equipment and a storage medium, which can increase the controllability of the player on the selection of birth positions so as to control the game difficulty.
The embodiment of the application provides a game information display method, a terminal provides a graphic user interface, a game map is displayed on the graphic user interface, and the method comprises the following steps: determining a generation area in the game map in response to a generation area selection operation for the game map; acquiring the battle information of a target game object, wherein the target game object is a game object in the generation area; and displaying the fight information prompt of the generation area on the graphical user interface according to the acquired fight information.
The embodiment of the application also provides a game information display device, the terminal provides a graphic user interface, a game map is displayed on the graphic user interface, and the game information display device comprises: a determination unit configured to determine a generation area in the game map in response to a generation area selection operation for the game map; an acquisition unit configured to acquire combat information of a target game object, the target game object being a game object within the generation area; and the display unit is used for displaying the fight information prompt of the generation area on the graphical user interface according to the acquired fight information.
The embodiment of the application also provides computer equipment, which comprises a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in any game information display method provided by the embodiment of the application.
The embodiment of the application also provides a computer readable storage medium, which stores a plurality of instructions, wherein the instructions are suitable for being loaded by a processor to execute the steps in any game information display method provided by the embodiment of the application.
The embodiment of the application can determine a generation area in the game map in response to a generation area selection operation for the game map; acquiring the battle information of a target game object, wherein the target game object is a game object in the generation area; and displaying the fight information prompt of the generation area on the graphical user interface according to the acquired fight information. In the application, in the process of determining the generation position of the game object, the generation area is determined in the game map, and the player game level prompt of the generation area is displayed, so that key and effective game information is provided for the player, the player is assisted in selecting the generation position of the game object, and the controllability of the player on the selection of the birth position can be increased, so that the game difficulty is controllable.
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 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 view of a game information display system according to an embodiment of the present application;
FIG. 2 is a flow chart of a game information display method according to an embodiment of the present application;
FIG. 3 is a flowchart of another game information display method according to an embodiment of the present application;
FIG. 4 is a schematic diagram of an interface of a game information display method according to an embodiment of the present application;
FIG. 5 is another interface diagram of a game information display method according to an embodiment of the present application;
fig. 6 is a schematic structural view of a game information display device according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to fall within the scope of the application.
Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application are explained.
Wherein, the game scene: is a game scene that an application displays (or provides) while running on a terminal. The game scene can be a simulation environment for the real world, a half-simulation and half-fictional virtual environment, or a pure fictional virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene or a three-dimensional game scene, and the dimension of the game scene is not limited in the embodiment of the application. For example, a game scene may include sky, land, sea, etc., where land may include environmental elements such as deserts, cities, etc., where a user may control virtual objects to move.
Game object: refers to objects used in a game scene to simulate a character or animal. The game object may be a virtual character, a virtual animal, a cartoon character, etc., such as: characters and animals displayed in the game scene. The game object may be an avatar in the game scene for representing a user. The game object may also be an avatar preset in the game scene. A plurality of game objects may be included in the game scene, each having its own shape and volume in the game scene, occupying a portion of the space in the game scene. The activity of the game object may include: adjusting body posture, crawling, walking, running, riding, flying, jumping, aiming using virtual aiming, shooting, driving, picking up, attacking, throwing, releasing skills, and the like.
In some embodiments, the game object may be a user character controlled by an operation on the client. Alternatively, the game object may be a virtual character that plays in a game scene. Optionally, the number of game objects participating in the interaction in the game scene may be preset, or may be dynamically determined according to the number of clients joining the interaction.
Game props: the virtual props which can be used by the game objects in the game scene comprise virtual weapons which can initiate injuries to other virtual objects such as pistols, rifles, sniper guns, daggers, knives, swords, ax, ropes and the like, replenishing props such as bullets and the like, defending props such as shields, armor, armored vehicles and the like, virtual props displayed by hands when virtual beams, virtual shock waves and the like are used for releasing skills of the virtual objects, and therapeutic props such as medicine bags, beverages and the like.
Game interface: the interface corresponding to the application program is provided or displayed through a graphical user interface, wherein the interface comprises a graphical user interface for user interaction and a game picture, and the game picture is a picture of a game scene.
In some embodiments, game controls (e.g., skill controls, behavior controls, functionality controls, etc.), indication identifiers (e.g., direction indication identifiers, character indication identifiers, etc.), information presentation areas (e.g., number of taps, time of play, etc.), or game settings controls (e.g., system settings, store, gold, etc.) may be included in the game interface.
The embodiment of the application provides a game information display method, a game information display device, computer equipment and a storage medium.
In some embodiments, the game information display device may also be integrated in a plurality of electronic devices, for example, the game prop interaction device may be integrated in a plurality of servers, and the game prop interaction method of the present application is implemented by the plurality of servers.
In some embodiments, the game information display method may be run on a terminal device or a server. The terminal device may be a local terminal device. When the game prop interaction 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 role control method is stored and operated 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 terminal, a television, a computer, a palm computer and the like; but the terminal device for role control is cloud game server of cloud. When playing the game, the user operates the client device to send an operation instruction, such as an operation instruction of touch operation, 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 some embodiments, the server may also be implemented in the form of a terminal.
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 a user through a graphical user interface, namely, conventionally downloading and installing a game program through the electronic device and running the game program. The way in which the local terminal device provides the graphical user interface to the user 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 user 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. A user can operate on the interface through an input device such as a touch screen, mouse, keyboard, or handle.
For example, referring to FIG. 1, in some embodiments a schematic view of a game information display system is provided that may implement a game information display method. The game information display system may include at least one terminal 1000, at least one server 2000, at least one database 3000, and a network 4000 through which the terminal, server, and database may interact with data.
