WO2025252008A1 - 信息提示方法、装置、计算机设备和计算机可读存储介质 - Google Patents
信息提示方法、装置、计算机设备和计算机可读存储介质Info
- Publication number
- WO2025252008A1 WO2025252008A1 PCT/CN2025/098175 CN2025098175W WO2025252008A1 WO 2025252008 A1 WO2025252008 A1 WO 2025252008A1 CN 2025098175 W CN2025098175 W CN 2025098175W WO 2025252008 A1 WO2025252008 A1 WO 2025252008A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- character
- game
- information
- virtual
- indicator information
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/0486—Drag-and-drop
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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
- A63F2300/308—Details of the user interface
Definitions
- This disclosure relates to the field of communication technology, and specifically to an information prompting method, apparatus, computer device, and computer-readable storage medium.
- This disclosure provides an information prompting method, apparatus, computer device, and computer-readable storage medium, which enables players to promptly notice changes in character indicator information, thereby allowing them to adjust the character indicator information in a timely manner, improve the survival status of the controlled virtual character in the game, prevent the controlled virtual character from dying unexpectedly, and enhance the player's gaming experience.
- This disclosure provides an information prompting method, including:
- the game interface is displayed, which includes at least some virtual game scenes and several interface elements;
- the system acquires the character indicator information of a controlled virtual character, which affects the survival status of the controlled virtual character in the game, and the controlled virtual character is controlled through a terminal device.
- prompts are provided for target interface elements of the game interface, including interface elements associated with changes in the character indicator information.
- an information prompting device comprising:
- the display unit is configured to display a game interface, which includes at least a portion of a virtual game scene and several interface elements.
- the acquisition unit is configured to acquire character indicator information of a controlled virtual character, the character indicator information affecting the survival status of the controlled virtual character in the game, the controlled virtual character being controlled through a terminal device;
- the prompting unit is configured to provide prompts to target interface elements of the game interface based on the character indicator information, wherein the target interface elements include interface elements associated with changes in the character indicator information.
- this disclosure also provides a computer device including a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute any of the information prompting methods provided in this disclosure.
- embodiments of this disclosure also provide a computer-readable storage medium for storing a computer program, which is loaded by a processor to execute any of the information prompting methods provided in embodiments of this disclosure.
- This embodiment of the disclosure displays a game interface, which includes at least some virtual game scenes and several interface elements; obtains character indicator information of a controlled virtual character, the character indicator information affecting the survival status of the controlled virtual character in the game, and the controlled virtual character is controlled through a terminal device; based on the character indicator information, prompts are given for target interface elements of the game interface, the target interface elements including interface elements associated with changes in the character indicator information.
- This embodiment of the disclosure uses target interface elements on the game interface related to changes in the character indicator information of the controlled virtual character to prompt players of changes in the character indicator information. This allows players to notice changes in the character indicator information in a timely manner, thereby adjusting the character indicator information promptly, improving the survival status of the controlled virtual character in the game, avoiding accidental death of the controlled virtual character, and enhancing the player's gaming experience. At the same time, it reduces the response frequency of electronic devices, which helps to save the computing resources of electronic devices.
- Figure 1 is a flowchart of an information prompting method provided in one embodiment of the present disclosure
- Figure 2 is a schematic diagram of a game interface provided in one embodiment of this disclosure.
- Figure 3 is a schematic diagram of prompting for target interface elements provided in one embodiment of this disclosure.
- FIG. 4 is another flowchart of the information prompting method provided in one embodiment of this disclosure.
- Figure 5 is another schematic diagram of prompting for target interface elements provided in one embodiment of the present disclosure.
- Figure 6 is another schematic diagram of prompting for target interface elements provided in one embodiment of the present disclosure.
- Figure 7 is another schematic diagram of prompting for target interface elements provided in one embodiment of the present disclosure.
- Figure 8 is another schematic diagram of prompting for target interface elements provided in one embodiment of the present disclosure.
- Figure 9 is another intentional illustration of a game interface provided in one embodiment of this disclosure.
- Figure 10 is a schematic diagram of an information prompting device provided in one embodiment of the present disclosure.
- Figure 11 is a schematic diagram of the structure of a computer device provided in one embodiment of the present disclosure.
- the information prompting apparatus can be integrated into a computer device, which may be a server or a terminal, etc.
- the terminal may include mobile phones, wearable smart devices, tablets, laptops, personal computers (PCs), and in-vehicle computers, etc.
- the server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
- cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
- a game scene is a virtual environment displayed (or provided) by an application while it is running on a terminal or server.
- this virtual scene can be a simulation of the real world, a semi-simulated/semi-fictional virtual environment, or a purely fictional virtual environment.
- a virtual scene can be either a two-dimensional or three-dimensional virtual scene.
- the virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities.
- the virtual scene is the scene where the user controls virtual objects to form the complete game logic.
- the virtual scene is a 3D game world where players control virtual objects to engage in combat.
- Instances of virtual scenes can include at least one element from: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
- a game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI).
- GUI graphical user interface
- This interface includes a UI for player interaction and a game screen.
- the UI may include interface elements such as game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., directional indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins).
- the game screen is the display screen corresponding to the virtual scene shown on the terminal device.
- the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic within the virtual scene.
- a game character refers to a controllable dynamic object in a virtual scene.
- This virtual character is either a character controlled by a player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene.
- AI artificial intelligence
- NPC non-player character
- the virtual character is a virtual figure competing in a virtual scene.
- the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this.
- the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.
- This disclosure provides an information prompting method, as shown in Figure 1.
- the specific flow of this information prompting method is as follows:
- the game interface which includes at least some virtual game scenes and several interface elements.
- the information prompting method provided in this disclosure can be applied to various types of games, such as first-person shooter (FPS) games, strategy games (SLG) games, or multiplayer online battle arena (MOBA) games.
- FPS first-person shooter
- SSG strategy games
- MOBA multiplayer online battle arena
- the controlled virtual character is controlled through a terminal device.