The terminal is used for providing a graphical user interface, displaying a game map on the graphical user interface, determining a generation area in the game map in response to the generation area selection operation aiming at the game map, acquiring the fight information of a target game object, wherein the target game object is a game object in the generation area, and displaying a fight information prompt of the generation area on the graphical user interface according to the acquired fight information. The server is used for acquiring data of a game played by a player at the terminal. The database is used for storing data of the game played by the player at the terminal. The network is used for data transmission between the server and the terminal, and the network may be a wireless network or a wired network, for example, the wireless network is a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, and the like.
The following will describe in detail.
In this embodiment, the terminal provides a graphical user interface, and displays a game map on the graphical user interface, and provides a game information display method, as shown in fig. 2, the specific flow of the game information display method may be as follows:
110. In response to a generation region selection operation for the game map, a generation region is determined in the game map.
The game map is a graphic that depicts and displays the natural geography of a game scene using lines, symbols, colors, character marks, and the like. The game map may be a vector map, a thumbnail of the game scene, or the like. The game map may be displayed through a graphical user interface that partially covers or completely covers the terminal. Different modes can be adopted to trigger the display of the game map according to different game settings and application scenes. For example, in the game fight, if the game object operated by the player is to be generated again after death, the game map can be triggered to be displayed by triggering a control representing the game map in the graphical user interface, and the control can be an icon or a small map in the game interface. For another example, when a player logs into the game, a game map may be displayed directly on the game interface so that the player selects the birth area. The game map in the embodiment of the application can contain all scenes of the game, such as thumbnail images of all scenes of the game, and part of the scenes in the game scene can be hidden when the game map is displayed, and the hidden game scene can be displayed by clicking or dragging the game map.
In some implementations, the method of the present embodiments is applied to game versus battle time, where the graphical user interface displays content that at least partially includes a game scene and game objects therein.
The generation region selection operation refers to an operation of selecting a region from the game map as a generation region of a game object, and the operation may include, but is not limited to, operations of touching, dragging, pressing long, pressing short, double clicking, ending dragging, and the like. Specifically, the embodiment of the application can be applied to terminal equipment provided with game application, and a user can perform the generation region selection operation on an interface through input equipment such as a touch screen, a mouse, a keyboard or a handle. Specific generation region selection operation methods or game specific settings. For example, when the game map includes a plurality of sub-areas, the selected area may be set as the generation area by performing a selection operation on the game map.
The generation area refers to an area including a game object generation position operated by the player, which is determined by the player generation area operation. The position of the generated position in the game scene is the coordinate position of the game object generated in the game, which characterizes the operation of the player.
In some embodiments, to increase the player's controllability of the birth location selection, the generating region selection operation includes a drawing operation, and step 110 may include step 1: in response to a drawing operation for the game map, a generation region is determined in the game map according to a drawing trajectory of the drawing operation.
In some embodiments, step 1 may include steps 1.1-1.2, as follows:
1.1, determining a drawing area in response to a drawing operation for a game map;
1.2, determining a generation area in the game map according to the drawing area.
The drawing operation is an operation of drawing a boundary of an area by lines on a display interface of the game map, and an area surrounded by the boundary of the area is a drawing area. The drawing operation is an operation for determining to generate region shape information, and may include, but is not limited to, touching, dragging, stroking, long pressing, short pressing, double clicking, ending dragging, and the like. Specifically, the embodiment of the application can be applied to terminal equipment provided with game application, and a player can perform region drawing operation on an interface through input equipment such as a touch screen, a mouse and the like, and the specific operation mode depends on a game operation method or game specific setting. For example, the player may draw a closed circle on the game map interface by a drag operation, or the player may draw an area on the current game map interface at least twice, e.g., drawing sides of a rectangular area by four drawing operations to draw a rectangular area. If the region boundary drawn by the player is not closed, the success or failure of the drawing operation can be determined according to the completion degree of the drawing by the player. For example, if the player draws an unclosed circle (i.e. a section of arc), the two ends of the arc can be connected to obtain a closed graph, the length of the arc and the circumference of the closed graph are calculated, if the length of the arc/the circumference of the closed graph is greater than a preset threshold, the drawing operation is considered to be successful, the subsequent steps can be executed, if the length of the arc/the circumference of the closed graph is less than the preset threshold, the drawing operation is considered to be failed, the drawing operation is not effective, and an operation error prompt can be displayed on the graphical user interface.
After the player performs the drawing operation on the display interface of the game map, the drawing area is determined through the drawing operation, and the generation area is determined according to the drawing area, so that the player can determine the generation area through autonomous drawing, and the controllability of the player on the game object birth position selection is improved. It should be noted that, in step 1.2, determining the generation area on the game map may include displaying the generation area, the display generation area may be displaying the generation area in a special form, for example, highlighting the whole generation area or a boundary of the generation area on the game map, or enlarging the display generation area, or the like.
In some embodiments, in order to improve the efficiency of determining the generated area and the controllability of the player to the generated area, the drawn area may be taken as the generated area.
In some embodiments, to increase game fairness and rationality, step 1.2 may include steps 1.2.1-1.2.2 as follows:
1.2.1, determining a center point of a generation area according to the drawing area, wherein the center point of the generation area is positioned in the drawing area;
and 1.2.2, determining the generation area on the game map according to the center point of the generation area and preset shape information.
The center point of the generated area refers to a center point of a shape surrounded by the boundary of the generated area, when the shape is a regular pattern, the center point is a geometric center, and when the shape is an irregular pattern, the center point can be a center, a center of gravity, and the like, and the center of gravity can be determined by a binarization method and the like.
The preset shape information refers to shape information of a preset generation area, and may include, but is not limited to, a shape, a size, a center point, and the like of the generation area. Shapes may include, but are not limited to, circles, triangles, polygons, sizes may include, but are not limited to, areas, perimeter, side lengths, radii, and the like. For example, the preset shape information may include an area of the generation region being m, and a shape being a random one of a circle or a rectangle.
In some embodiments, a location point may be randomly selected in the drawing area as a center point of the generating area, or the center point of the drawing area may be determined as the center point of the generating area, and the center point determining method of the drawing area may refer to the center point determining method of the generating area.