- the character indicator information may include information that affects the survival status of the controlled virtual character in the game.
- the survival status may represent the ease or difficulty for the controlled virtual character to continue to survive in the game.
- the survival status may include the survival probability.
- character indicator information could be the remaining usage time of a certain skill or a certain virtual item.
- a controlled virtual character moves on the water surface with the help of a certain virtual item.
- the virtual item will be worn out during use.
- the controlled virtual character must leave the water surface or find other virtual items before the virtual item is damaged. Otherwise, the controlled virtual character will sink into the water and die. Therefore, character indicator information could be the remaining time of the virtual item.
- character indicator information can include the virtual physiological information of the controlled virtual character, such as virtual blood pressure, virtual body temperature, and voice.
- virtual physiological information When the virtual physiological information is insufficient to ensure the survival of the controlled virtual character, it will lead to the death of the controlled virtual character, or when the virtual physiological information is too high, it will lead to being discovered and killed by the enemy (meaning that the easier it is for the controlled virtual character to be discovered by the enemy, the lower its probability of continuing to survive in the game).
- the character indicator information may also include virtual survival resources provided by external equipment, such as virtual oxygen, virtual gravity, virtual buoyancy, virtual stamina, virtual abilities, virtual health, and virtual life points.
- virtual oxygen can enable the controlled virtual character to move in underwater or toxic environments. When virtual oxygen is insufficient, the controlled virtual character moves slowly. When virtual oxygen is exhausted, the controlled virtual character cannot survive in these environments.
- the character indicator information includes at least one of virtual physiological information and virtual survival resource quantity.
- virtual physiological information includes at least one of virtual body temperature and sound
- virtual survival resources may include virtual oxygen, virtual physical strength, virtual energy, etc.
- thermal imaging devices can detect the movement of virtual characters by monitoring their body temperature. Virtual characters with higher body temperatures are more easily detected by these devices. A virtual character's body temperature is related to their activity; for example, rapid and frequent movement can cause a rapid rise in body temperature. Actions such as aiming, shooting, and reloading can also raise body temperature. Players controlling the virtual character may overlook these temperature changes, leading to the character's detection. Players need to pay attention to the temperature changes of their controlled virtual characters to prevent them from overheating.
- players need to control the body temperature of the virtual character being controlled to be within a normal range. Too low a body temperature will cause the virtual character to suffer from frostbite, while too high a body temperature will cause the virtual character to suffer from heatstroke.
- the character indicator information can be considered to correspond to a safe range. Within this safe range, the controlled virtual character has a higher probability of survival in the game, that is, the controlled virtual character is in a relatively safe state. If the character indicator information exceeds the corresponding safe range, the controlled virtual character is in a relatively dangerous state. When the controlled virtual character is in or will be in a relatively dangerous state due to the character indicator information, a prompt can be made through the target interface element on the game interface so that the player can pay attention to the status of the character indicator information.
- Target interface elements include interface elements that are related to changes in character indicator information.
- the target interface element can be associated with changes in character indicator information.
- it can include interface elements that cause changes in character indicator information after being operated.
- controls used to control the controlled virtual character to run, jump, shoot, and release skills can decrease or increase game indicator information after the controls are operated.
- Another example is the item icon on the game interface, where using the game item indicated by the item icon can decrease or increase game indicator information.
- prompts can also be provided for virtual objects in the virtual game scene. For example, if some game items have fallen in the virtual game scene, prompts can be provided for game items that will change the character's stats after being used. For example, if the character's stats are the abilities of the controlled virtual character, and using an "energy tank” can replenish the controlled virtual character's energy, then prompts can be displayed for the "energy tank” in the virtual game scene.
- Providing hints to target interface elements can include displaying a hint icon near the target interface element, or displaying a hint icon on the target interface element to indicate that operating the target interface element will cause changes in character indicator information. For example, icons such as "triangle”, “thermometer”, and "energy tank” can be displayed next to the target interface element to indicate that the target interface element has an impact on character indicator information.
- Providing prompts for target interface elements in the game interface can also involve displaying a prompt control on the game interface.
- This prompt control is configured to trigger the terminal device to display tips for adjusting character stats when the player performs touch operations (touch operations can include clicking, double-clicking, long-pressing, swiping, or dragging the prompt control).
- touch operations can include clicking, double-clicking, long-pressing, swiping, or dragging the prompt control.
- touch operations can include clicking, double-clicking, long-pressing, swiping, or dragging the prompt control.
- it can be displayed as a small card or text; or it can display shortcut controls for game items that can be used to adjust character stats.
- the player's touch operation on the shortcut control for a game item can trigger the terminal device to control the controlled virtual character to use the corresponding game item to adjust the character stats; or it can display a quick SOS control to send a distress message to teammates.
- the player's touch operation on the SOS control can
- the displayed prompts can also indicate the direction of change in character indicator information caused by the operation of the target interface element, such as increase or decrease.
- the displayed prompts can also indicate the direction of change in character indicator information caused by the operation of the target interface element, such as increase or decrease.
- an upward arrow is displayed next to a target interface element whose character indicator information increases after being operated on
- a downward arrow is displayed next to a target interface element whose character indicator information decreases after being operated on.
- two other types of patterns can also be displayed.
- the target game controls can include controls 10-80 on the game interface.
- Control 10 is used to control the controlled virtual character to shoot
- control 20 is a virtual joystick used to control the controlled virtual character to move in different directions
- control 30 is used to control the controlled virtual character to aim
- control 40 is used to control the controlled virtual character to jump
- control 50 is used to control the controlled virtual character to shoot
- control 60 is used to control the controlled virtual character to lie down
- control 70 is used to control the controlled virtual character to crouch
- control 80 is used to control the controlled virtual character to reload.
- the first game control may include control 60 and control 70
- the second game control may include control 10-50 and control 80.
- downward arrows are displayed next to control 60 and control 70
- upward arrows are displayed next to control 10-50 and control 80.
- the step "providing prompts for target interface elements of the game interface based on character indicator information" may include:
- prompts can be provided regarding the outline of the target interface element.