In some embodiments, when the shape surrounded by the generation region boundary is an irregular pattern, and the center point thereof is located outside the generation region, the area bisector of the shape may be determined, the area bisector is a straight line dividing the shape into two shapes having the same area, two intersection points of the area bisector and the shape are determined, and the midpoint of the two intersection points is determined as the center point. The area bisector may be determined by methods such as bisection, finite element methods, or ray burst algorithms.
The generation area is determined on the game map according to the position of the point in the game map and preset shape information by determining a point in the drawing area as the center point of the generation area. The areas of different sizes drawn by the player in the game map can be unified into a unified shape and size, so that fairness of the player in selecting the birth position is improved, and rationality of the generated area is increased.
In some embodiments, to increase player controllability of birth location selection, the generation region selection operation may be a drawing operation and a shape selection operation, and step 110 may include steps 1.3.1 to 1.3.3 as follows:
1.3.1, determining shape information of the generation region in response to a shape selection operation for the generation region;
1.3.2, responding to drawing operation for the game map, and determining a center point of a generated area in the game map according to a drawing track of the drawing operation;
1.3.3 determining the generation region in the game map according to the center point of the generation region and the shape information of the generation region.
The shape selection operation refers to an operation of selecting to generate shape information of an area, and may include, but is not limited to, touching, dragging, pressing, long pressing, short pressing, double clicking, ending dragging, and the like. Specifically, the embodiment of the application can be applied to terminal equipment provided with game application, and a player can perform shape selection operation on an interface through input equipment such as a touch screen, a mouse, a keyboard or a handle. The specific manner of operation depends on the game operation method or game specific setting. For example, a plurality of shape selection controls are provided on the graphical user interface, one shape selection control corresponds to one shape information, and the corresponding shape selection control is triggered, namely, the shape information of the generated area is determined to be the shape information corresponding to the shape selection control. For example, three controls of "circle", "square" and "triangle" are displayed on the graphical user interface, and by triggering the "circle" control, the shape of the generated area is determined to be circular.
A point in the drawing area is determined as a center point of the generating area, the shape of the generating area is determined according to the selection of a player, and then the generating area is determined on a game map according to the position information of the point and preset shape information. The method can unify the areas with different sizes drawn by the player in the game map into the shape and the size selected by the player, so that the fairness of the player in selecting the birth position and the rationality of the generated area are improved, and the controllability of the player in selecting the birth position is also improved.
In some embodiments, after step 110, step 2.1 may be included, as follows:
2.1 providing a revocation control on the graphical user interface to revoke the generated area by triggering the revocation control.
The revocation control is a control for revoking a certain generation area. By adding the revocation control on the graphical user interface, the current player can revoke the determined generation area so as to redefine the new generation area, provide the player with a selection for changing the generation area, and increase the controllability of the player on the birth position selection.
In some embodiments, after step 2.1, steps 2.2-2.3 may be included, as follows:
2.2, responding to a triggering operation for the revocation control, and revoking the generation area;
2.3, in response to a generation region selection operation for the game map, determining a new generation region in the game map.
After the generated area is revoked, a new generated area is determined by performing the generated area selection operation again, so that the current player determines the birth position in the new generated area, and the controllability of the player on the selection of the birth position is increased.
In some embodiments, there are multiple generation areas, each corresponding to one generation area selection operation, and after step 110, steps 3.1-3.2 may be included, as follows:
3.1, determining priorities of a plurality of generation areas;
and 3.2, displaying the generation area according to the priority and a preset display rule.
The priority of the generation area may be determined by the time sequence determined by the generation area, or may be determined according to the corresponding war information prompt of the generation area, etc.
The preset display rule refers to a rule of displaying the generation areas, and may be that all the generation areas are displayed, or that the generation areas are displayed from the top to the bottom according to the priority, and the number of the generation areas displayed may be preset. Wherein the display generation area may be highlighting the entire generation area or the boundary of the generation area on the game map, or enlarging the display generation area, or the like.
When the player performs multiple generation region selection operations on the map, multiple generation regions are obtained, and all or part of the generation regions can be displayed according to the priority of the generation regions and preset display rules, so that key effective information is presented to the player, and the player is assisted in quickly determining the generation regions. If only the generation area of the part is displayed, the information displayed on the game display interface can be simplified, and the selection of the current player is facilitated.
In some embodiments, the preset display rule includes a preset number of display generation regions threshold m, when the number of generation regions is greater than the number threshold, the generation regions with the priority order of m are displayed, and when the number of generation regions is less than or equal to the number threshold, all the generation regions are displayed.
In some embodiments, in order to further present critical and effective information to the player, the generation area is quickly determined, and the preset display rule may be to change the color shades or transparencies of the displayed generation areas according to the priority, so that all the displayed generation areas display different color shades or transparencies according to the order of the priority from high to low.
In some embodiments, to further simplify the displayed screen in order to present critical and valid information to the player, step 3.2 may include steps 3.2.1-3.2.3 as follows:
3.2.1, determining the generation region with the priority order of the first n as a candidate generation region;
3.2.2, when the distance between the center points of any two generation areas in all the candidate generation areas is smaller than the preset distance, determining the generation area with low priority in the two generation areas as a hidden generation area;
3.3.3 displaying the generation areas except the hidden generation area in the candidate generation areas.
The preset distance is the distance of a preset center point, and the distance is changed along with the change of the size of the game map.
By hiding one of the two generation areas too close to each other, the interface for displaying the generation areas can be simplified, key effective information can be presented to the player, and the player can operate conveniently.
120. And acquiring the battle information of a target game object, wherein the target game object is a game object in a generation area.