- a prompt can be issued to a target interface element.
- the character metric information is configured with warning conditions, and prompts are issued to target interface elements of the game interface based on the character metric information, including:
- the corresponding prompt icon is obtained, and the target interface elements are updated based on the prompt icon.
- the preset warning conditions may include conditions for prompting information about role indicators, such as prompting when the indicator is greater than or less than a preset threshold.
- the system can determine the prompt icon corresponding to the current character indicator information for the controlled virtual character, and based on the prompt icon, provide prompts to the target interface elements.
- multiple preset warning conditions can be set. Different warning conditions have different warning levels and corresponding thresholds, and different warning indicators are corresponding to different warning conditions. For example, the shape, size and/or color of the warning indicator may be different for different warning conditions.
- Warning Condition 1 there are two warning conditions: Warning Condition 1 and Warning Condition 2.
- Warning Condition 2 Under Warning Condition 1, the indicator color is orange, and under Warning Condition 2, the indicator color is red.
- the indicator is an upward or downward arrow.
- Warning Condition 1 the arrow is orange, and under Warning Condition 2, the arrow is red.
- the outline of the target interface element is the default color, such as gray.
- the role indicator information is under Warning Condition 1, the outline of the target interface element is updated to orange, and under Warning Condition 2, the outline of the target interface element is updated to red.
- the target interface element is displayed based on the default element display parameters.
- the default element display parameters can be considered as the initial display style of the target interface element. Only when the role indicator information meets the preset warning conditions will the target interface element switch from the style corresponding to the default element display parameters to the style corresponding to other element display parameters. That is, in one embodiment, the information prompting method provided by this disclosure embodiment may further include:
- the character indicator information does not meet the preset warning conditions, it will be displayed based on the default element display parameters of the target interface element.
- Changes in character indicator information are related to the activities of the controlled virtual character.
- the activities of the controlled virtual character consume survival resources indicated by the character indicator information, such as oxygen, stamina, and energy, or cause fluctuations in vital signs, such as body temperature and the sounds emitted.
- the target interface elements associated with changes in character indicator information may include game controls for manipulating the controlled virtual character.
- the target interface elements include target game controls for manipulating the controlled virtual character.
- the target game control is used to manipulate the controlled virtual character, players usually operate the target game control frequently during the game. Therefore, prompting the character's indicator information through the target game control can improve the timeliness of players' attention to changes in the character's indicator information, so that players can quickly take countermeasures to avoid the death of the controlled virtual character.
- game controls for controlling the controlled virtual character to run, walk, jump, lie down, crouch, and perform other actions in the virtual scene.
- game controls for controlling the controlled virtual character can also be game controls for controlling the controlled virtual character to use firearms and props to shoot and aim down sights, or game controls for controlling the controlled virtual character to attack enemies and release game skills.
- the target game controls include a first game control and/or a second game control.
- the step "providing prompts based on character stats to target interface elements of the game interface” can include:
- the prompt identifiers include a first prompt identifier for the first game control and a second prompt identifier for the second game control, and the first prompt identifier and the second prompt identifier are different;
- the first prompt icon is used to indicate the character indicator information of the controlled virtual character, and to indicate that after the first game control is operated, the character indicator information changes in a direction that is favorable to the survival of the controlled virtual character in the game.
- the second prompt icon is used to indicate that after the second game control is operated, the character indicator information changes in a direction that is unfavorable to the survival of the controlled virtual character in the game.
- the target game control may include one or both of a first game control and a second game control.
- the first game control When the first game control is operated, it will cause the character indicator information to change in a direction that is favorable to the survival of the controlled virtual character in the game, that is, the controlled virtual character is more likely to survive in the game.
- the second game control When the second game control is operated, it will cause the character indicator information to change in a direction that is unfavorable to the survival of the controlled virtual character in the game, that is, the probability of the controlled virtual character dying in the game will increase.
- an increase in character indicator information may worsen or improve the survival status of the controlled virtual character, while a decrease in character indicator information may worsen or improve the survival status of the controlled virtual character.
- prompts can be made based on the first game control, the first game control can be highlighted, for example, by displaying a pattern next to the first game control to prompt the player, and/or the display style of the first game control can be updated, etc.
- prompts can be made based on the first game control, the first game control can be highlighted, for example, by displaying a pattern next to the first game control to prompt the player, and/or by updating the display style of the first game control, etc.
- the target controls include a first game control and a second game control
- different prompts can be used to indicate the first game control and the second game control.
- an upward arrow can be displayed next to the target game control that increases the character's indicator information after being operated
- a downward arrow can be displayed next to the target game control that decreases the character's indicator information after being operated.
- two other patterns can also be used as the first and second prompts to indicate the effects of different target game controls.
- an upward arrow can be displayed near the first game control to indicate that the survival status of the controlled virtual character is improved after the first control is operated, and a downward arrow can be displayed near the second game control to indicate that the generation status of the controlled virtual character is worsened after the second game control is operated.
- the first game control and the second game control can be marked with different style parameters.
- the first game control and the second game control can be set to have different shapes.
- the first game control can be set to a small flower shape and the second game control can be set to a circle.
- the first game control and the second game control can be distinguished by their size.
- the first game control can be set to a larger size and the second game control to a smaller size.
- the first game control and the second game control can be set to different colors.
- the first game control can be set to red and the second game control to green.
- the edges of the first game control and the second game control can be set to different colors.
- the first prompt can indicate that after the first game control is operated, the character indicator information will change in a direction that is conducive to the survival of the controlled virtual character in the game.
- the second prompt can indicate that when the second game control is operated, the character indicator information will change in a direction that is unfavorable to the survival of the controlled virtual character in the game.
- Different information prompts are used to mark the first and second game controls. Players can quickly know which target game controls will increase the character's stats and which will decrease them. This allows them to reduce or increase their actions on the target game controls, ensuring the controlled virtual character remains safe and preventing death due to not noticing changes in the character's stats.
- the number of times the controlled virtual character dies can be reduced.
- a reduced number of deaths can extend the duration of each game session and reduce the number of times players restart the game.
- the terminal does not need to respond frequently to the controlled virtual character's death events, and the reduced response to player restarts lowers the response frequency of electronic devices, thus helping to save the computing resources of electronic devices.
- first game controls or second game controls may cause different changes in character indicator information after being operated.
- the prompt labels corresponding to target game controls with different changes are different. That is, in one embodiment, there are multiple target game controls, and the prompt label of each target game control also indicates the change in character indicator information after the target game control is operated through at least one display parameter.
- the prompt labels corresponding to target game controls with different changes in character indicator information are different.
- the character's stats decrease, and after the second game control is manipulated, the character's stats increase.
- the degree of decrease in the character's stats may vary; some first game controls decrease the character's stats by 5 units, while others decrease them by 2 units, and so on.
- the degree of increase in the character's stats may vary; some second game controls increase the character's stats by 1 unit, while others increase them by 4 units, and so on.
- the target game control can be indicated by at least one display parameter of the prompt icon, which affects the change range of the character indicator information.
- the at least one display parameter includes at least one of size, color, brightness, shape, display range and transparency.
- a downward arrow can be displayed near or on the first game control.
- the size of the arrow can indicate the magnitude of the change in character stats after the first game control is operated. The larger the arrow, the greater the magnitude of the change in character stats; the smaller the arrow, the smaller the magnitude of the change.
- the transparency of the arrow can indicate the magnitude of the change in character indicator information.
- it can be set according to the relationship between the size of the character indicator information set in the game and the survival status. If the larger the character indicator information, the lower the probability of the controlled virtual character continuing to survive in the game, then the transparency of the target game control with the larger increase in the character indicator information after being manipulated can be set to be lower.
- the second prompt label for the second game control can be processed so that the second prompt label can indicate the range of change of the character indicator information in the second game control.
- a prompt icon can be generated based on the outline of the target game control.
- the display parameters of the target game control's outline can indicate the magnitude of change in the character's indicator information.
- different colors can be used to indicate different magnitudes of change in the target game control's indicator information.
- a mapping relationship between color and magnitude of change can be set, and the color of the target game control's outline can be determined based on the mapping relationship and the magnitude of change in the character's indicator information caused by the manipulation of the target game control.
- different transparency levels can indicate the magnitude of change in the character's indicator information
- different color display ranges can also indicate different magnitudes of change. The greater the impact on the survival status of the controlled virtual character after being manipulated, the larger the color display range.
- the outline of the target game control can use different lines, such as single solid lines, double solid lines, dashed lines, double dashed lines, etc., and different patterns can be used to fill the outline, such as diagonal lines, cross lines, etc.
- the first game control and the second game control can be marked with different colors.
- different changes in the character's indicator information can be marked with different brightness or saturation of the same color.
- the first game control can be marked with red and the second game control with green.
- the first game control with different changes in the character's indicator information after being operated can be marked with red of different saturations
- the second game control with different changes in the character's indicator information after being operated can be marked with green of different saturations.
- one of the target game controls, the first game control or the second game control can be set to have different levels of influence on the character's metric information, while the other target game control can have the same level of influence on the character's metric information.
- the system can also indicate the time required for character stats to recover to preset survival conditions, thereby improving the player's control over time.
- the information prompting method provided in this disclosure may further include:
- the first preset survival condition can refer to the survival state of the controlled virtual character being a preset survival state.
- the preset survival state can be considered as the survival state in which the controlled virtual character has a higher probability of continuing to survive in the game.
- Each survival state can correspond to a numerical range of character indicator information.
- the first preset survival condition can be considered as the character indicator information of the controlled virtual character satisfying the preset numerical range.
- the survival status is related to the probability of the controlled virtual character being discovered by the enemy.
- the worse the survival status the higher the probability of being discovered by the enemy.
- the first preset survival condition can refer to the probability of the controlled virtual character being discovered being lower than a preset probability threshold.
- the time required for the character's stats to meet the first preset survival condition can be determined based on the speed of the change in the character's stats, such as 5 seconds.
- the target game control can be used only to change the direction in which the character indicator information of the controlled virtual character often meets the first preset survival condition, that is, the survival state changes in the direction of meeting the first survival condition, and the waiting time required for the character indicator information to reach the first preset survival condition after the operation is displayed.
- the character's indicator information can change at a certain speed.
- the waiting time required for the character's indicator information to change to meet a first preset condition can be determined based on the speed of change of the character's indicator information.
- the waiting time is then displayed on the game control that controls the virtual character to crouch, or next to it.
- the game interface may also display at least one of an information indicator and a status indicator icon that displays character metric information.
- the information indicator can indicate the value of the character metric information
- the status indicator icon can indicate the current survival status of the controlled virtual character. If the survival status of the controlled virtual character is linked to the probability of being discovered, then the status indicator can indicate the probability of the controlled virtual character being discovered. That is, in one embodiment, the target interface element also includes an information indicator and/or a status indicator icon.
- the information indicator is used to indicate the value of the current character metric information of the controlled virtual character, and the status indicator is used to indicate the current survival status of the controlled virtual character.
- Different survival states can correspond to different status indicator icons.
- the survival state corresponding to the character's indicator information in range A can be indicated by status indicator icon A
- the survival state corresponding to the character's indicator information in range B can be indicated by status indicator icon B.
- different colored warning lights can be used to provide a prompt, such as red warning lights, orange warning lights, or green warning lights.
- the character's indicator information is virtual body temperature.
- the information indicator can be a thermometer icon, and the status indicator can be an eye icon.
- the probability of the controlled virtual character being discovered is different. Since the higher the probability of the controlled virtual character being discovered, the greater the possibility of being killed, the worse the survival status of the controlled virtual character, the greater the probability of being discovered.
- Different virtual body temperature ranges can correspond to different degrees of eye opening in different eye icons. The more obvious the opening, the higher the probability of being discovered. The degree of rise of the thermometer corresponding to different virtual body temperatures is also different.