The target game object refers to a game object included in a game scene area corresponding to the generation area, and may be a game object whose selected generation position is in the generation area, or may be a game object that has been generated and is active in the generation area, or the like. When the game applied in this embodiment is a multiplayer competitive network game, the target game object may be an avatar representing the player in the game scene, and/or an avatar preset in the game scene, such as a bos, a monster, or the like, that is opposed to the game object operated by the current player. When the game applied in the present embodiment is a stand-alone game, the target game object may be an avatar preset in a game scene. For example, if all players in the game applied in this embodiment want to select a birth position before entering a game scene, the target game object may be a game object whose selected birth position is in the generation area, and if there is a game object controlled by the player or a preset game object in the game applied in this embodiment, the target game object may be a game object that is active in the generation area.
Wherein, the fight information is information used for representing the fight force of the game object, the fight force represents the fight level of the game object, and the higher the fight force is, the higher the fight level of the game object is, and vice versa. The battle information may include, but is not limited to, a battle value, a life value, a magic value, etc. of the game object, and may also include a game level of the game object corresponding to the player, which may be determined based on a ranking score or historical odds of the player in the game.
In some embodiments, step 4.1 may be included prior to step 120, as follows:
4.1, providing a view control on the graphical user interface;
acquiring the battle information of the target game object may include step 4.2, as follows:
and 4.2, responding to the triggering operation aiming at the view control, and acquiring the fight information of the target game object.
Wherein the view control refers to a control used to determine whether to display the warfare information prompt of the generation area on the graphical user interface. By adding the view control on the graphical user interface, a player can choose whether to view the fight information prompt of the generation area, after the player triggers the view control, the fight information of the target game object is obtained, and step 130 is executed, so that the fight information prompt of the generation area is displayed on the graphical user interface, the information displayed on the game map interface is simplified, and the flexibility of displaying the fight information prompt is improved.
In some implementations, when the view control is triggered again, the fight information cues of the generated area are hidden. When a plurality of generating areas are displayed, the viewing control can correspond to all the generating areas, namely, clicking the viewing control can display the fight information prompts of all the generating areas which can be displayed, and also can have a plurality of viewing controls which correspond to the generating areas one by one.
130. And displaying the fight information prompt of the generation area on a graphical user interface according to the acquired fight information.
The fight information prompt is a prompt for displaying prompt information of the fight level of the game object in the corresponding generation area. The fight information prompt can be characters, pages or controls displayed in a graphical user interface of the terminal, and the prompt information of the fight level of the game object in the generation area corresponding to the fight information prompt can be displayed in a character or picture mode. For example, the alert information presented by the combat information alert may include the total number of target game objects in the generated area, the duty ratio of the high combat target game objects, the number of target game objects in the generated area having a higher combat power than the corresponding game objects of the current end player, etc. In some embodiments, the combat information cues may be modified based on the number of target game objects within the generation area and the change in combat information.
In some embodiments, step 130 may include steps 5.1-5.2, as follows:
5.1, determining the average battle of all target game objects in the generation area according to the acquired battle information;
and 5.2, displaying the fight information prompt of the generated area on a graphical user interface according to the average fight.
The average battle is an average battle value obtained by carrying out average calculation on the battle of all target game objects. The alert information presented by the combat information alert may include generating an average combat for all target game objects within the area. The battle value of the target game object may be expressed as one of a battle value, a life value, or a magic value, or may be obtained by calculating weights of at least two of the battle value, the life value, or the magic value, or the like.
The average level of the target game objects in the generation area is calculated according to the fight information of all the target game objects in the generation area, and the average fight information is expressed, so that the current player can quickly know the fight level of the corresponding target game objects in the generation area.
In some embodiments, when the applied game is a multiplayer competitive network game, the target game object is an avatar player representing a player in the game scene, the combat information includes rank credits of the player corresponding to the target game object, and the average combat = sum of the rank credits of the players corresponding to all the target game objects/number of target game objects.
In some embodiments, step 5.2 may further comprise the steps of: and determining the grade identification corresponding to the average battle, and displaying the grade identification on the graphical user interface. Wherein the grade marks can comprise bronze, silver, gold, platinum, and the like, and the calculated different average combat values correspond to different grade marks.
In some embodiments, after step 130, step 6 may also be included: and responding to the touch operation applied to the generation area in the game map, and generating a current game object at the game scene position corresponding to the touch operation.
The touch operation may include, but is not limited to, operations such as touching, dragging, pressing, long pressing, short pressing, double clicking, and ending dragging, where the player can perform the feedback operation through an input device such as a touch screen, a mouse, a keyboard, or a handle, and the specific operation manner depends on the game operation method or the specific game setting. For example, the operation may be performed by touching or clicking on an arbitrary position of the generation area on the map. The game scene position corresponding to the touch operation is a birth position preselected for representing a game object operated by a player corresponding to the current terminal, and the position can be a coordinate position of a position in a game scene in a game map corresponding to the touch operation. The current game object refers to a game object operated by a player corresponding to the current terminal.
In some embodiments, step 130 may be followed by the steps of: in response to a selection operation for an arbitrary position within the generation area, the selected position is determined as the current generation position. The birth position of the game object is determined by the operation of selecting the position in the birth area by the player, so that the controllability of the selection of the birth position by the player is improved. The current generation position refers to a birth position preselected for representing a game object operated by a player corresponding to the current terminal.
In some embodiments, the game scene position corresponding to the touch operation can be a random position in the generation area, and by randomly selecting any position in the generation area as the birth position, the birth position determining process is simplified, and the operation efficiency is improved.
In some embodiments, the war information prompt is a war information control, and step 140 may further include the steps of: and responding to the triggering operation for the battle information control, and randomly selecting the position in the generation area as the current generation position. By randomly selecting any position as the birth position in the generation region, the birth position determining process is simplified, and the operation efficiency is improved.
In some embodiments, the generation area includes a plurality of sub-areas corresponding to different warfare, and after step 130, the method may further include the steps of: and responding to the touch operation applied to the generation area in the game map, generating a current game object at the game scene position corresponding to the target subarea, wherein the target subarea is a subarea matched with the battle of the current game object in the generation area.
After the player performs the generated area selection operation on the game map to determine the generated area, the generated area may include a plurality of sub-areas corresponding to different battles, which may match the player of different battles. When the player selects to generate the current game object in the generation area, the subarea matched with the current game object in the generation area can be used as the birth place of the current game object, for example, the current game object can be generated at the central position or the random position in the generation area, so that the battle of the current game object after birth is equivalent to that of the nearby game object, and the game fairness is improved.
In some embodiments, a plurality of sub-areas corresponding to different warfare may be determined from the acquired warfare information, and after step 120, the steps may further include: and dividing the generated area into a plurality of subareas with different battles according to the acquired battle information. For example, the target game objects within the generation area may be clustered by the combat information, and the generation area is divided into a plurality of sub-areas according to the clustering result.
In some embodiments, the plurality of sub-areas corresponding to different warfare may be determined by a plurality of sub-map areas preset in the game map. Prior to step 110, the steps may also be included: the game map is divided into a plurality of sub-map areas including a plurality of different sub-map areas corresponding to different battlefields. The corresponding warfare of any two adjacent sub-map areas is different. For example, the game map may be divided into n equilateral triangle sub-map areas, where the n sub-map areas respectively correspond to four different levels of warfare, such as bronze, silver, gold, and platinum, and at this time, for any one of the sub-map areas with warfare bronze, the three-sided adjacent sub-map areas with three corners are respectively the sub-map areas with warfare silver, gold, and platinum. Thus, when the player determines the generation area in the game map, the sub-map area corresponding to the same battle in the generation area can be used as one sub-area in the generation area. When the area of the generated area is larger than the equilateral triangle, at least two sub-map areas corresponding to different battles may be included, whereby a sub-area closest to the player's battle (e.g., the same level of battle or the smallest gap) may be determined as the target sub-area. For another example, when the game map is divided into n sub-map areas, the game difficulty of each sub-map area may be determined according to the game scene data (e.g., the fight information of the NPC in the game scene, the level difficulty), and the game difficulty is used as a representation of the fight, and the larger the game difficulty, the higher the fight.
In some embodiments, if the target sub-region includes all or part of at least two sub-map regions, determining a sub-map region closest to the generation region of the at least two sub-map regions as the target sub-map region, so that the current game object can be generated in the game scene corresponding to the partial region of the target sub-map region located in the generation region. Thus, the current game object can be made to generate an area near the center within the generation area, increasing the controllability of the player's choice of birth positions. It should be noted that, the generation position of the current game object in the target sub-map area may be a random position, or may be a position nearest to the generation area, or the like.
In some embodiments, if the generation region is determined by preset shape information, the preset shape information may include an area of the generation region being equal to or larger than a sum of areas of the m sub-map regions. m represents the type number of various sub-map areas corresponding to different warfare, for example, n sub-map areas respectively correspond to four different levels of warfare of bronze, silver, gold and platinum, and then m is 4. Thus, any player can find the target subarea matched with the generation area from the generation area determined by drawing.
It should be noted that, when determining the sub-area with a plurality of preset sub-map areas, the sub-area can be determined quickly through preset information, so as to improve the processing efficiency. However, since the fight information of the preset sub-map area is determined when the game map is generated, in the multiplayer competitive game, as a plurality of players enter the game scene, the fight information of the preset sub-map area changes along with the data changes such as the upgrading of the players, so that the fight information displayed by the generation area is different from the initial fight information of the preset sub-map area, and the game is more diversified due to the difference.
In some implementations, the game map includes a plurality of sub-map areas, and before step 110, may further include the steps of: aiming at each sub-map area, acquiring the fight information of the game object in each sub-map area; and displaying the war information prompt of each sub map area according to the acquired war information aiming at each sub map area.
And information basis is provided for the player to execute the operation of generating the area by displaying the war information of the sub-map area in the game map, so that the controllability of the player on the selection of the birth position is improved.
The game information display scheme provided by the embodiment of the application can be applied to various game scenes, and a player can select a generation area through a game map displayed by a game interface in game fight, so that whether to operate a game object in the generation area for fight can be determined according to the fight information prompt of the displayed generation area. For example, taking a stand-alone combat game as an example, before a game object operated by a player enters a game scene, the player can enter a birth interface after logging in the game, the birth interface displays a game map, a generation area is determined in the game map in response to a selection operation of the player on the generation area of the game map by the birth interface, combat information of a game object (such as a bos, a monster, etc.) preset in the generation area is acquired, combat information prompts of the generation area are displayed on the birth interface according to the acquired combat information, a current generation position is determined in the generation area in response to a feedback operation aiming at the combat information prompts, and a current game object corresponding to the player is generated in the game scene after entering the game scene according to the current generation position, so that the player fights against the game object preset in the game scene.
In the process of determining the game information display position, the embodiment of the application determines the generation area in the game map and displays the player game level prompt of the generation area to provide key and effective game information for the player and assist the player to select the generation position of the game object, so that the controllability of the player on the selection of the birth position can be increased, and the game difficulty can be controlled.
The method described in the above embodiments will be described in further detail below.
In this embodiment, a method according to an embodiment of the present application will be described in detail by taking a multiplayer game as an example.
As shown in fig. 3, a specific flow of a game information display method is as follows:
210. and displaying the game map and the view control on the game interface.
In a multiplayer competitive game, such as a fleeing game, a player selects a birth location in a game scene for a game object he is operating with before entering the game scene. For example, as shown in fig. 4, a game map and a view control of "combat view" may be displayed on the game interface of the player a operation terminal, and a prompt message for prompting the player to select the birth location may be displayed on the game interface, where the prompt message may include a text content of "please select your birth location" and a countdown message.
220. The view control is triggered.
As shown in FIG. 4, player A may trigger a "fight view" control in the game interface by clicking on the control to enable drawing operations on the game map. In some embodiments, to avoid mishandling of the game map by player a as a drawing operation, if player a draws on the game map before clicking the "horizontal view" control, none of the drawing is a drawing operation for an area of the game map, and the drawing area is not determined accordingly.