- the target interface element also includes status indicator icons and/or information prompts, which are displayed when the character indicator information meets warning conditions.
- the status indicator icons and information prompts are different for different survival states.
- the survival status is the survival probability of the controlled virtual character in the game.
- a status indicator icon or information prompt icon can be displayed, or both a status indicator icon and information prompt icon can be displayed.
- information prompts and status indicators can be set to appear the same in at least one display parameter. This allows players to quickly obtain the character indicator information based on the same display parameter.
- the target interface elements also include information indicators and status indicators, and the prompts and information indicators appear the same in at least one display parameter.
- At least one of the display parameters may include color, transparency, and outline shape.
- the information indicator and status indicator have the same color and transparency, and the color and transparency of the indicator information ranges for different roles are different, so that the role indicator information can be determined based on the color and transparency.
- the more severe the survival status the lower the transparency of the information indicator and status indicator, that is, the more obvious the display effect, and/or the more severe the survival status, the more prominent the color of the information indicator and status indicator.
- the survival status can be the survival probability.
- the lower the survival probability corresponding to the character indicator information the lower the transparency of the information prompt and status indicator icons, that is, the more obvious the display effect. And/or the lower the survival probability corresponding to the character indicator information, the more prominent the color of the information prompt and status indicator icons, so that players can more easily notice the information prompt and status indicator icons.
- only the transparency can be the same, or only the color can be the same, or other display parameters can be the same.
- the information prompting method provided in this disclosure may further include:
- the virtual game item corresponding to the character indicator information is displayed on the game interface.
- the virtual game item When the virtual game item is applied to the controlled virtual character, it causes the character indicator information of the controlled virtual character to change in a direction that is conducive to the survival of the controlled virtual character in the game.
- the character indicator information of the controlled virtual character is adjusted according to the adjustment value configured for the character indicator information of the virtual game item.
- the virtual game items corresponding to the character indicator information can include game items that can change the character indicator information, thereby improving the survival status of the controlled virtual character.
- the corresponding virtual game items can be different for different character indicator information.
- virtual game items can be ice cubes, cold drinks, or items that can raise body temperature.
- virtual stamina virtual game items can include stamina supplements, stamina canisters, etc.
- virtual game items can include silenced shoe covers, gun silencers, etc.
- the survival status can be the survival probability of the controlled virtual character.
- the second preset survival condition can include the survival probability corresponding to the character's indicator information being less than or not greater than a preset survival probability.
- the virtual game item is displayed on the game interface.
- the virtual game item can be displayed next to the target interface element, or in the game item display area of the game interface, or next to the information indicator or status indicator.
- Each virtual game item can be pre-configured with adjustment values for character stats, such as the amount of virtual body temperature reduction or the amount of stamina replenishment.
- the terminal device responds to the player's touch operation on the virtual game items on the game interface, uses the virtual game items operated by the player on the controlled virtual character, and adjusts the current character indicator information of the controlled virtual character based on the adjustment value configured for the character indicator information of the virtual game items, so as to improve the survival probability of the controlled virtual character in the game.
- the system displays virtual game items that affect character stats, allowing players to adjust these stats.
- character stats when character stats meet a second preset survival condition, it can automatically send a distress signal to the player's teammates, or display a distress interface for the player to select teammates to call for help.
- it can also send a distress signal only after character stats have reached a first threshold for a certain period of time. If character stats remain in a relatively dangerous state after a certain period, it can be assumed that the player has no corresponding virtual game items to adjust character stats.
- the information prompting method provided in this disclosure may further include:
- a distress message will be sent to the terminal device to which the controlled virtual character's friendly virtual character belongs.
- a distress interface is displayed.
- the distress interface includes the character identifier of at least one friendly virtual character of the controlled virtual character.
- the character identifier When the character identifier is operated, it triggers the sending of distress information to the terminal device to which the friendly virtual character belongs.
- the first threshold can be a threshold set in advance for the character indicator information. This threshold can be used to measure whether the current character indicator information of the controlled virtual character causes the controlled virtual character to be in a dangerous state. Reaching the first threshold can mean exceeding the first threshold or being less than the first threshold.
- the specific settings can be flexibly set according to the game settings.
- friendly virtual characters can include other virtual characters that belong to the same faction or team as the controlled virtual character.
- the character indicator information reaches the first threshold for more than a preset time, it can be assumed that the player does not have the corresponding virtual game props to adjust the character indicator information, and the character indicator information is within a safe range.
- the player can send a distress message to his teammates, that is, the terminal device corresponding to the controlled virtual character's friendly virtual character sends a distress message.
- a distress screen can be displayed, featuring at least one friendly virtual character's identifier.
- This identifier indicates the corresponding friendly virtual character, from which the player can select one or more to trigger a distress signal from their current device to the device associated with that friendly virtual character.
- the friendly virtual character identifiers in the distress screen can be sorted by distance between the friendly and controlled virtual characters.
- virtual game items possessed by the friendly virtual characters that can alter their stats can be displayed, allowing the player to select the virtual character to request assistance from.
- the terminal device to which the friendly virtual character belongs can display the distress message.
- the friendly player can learn about the location of the controlled virtual character and the crisis it is facing through the distress message.
- the friendly player can control the virtual character to go to the location of the controlled virtual character and help the controlled virtual character adjust its character indicators through virtual game props or other means.
- the information notification method provided in this disclosure may further include:
- the prompt information includes item information of at least one game item used by other virtual characters to discover the controlled virtual character.
- the prompt information is determined based on at least one of the following: the distance between the other virtual character and the controlled virtual character, the time when the controlled virtual character was discovered, and the game level of the other virtual character.
- the second threshold can be a threshold set in advance for the character indicator information. This threshold can be used to measure whether the current character indicator information of the controlled virtual character causes the controlled virtual character to be in a dangerous state. Reaching the second threshold can mean exceeding the second threshold or being less than the second threshold.
- the specific settings can be flexibly set according to the game settings.
- the first threshold and the second threshold can be the same or different.
- virtual characters can refer to virtual characters controlled by other terminal devices besides the current terminal device.
- they can include virtual characters that are in a different faction from the controlled virtual character or are in the enemy team.
- a prompt message can be displayed on the game interface.
- the prompt message can include game props used by other virtual characters to discover the controlled virtual character, such as drones or thermal imagers.
- the arrangement of item information in the prompt message can be determined based on one or more of the following: the distance between the virtual character using the item and the controlled virtual character, the time sequence in which the controlled virtual character was discovered using the item, and the virtual character's game level.
- the embodiments of this disclosure display a game interface, which includes at least some virtual game scenes and several interface elements; obtain the character indicator information of the controlled virtual character, which affects the survival status of the controlled virtual character in the game, and the controlled virtual character is controlled through a terminal device; based on the character indicator information, provide prompts for target interface elements of the game interface, which include interface elements associated with changes in the character indicator information.
- This embodiment of the disclosure uses target interface elements on the game interface related to changes in the character indicator information of the controlled virtual character to prompt players of changes in the character indicator information. This allows players to notice changes in the character indicator information in a timely manner, thereby adjusting the character indicator information promptly, improving the survival status of the controlled virtual character in the game, preventing the controlled virtual character from dying unexpectedly, and enhancing the player's gaming experience.
- the number of times the controlled virtual character dies can be reduced.
- the reduction in the number of deaths of the controlled virtual character can extend the duration of each game session and reduce the number of times the player restarts the game.
- the terminal does not need to respond frequently to the death events of the controlled virtual character, and at the same time, the response to the player restarting the game session is reduced, thereby reducing the response frequency of the electronic device and helping to save the computing resources of the electronic device.
- the following embodiments will use the virtual body temperature of the controlled virtual character as the role indicator information, and take the example that the higher the virtual body temperature, the higher the probability of the controlled virtual character being discovered, and thus the lower the probability of survival, to describe it from the perspective of the information prompting device.
- This disclosure provides an information prompting method, as shown in Figure 2.
- the specific flow of this information prompting method is as follows:
- the game interface which includes at least a portion of the virtual game scene, a controlled virtual character located in the virtual game scene, and several interface elements.
- the game interface can be as shown in the figure.
- the interface elements in the game interface can include game controls used to control the controlled virtual character to perform corresponding actions.
- the game props held by the virtual characters in the game include target game props with thermal imaging capabilities, such as firearms, aircraft, etc.
- the virtual characters can detect other virtual characters with higher body temperatures through the target game props. The higher the body temperature of the virtual characters, the easier it is for them to be detected by the target game props with thermal imaging capabilities.
- the virtual body temperature of a controlled virtual character is related to the character's activities. For example, if a controlled virtual character continuously performs actions such as aiming, shooting, walking, and running, its body temperature will rise continuously because there is no time for it to cool down. When the temperature rises to a certain level, there is a probability that it will be detected.
- the target display style of the target game control based on the virtual body temperature. After the target game control is operated, it will affect the virtual body temperature of the controlled virtual character.
- the warning conditions may include a virtual body temperature exceeding a preset body temperature threshold.
- the controlled virtual character is at risk of being discovered. This can alert the player that the controlled virtual character may be discovered, allowing the player to control the controlled virtual character to avoid detection, or lower the body temperature of the controlled virtual character.
- the display style of the target game control on the game interface that affects the virtual body temperature after being manipulated can be updated to indicate changes in the character's metric information to the player through the target game control.
- the display style of the target game control and the correspondence between them and the virtual body temperature of the controlled virtual character can be preset so that the body temperature information of the controlled virtual character can be conveyed to the player based on the display style of the target game control.
- the fill color of the target game control can be updated to red, orange, or other colors.
- the player will be aware of the change in the character's stats.
- the outline color of the target game control can be updated.
- the default color of the target game control outline is white, and the outline color can be updated to red, orange, or other colors.
- the game interface can be as shown in Figure 2.
- the target game control can include controls 10-80 on the game interface, where control 10 is used to control the controlled virtual character to shoot, control 20 is a virtual joystick used to control the controlled virtual character to move in different directions, control 30 is used to control the controlled virtual character to aim, control 40 is used to control the controlled virtual character to jump, control 50 is used to control the controlled virtual character to shoot, control 60 is used to control the controlled virtual character to lie down, control 70 is used to control the controlled virtual character to crouch, and control 80 is used to control the controlled virtual character to reload.
- the default display style of the target game control can be as shown in Figure 2.
- the display style of the target game control can be as shown in Figure 5, where the edge of the target game control is updated to orange, or as shown in Figure 6, where the edge of the target game control is updated to red.
- the target game controls can be divided into two categories.
- One type of control when operated, will lower the virtual temperature (the first game control), while the other type will raise the virtual temperature (the second game control).
- Different display styles can be used to mark the first and second game controls.
- the first game control can be filled with green, and the second game control with red.
- the outline of the first game control can be updated to green, and the outline of the second game control can be updated to red.
- the first game control may include controls 60 and 70
- the second game control may include controls 10-50 and control 80.
- the outline of the first game control can be updated to green, and the outline of the second game control to orange; or as shown in Figure 8, the outline of the first game control can be updated to green, and the outline of the second game control to red.
- warning conditions can include a virtual body temperature of 37-38°C and a virtual body temperature greater than 38°C.
- the fill color or outline color of the target game control is a first color
- the fill color or outline color of the target game control is a second color.
- the first and second colors are different; for example, the first color could be orange, and the second color could be red.
- the display style of the target game control can be as shown in Figure 5 or Figure 7
- the display style of the target game control can be as shown in Figure 6 or Figure 8.
- different colors can be selected to mark the range of changes in virtual body temperature induced by the target game control.
- the range of changes in virtual body temperature induced by the target game control is [-A, B], where A and B are positive numbers, -A corresponds to green, and B corresponds to orange.