230. In response to an area drawing operation for the game map, a drawing area, which is an area drawn by the area drawing operation when completion of drawing is detected, is determined.
The player can draw on the game map through the input devices such as a touch screen and a mouse, as shown in fig. 5, the player a draws a closed area on the game map by dragging a cursor, and the area is the drawing area.
240. A generation area is determined on the game map based on the drawing area.
As shown in fig. 5, the drawing area of player a on the game map is directly used as the generation area.
250. And acquiring the fight information of the target game object.
In a multiplayer competitive game, the target game object may be an avatar for a player in the generation area representing the selected birth location. Since in a multiplayer competitive game there are many participating players, all players have to select a birth location in the game scene for the game object they operate before they enter the game scene. After the drawing operation is performed by the player (player a) corresponding to the current terminal to determine the generated area, the operations in steps 210 to 270 may be performed by other players (at least one player) first, that is, the player has selected the birth position of the game object operated by the player, and if the birth position selected by at least one player is located in the birth area, these players will be referred to as player B in the following description, the game object operated by player B is the target game object, and the battle information may be ranking points of player B in the game. If no player-selected generation area is in the birth area, the acquired combat information is empty, and the combat information prompt displayed at this time may be "average level of players in the area is: 0", or no information is displayed at the alert interface.
260. And displaying the fight information prompt of the generation area on the game interface according to the acquired fight information.
As shown in fig. 5, after the player a controlled terminal obtains the ranking points of all players B in the game, according to the calculation formula of average battle = sum of the ranking points of all players B and/or the number of players B, the average battle of the players B in the generated area is calculated, if the average battle is calculated to be 200, if the grade corresponding to 200 is identified as bronze, the displayed battle information prompt may be "average level of players in the area is: bronze 200 points).
270. In response to a selection operation for an arbitrary position within the generation area, the selected position is determined as the current generation position.
After the combat information prompt of the generation area is displayed, the player can click any position point in the generation area on the map, and the corresponding coordinate position of the position point in the game scene can be used as the birth position of the game object operated by the player in the game scene.
280. And generating a current game object in the game scene according to the current generation position.
The current game object refers to a game object operated by a player corresponding to the current terminal. After determining the generation position of the game object in the game scene, the game object operated by the player can be born at the position after entering the game scene. For example, as shown in fig. 5, when the countdown on the game interface is over, the game interface may switch to a game scene, and the current game object may be born at the determined birth location. If there is a player whose birth position is not determined at the end of the countdown, the game object may determine the birth position according to the game settings, such as at a random position. After the current game object is generated, the current game interface can be directly switched to an interface corresponding to the game scene containing the current game object, a player can operate the current game object to execute virtual actions, or a control for entering the game scene can be displayed on the game interface, and the current game interface is switched to the interface corresponding to the game scene of the current game object by triggering the control.
As can be seen from the above, the game information display scheme provided by the embodiment of the application can be applied to a multi-player competition game, and in the process of determining the birth position of a game object, the generation area is determined in the game map, and the player game level prompt of the generation area is displayed, so that key and effective game information is provided for a player, the player is assisted in selecting the generation position of the game object, and the controllability of the player on the birth position selection can be increased, so that the game difficulty is controllable.
In order to better implement the above method, the embodiment of the application also provides a game information display device, which can be integrated in an electronic device, and the electronic device can be a terminal, a server and other devices. The terminal can be a mobile phone, a tablet personal computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in this embodiment, a specific integration of the game information display device in the terminal is taken as an example, the terminal provides a graphical user interface, and a game map is displayed on the graphical user interface, so that the method of the embodiment of the present application will be described in detail.
For example, as shown in fig. 6, the game information display apparatus may include a determination unit 310, an acquisition unit 320, and a display unit 330, as follows:
first determining unit 310
For determining a generation region in the game map in response to a generation region selection operation for the game map.
In some embodiments, the generating region selection operation includes a drawing operation, and the determining unit 310 is further configured to step 8, as follows:
8. in response to a drawing operation for the game map, a generation region is determined in the game map according to a drawing trajectory of the drawing operation.
In some embodiments, step 8 may include steps 8.1-8.2, as follows:
8.1, responding to the drawing operation for the game map, and determining a drawing area;
8.2, determining a generation area in the game map according to the drawing area.
In some embodiments, step 8.2 may include steps 8.2.1-8.2.2, as follows:
8.2.1, determining a center point of a generating area according to the drawing area, wherein the center point of the generating area is positioned in the drawing area;
8.2.2, determining the generation area in the game map according to the center point of the generation area and preset shape information.
In some embodiments, the generating region selection operation includes a drawing operation and a shape selection operation, and the determining unit 310 is further used for steps 8.3.1 to 8.3.3 as follows:
8.3.1, determining shape information of the generation region in response to a shape selection operation for the generation region;
8.3.2, responding to the drawing operation for the game map, and determining a center point of the generated area in the game map according to the drawing track of the drawing operation;
8.3.3 determining the generation region in the game map according to the center point of the generation region and the shape information of the generation region.
In some embodiments, the determining unit 310 is further used for step 9.1, as follows:
9.1 providing a revocation control on the graphical user interface to revoke the generated area by triggering the revocation control.
In some embodiments, the determining unit is further used for steps 9.2-9.3, as follows:
9.2, responding to the triggering operation for the revocation control, and revoking the generation area;
9.3, in response to a generation region selection operation for the game map, determining a new generation region in the game map.
In some embodiments, there are a plurality of generation areas, each generation area corresponds to one generation area selection operation, and the determining unit is further used in steps 10.1 to 10.2, as follows:
10.1, determining priorities of a plurality of generation areas;
and 10.2, displaying the generation area according to the priority and a preset display rule.
(two) acquisition unit 320
And the target game object is a game object in the generation area.
In some embodiments, the obtaining unit 320 is further used in step 11.1, as follows:
11.1, providing a view control on a graphical user interface;
acquiring the battle information of the target game object may include step 11.2, as follows:
11.2, responding to the triggering operation for the view control, and acquiring the fight information of the target game object.
(III) display Unit 330
And displaying the fight information prompt of the generation area on a graphical user interface according to the acquired fight information.
In some embodiments, the display unit 330 is also used for steps 12.1-12.2, as follows:
12.1, determining the average battle of all target game objects in the generation area according to the acquired battle information;
and 12.2, displaying the fight information prompt of the generated area on a graphical user interface according to the average fight.
In some embodiments, the display unit 330 is also used for step 13.1, as follows:
and 13.1, responding to touch operation acted on the generation area in the game map, and generating a current game object at the game scene position corresponding to the touch operation.
In some embodiments, the display unit 330 is also used for step 13.2, as follows:
and 13.2, responding to touch operation acted on the generation area in the game map, generating a current game object at the game scene position corresponding to the target subarea, wherein the target subarea is a subarea matched with the battle of the current game object in the generation area.
In some embodiments, the display unit 330 is also used for step 13.3, as follows:
in response to a selection operation for an arbitrary position within the generation area, the selected position is determined as the current generation position.
In some embodiments, the combat information cues are combat information controls, and the display unit 330 is also used for step 13.4, as follows:
and 13.4, responding to triggering operation for the battle information control, and randomly selecting a position in the generation area as a current generation position.
In the implementation, each unit may be implemented as an independent entity, or may be implemented as the same entity or several entities in any combination, and the implementation of each unit may be referred to the foregoing method embodiment, which is not described herein again.
As can be seen from the above, the game information display device of the present embodiment provides a graphical user interface by the terminal, wherein the content displayed by the graphical user interface at least partially includes a game scene and game objects therein, and a game map is displayed on the graphical user interface, and the game information display device comprises: a determination unit configured to determine a generation area in the game map in response to a generation area selection operation for the game map; an acquisition unit configured to acquire combat information of a target game object, the target game object being a game object within a generation area; and the display unit is used for displaying the fight information prompt of the generation area on the graphical user interface according to the acquired fight information.
Therefore, in the process of determining the generation position of the game object, the embodiment of the application can promote the game level prompt of the player by determining the generation area in the game map and displaying the generation area, provide key and effective game information for the player, assist the player in selecting the generation position of the game object, and increase the controllability of the player on the selection of the birth position so as to control the game difficulty.
Correspondingly, the embodiment of the application also provides computer equipment, which can be a terminal or a server, wherein the terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer, a touch screen, a game console, a personal computer, a personal digital assistant (Personal Digital Assistant, PDA) and the like.
As shown in fig. 7, fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application, where the computer device 400 includes a processor 410 with one or more processing cores, a memory 420 with one or more computer readable storage media, and a computer program stored in the memory 420 and executable on the processor. The processor 410 is electrically connected to the memory 420. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
Processor 410 is a control center of computer device 400, connects various portions of the entire computer device 400 using various interfaces and lines, and performs various functions of computer device 400 and processes data by running or loading software programs and/or modules stored in memory 420, and invoking data stored in memory 420, thereby performing overall monitoring of computer device 400.
In an embodiment of the present application, the processor 410 in the computer device 400 loads the instructions corresponding to the processes of one or more application programs into the memory 420 according to the following steps, and the processor 410 executes the application programs stored in the memory 420, so as to implement various functions:
determining a generation area in the game map in response to a generation area selection operation for the game map; acquiring the fight information of a target game object, wherein the target game object is a game object in a generation area; and displaying the fight information prompt of the generation area on a graphical user interface according to the acquired fight information.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 7, the computer device 400 further includes: touch display 430, radio frequency circuit 440, audio circuit 450, input unit 460, and power supply 470. The processor 410 is electrically connected to the touch display 430, the rf circuit 440, the audio circuit 450, the input unit 460 and the power supply 470, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 7 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display 430 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 430 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 410, and can receive commands from the processor 410 and execute them. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 410 to determine the type of touch event, and the processor 410 then provides a corresponding visual output on the display panel based on the type of touch event. In an embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 430 to implement input and output functions. In some embodiments, however, the touch panel and the display panel may be implemented as two separate components to implement the input and output functions. I.e. the touch display 430 may also implement an input function as part of the input unit 460.
In an embodiment of the present application, executing the game application by the processor 410 generates a graphical user interface on the touch display 430, wherein the virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display 430 is used for presenting a graphical user interface and receiving operation instructions generated by a user acting on the graphical user interface.
The radio frequency circuit 440 may be used to transceive radio frequency signals to establish wireless communication with a network device or other computer device via wireless communication.
Audio circuitry 450 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 450 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 450 and converted into audio data, which are processed by the audio data output processor 410 for transmission to, for example, another computer device via the radio frequency circuit 440, or which are output to the memory 420 for further processing. The audio circuit 450 may also include an ear bud jack to provide communication of the peripheral ear bud with the computer device.
The input unit 460 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 470 is used to power the various components of the computer device 400. Alternatively, the power supply 470 may be logically connected to the processor 410 through a power management system, so as to perform functions of managing charging, discharging, and power consumption management through the power management system. The power supply 470 may also include one or more of any components, such as a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 7, the computer device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the above, in the process of determining the generation position of the game object, the computer device provided in this embodiment determines the generation area in the game map, and displays the player game level prompt of the generation area, so as to provide key and effective game information for the player, and assist the player in selecting the generation position of the game object, so that the controllability of the player in selecting the birth position can be increased, and the game difficulty can be controlled.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, an embodiment of the present application provides a computer-readable storage medium in which a plurality of computer programs are stored, the computer programs being capable of being loaded by a processor to perform the steps in any of the game information display methods provided by the embodiments of the present application. For example, the computer program may perform the steps of:
determining a generation area in the game map in response to a generation area selection operation for the game map; acquiring the fight information of a target game object, wherein the target game object is a game object in a generation area; and displaying the fight information prompt of the generation area on a graphical user interface according to the acquired fight information.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The steps in any game information display method provided by the embodiment of the present application can be executed by the computer program stored in the storage medium, so that the beneficial effects of any game information display method provided by the embodiment of the present application can be achieved, and detailed descriptions of the previous embodiments are omitted herein.