- the color corresponding to the range of changes between -A and B is a gradient between green and orange; the closer to orange, the closer the range of changes is to B, and the closer to green, the closer the range of changes is to -A.
- the first game control can be marked with different saturations of green
- the second game control can be marked with different saturations of red, and so on.
- a prompt icon corresponding to the virtual body temperature can also be displayed on the game interface.
- an icon with a thermometer pattern and/or an icon with an eye pattern can be displayed.
- the color of the prompt icon can be the same as the color of the second game control, for example, as shown in any of the schematic diagrams in Figures 2, 3, and 5-7.
- the eye pattern corresponding to different detection probabilities can be different.
- the detection probability can be 70%
- the eye pattern can be a half-open eye as shown in Figure 5, indicating that the controlled virtual character may be detected under the current virtual body temperature.
- the detection probability can be 100%
- the eye pattern can be a fully open eye as shown in Figure 6, indicating that the controlled virtual character will definitely be detected under the current virtual body temperature.
- the game interface can be as shown in Figure 9.
- the game interface can display at least part of the game scene and several controls.
- Figure 9 is just an example of the interface elements on the game interface.
- the game interface can also include interface elements other than those shown in Figure 9. The interface elements in the game interface shown in Figure 9 will be described in detail below.
- Control 1001 represents the fire control, used to control the controlled virtual character to fire;
- control 1002 represents the left peek control, used to control the controlled virtual character to peek to the left of the virtual weapon;
- control 1003 represents the right peek control, used to control the controlled virtual character to peek to the right of the virtual weapon;
- control 1004 represents the cancel throw control, used to cancel the throw of a throwable item.
- 1005a represents the operation point
- 1005b represents the first control area
- 1005c represents the second control area located outside the first control area.
- the first control area, the second control area, and the operation point can form a virtual joystick.
- the virtual joystick is used to control the movement speed of the controlled virtual character.
- Players can drag the operation point to the first control area and/or the second control area to control the target controlled virtual character to move at different speeds.
- 1006 represents the medical supplies control, used to trigger the terminal device to display the medical supplies possessed by the controlled virtual character
- 1007 represents the main weapon bar, used to display the main weapon of the controlled virtual character
- 1008 represents the secondary weapon bar, used to display the secondary weapon of the controlled virtual character
- 1009 represents the health bar, used to display the current health of the controlled virtual character
- 10010 represents the throwable control, used to control the controlled virtual character to throw projectiles in the virtual scene.
- 10011 represents a helmet control, used to indicate the helmet status of the controlled virtual character, such as wearing a helmet, helmet damage, or not wearing a helmet.
- 10012 represents an armor control, used to indicate the armor status of the controlled virtual character, such as wearing armor, armor damage, or not wearing armor.
- 10013 represents a hunger status control, used to indicate the hydration and energy status of the controlled virtual character.
- 10014 represents a detection prompt control, used to indicate detection results.
- 10015 represents a firing mode control, used to switch between automatic and semi-automatic firing modes.
- 10016 represents a melee weapon control, used to control melee weapons.
- 10017 represents a pistol control, used to control a pistol.
- 10018 represents a reload control, used to control the controlled virtual character to reload.
- 10019 represents a crouch control, used to control the controlled virtual character to perform a crouching action.
- 10030 represents the pet control control, used to release the pet of the controlled virtual character
- 10031 represents the focus skill control, used to release the focus skill
- 10032 represents the marker control, used to mark locations in the game scene. When the controlled virtual character moves away from the marked location, the player can know the distance between the controlled virtual character and the marked location
- 10033 represents the chat control, used to send and receive messages in the game
- 10034 represents the speaker control, used to play sounds in the game
- 10035 represents the microphone control, used to collect the player's voice
- 10036 represents the game settings control, used to set relevant configurations in the game
- 10037 represents the action control, used to control the relevant actions of the controlled virtual character
- 10038 represents the flashlight, used to control the virtual controlled character to use the flashlight in the game scene
- 10039 represents the pick-upable items.
- 10040 represents the storm progress bar, used to indicate the progress of the storm affecting the game scene.
- 10050 indicates a directional indicator, used to indicate the orientation of the controlled virtual character or the position of the controlled virtual character relative to a preset location.
- controls 1001, 1005a, 1005b, 1005c, 10018, 10021 and 10023 are the first game controls, and controls 10019 and 10020 are the second game controls.
- the terminal device displays a game interface, which includes at least a portion of a virtual game scene, a controlled virtual character located in the virtual game scene, and several interface elements; obtains the virtual body temperature of the controlled virtual character; if the virtual body temperature of the controlled virtual character meets the warning conditions, determines the target display style of the target game control based on the virtual body temperature, and the operation of the target game control affects the virtual body temperature of the controlled virtual character; and updates the display style of the target game control based on the target display style.
- This embodiment of the disclosure uses target game controls that are used to manipulate a controlled virtual character and whose operation causes a change in the virtual body temperature. These controls indicate the change in virtual body temperature, allowing players to notice changes in the controlled virtual character's body temperature during gameplay. Players can also identify which target game controls, if operated, will cause the virtual body temperature to rise further, putting the controlled virtual character in a dangerous state. Players can then control the controlled virtual character to avoid danger, reduce the operation of game controls that raise the virtual body temperature, or operate game controls that lower the virtual body temperature. This prevents the controlled virtual character from becoming too hot and being in a dangerous state, increases the survival probability of the controlled virtual character in the game, avoids accidental death, and improves the player's gaming experience.
- the number of times the controlled virtual character dies can be reduced.
- the reduction in the number of deaths of the controlled virtual character can extend the duration of each game session and reduce the number of times the player restarts the game.
- the terminal does not need to respond frequently to the death events of the controlled virtual character, and at the same time, the response to the player restarting the game session is reduced, thereby reducing the response frequency of the electronic device and helping to save the computing resources of the electronic device.
- an information prompting device is also provided in one embodiment.
- the meanings of the terms used are the same as in the information prompting method described above, and specific implementation details can be found in the description of the method embodiments.