The above description of the game information display method, device, storage medium and computer equipment provided by the embodiments of the present application applies specific examples to illustrate the principles and embodiments of the present application, and the above description of the embodiments is only used to help understand the method and core ideas of the present application; meanwhile, as those skilled in the art will vary in the specific embodiments and application scope according to the ideas of the present application, the present description should not be construed as limiting the present application in summary.

Claims (17)

1. A game information display method, wherein a terminal provides a graphical user interface on which a game map is displayed, comprising:
determining a generation area in the game map in response to a generation area selection operation for the game map;
Acquiring the battle information of a target game object, wherein the target game object is a game object in the generation area;
and displaying the fight information prompt of the generation area on the graphical user interface according to the acquired fight information.
2. The game information display method according to claim 1, wherein the generation region selection operation includes a drawing operation, and the determining a generation region in the game map in response to the generation region selection operation for the game map includes:
in response to a drawing operation for the game map, the generation region is determined in the game map according to a drawing track of the drawing operation.
3. The game information display method according to claim 2, wherein the determining the generation area in the game map in accordance with a drawing trajectory of the drawing operation in response to the drawing operation for the game map includes:
determining a drawing area in response to a drawing operation for the game map;
and determining a generation area in the game map according to the drawing area.
4. The game information display method according to claim 3, wherein the determining a generation area in the game map based on the drawing area includes:
Determining a center point of the generation area according to the drawing area, wherein the center point of the generation area is positioned in the drawing area;
and determining a generation area in the game map according to the center point of the generation area and preset shape information.
5. The game information display method according to claim 1, wherein the generation region selection operation includes a drawing operation and a shape selection operation, and the determining a generation region in the game map in response to the generation region selection operation for the game map includes:
determining shape information of the generation region in response to a shape selection operation for the generation region;
determining a center point of the generation area in the game map according to a drawing track of the drawing operation in response to the drawing operation for the game map;
and determining a generation area in the game map according to the center point of the generation area and the shape information of the generation area.
6. The game information display method according to claim 1, wherein the displaying the generated area of the combat information prompt on the graphical user interface based on the acquired combat information comprises:
Determining the average battle of all target game objects in the generation area according to the acquired battle information;
and displaying a war information prompt of the generation area on the graphical user interface according to the average war.
7. The game information display method according to claim 1, wherein before the acquisition of the battle information of the target game object, further comprising:
providing a view control on the graphical user interface;
the acquiring the fight information of the target game object comprises the following steps:
and responding to the triggering operation of the view control, and acquiring the fight information of the target game object.
8. The game information display method according to claim 1, wherein the determining a generation area in the game map in response to a generation area selection operation for the game map further comprises:
a revocation control is provided on the graphical user interface to revoke the generation region by triggering the revocation control.
9. The game information display method of claim 8, wherein after providing a dismissal control on the graphical user interface, further comprising:
Responsive to a trigger operation for the undo control, undo the generated region;
in response to a generation region selection operation for the game map, a new generation region is determined in the game map.
10. The game information display method according to claim 1, wherein the step of displaying the generated area of the fight information prompt on the graphical user interface according to the acquired fight information further comprises:
and in response to a selection operation for any position in the generation area, determining the selected position as the current generation position.
11. The game information display method according to claim 1, wherein the fight information prompt is a fight information control, and the method further comprises, after the graphical user interface displays the fight information prompt of the generation area, according to the acquired fight information:
and responding to the triggering operation of the combat information control, and randomly selecting a position in the generation area as a current generation position.
12. The game information display method according to claim 1, wherein the step of displaying the generated area of the fight information prompt on the graphical user interface according to the acquired fight information further comprises:
And responding to touch operation acting on the generation area in the game map, and generating a current game object at the game scene position corresponding to the touch operation.
13. The game information display method according to claim 1, wherein the generation area includes a plurality of sub-areas corresponding to different battles, and the step of, after the graphical user interface displays the battle information prompt of the generation area, further includes:
and responding to touch operation acting on a generation area in the game map, and generating a current game object at a game scene position corresponding to a target subarea, wherein the target subarea is a subarea matched with the battle of the current game object in the generation area.
14. The game information display method according to any one of claims 1 to 13, wherein there are a plurality of the generation areas, each of the generation areas corresponding to one of the generation area selection operations, the method further comprising, after determining a generation area in the game map in response to the generation area selection operation for the game map:
determining priorities of a plurality of the generation areas;
and displaying the generation area according to the priority and a preset display rule.
15. A game information display device, wherein a terminal provides a graphic user interface on which a game map is displayed, comprising:
a determination unit configured to determine a generation area in the game map in response to a generation area selection operation for the game map;
an acquisition unit configured to acquire combat information of a target game object, the target game object being a game object within the generation area;
and the display unit is used for displaying the fight information prompt of the generation area on the graphical user interface according to the acquired fight information.
16. A computer device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in the game information display method as claimed in any one of claims 1 to 14.
17. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps in the game information display method of any one of claims 1 to 14.
CN202210149406.0A 2022-02-18 2022-02-18 Game information display method, game information display device, computer equipment and storage medium Pending CN116650963A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117667293A (en) * 2024-02-01 2024-03-08 中国人民解放军军事科学院国防科技创新研究院 Multi-task collaborative window visualization method and device

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117667293A (en) * 2024-02-01 2024-03-08 中国人民解放军军事科学院国防科技创新研究院 Multi-task collaborative window visualization method and device

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