- the information prompting device can be integrated into a computer device, as shown in Figure 10.
- the device may include a display unit 301, an acquisition unit 302, and a prompting unit 303, as detailed below:
- Display unit 301 is configured to display a game interface, which includes at least some virtual game scenes and several interface elements.
- the acquisition unit 302 is configured to acquire the character indicator information of the controlled virtual character.
- the character indicator information affects the survival status of the controlled virtual character in the game.
- the controlled virtual character is controlled through a terminal device.
- the aforementioned role indicator information includes at least one of virtual physiological information and virtual survival resource quantity.
- the virtual physiological information includes at least one of virtual body temperature and sound
- the virtual survival resource quantity includes at least one of virtual oxygen, virtual physical strength, and virtual energy.
- the prompting unit 303 is configured to provide prompts for target interface elements of the game interface based on the aforementioned character indicator information.
- the target interface elements include interface elements associated with changes in the aforementioned character indicator information.
- the above-mentioned prompting unit 303 can also be configured as follows:
- prompts can be displayed on the outlines of the target interface elements.
- the aforementioned role indicator information is configured with warning conditions, and the aforementioned prompting unit 303 can also be configured as follows:
- the information prompting device may further include:
- the default display unit is configured to display the target interface element based on its default element display parameters if the aforementioned role indicator information does not meet the preset warning conditions.
- the target interface element includes target game controls for manipulating the controlled virtual character.
- the target game control includes a first game control and/or a second game control.
- the character indicator information changes in a direction favorable to the survival of the controlled virtual character in the game.
- the second game control is operated, the character indicator information changes in a direction unfavorable to the survival of the controlled virtual character in the game.
- the prompting unit 303 can also be configured as follows:
- the aforementioned prompts include a first prompt for the first game control and a second prompt for the second game control, wherein the first prompt and the second prompt are different;
- the first prompt icon is used to indicate the character indicator information of the controlled virtual character, and to indicate that after the first game control is operated, the character indicator information changes in a direction that is favorable to the survival of the controlled virtual character in the game.
- the second prompt icon is used to indicate that after the second game control is operated, the character indicator information changes in a direction that is unfavorable to the survival of the controlled virtual character in the game.
- the prompt label of each target game control also indicates the change range of the character indicator information after the target game control is operated through at least one display parameter.
- the prompt labels corresponding to target game controls with different change ranges of the character indicator information are different.
- the at least one display parameter mentioned above includes at least one of color, brightness, shape, display area, and transparency.
- the information prompting device may further include:
- the time determination unit is configured to determine the waiting time required for the controlled virtual character's survival state to reach the first preset survival condition after the target game control is operated, based on the rate of change of the character indicator information after the target game control is operated.
- the time display unit is configured to display the aforementioned waiting time for the target game control.
- the target interface element further includes an information indicator and/or a status indicator icon, wherein the information indicator is used to indicate the value of the current role indicator information of the controlled virtual character, and the status indicator is used to indicate the current survival status of the controlled virtual character.
- the aforementioned information prompt icon and/or status indicator icon are displayed when the role indicator information meets the warning conditions, wherein the status indicator icon and the information prompt icon are different for different survival states.
- the target interface element further includes an information indicator and a status indicator icon, wherein the prompt icon and the information indicator and the status indicator are identical in at least one display parameter.
- the information prompting device may further include:
- the prop display unit is configured to display virtual game props corresponding to the character indicator information on the game interface if the character indicator information meets the second preset survival conditions.
- the virtual game props act on the controlled virtual character, they cause the character indicator information of the controlled virtual character to change in a direction that is conducive to the survival of the controlled virtual character in the game.
- the information adjustment unit is configured to adjust the character indicator information of the controlled virtual character in response to a touch operation on the virtual game item, based on the adjustment value configured on the virtual game item for the character indicator information.
- the information prompting device may further include:
- the sending unit is configured to send a distress message to the terminal device of the controlled virtual character's friendly virtual character if the aforementioned role indicator information reaches a first threshold for more than a preset time.
- a distress interface is displayed.
- the distress interface includes the role identifier of at least one friendly virtual role of the aforementioned controlled virtual role.
- the aforementioned role identifier When the aforementioned role identifier is operated, it triggers the sending of distress information to the terminal device to which the aforementioned friendly virtual role belongs.
- the information prompting device may further include:
- the prompt information display unit is configured to display a prompt information on the game interface if the controlled virtual character is discovered by other virtual characters controlled by other terminal devices other than the current terminal device because the character indicator information reaches the second threshold.
- the aforementioned prompt information includes item information of at least one game item used by the other virtual character to discover the controlled virtual character.
- the prompt information is determined based on at least one of the following: the distance between the other virtual character and the controlled virtual character, the time when the controlled virtual character was discovered, and the game level of the other virtual character.
- the information prompting device of this embodiment displays a game interface through the display unit 301.
- the game interface includes at least some virtual game scenes and several interface elements.
- the acquisition unit 302 acquires the character indicator information of the controlled virtual character.
- the character indicator information includes factors affecting the survival status of the controlled virtual character in the game.
- the controlled virtual character is controlled through a terminal device.
- the prompting unit 303 provides prompts for target interface elements of the game interface based on the character indicator information.
- the target interface elements include interface elements associated with changes in the character indicator information.
- This embodiment of the disclosure uses target interface elements on the game interface related to changes in the character indicator information of the controlled virtual character to prompt players of changes in the character indicator information. This allows players to notice changes in the character indicator information in a timely manner, thereby adjusting the character indicator information promptly, increasing the survival probability of the controlled virtual character in the game, avoiding accidental death of the controlled virtual character, and improving the player's gaming experience.
- FIG11 is a schematic diagram of the structure of the computer device provided in this disclosure embodiment.
- the computer device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor.
- the processor 501 is electrically connected to the memory 502.
- the computer device structure shown in the figures does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the processor 501 is the control center of the computer device 500. It connects various parts of the computer device 500 through various interfaces and lines. By running or loading software programs and/or modules stored in the memory 502, and calling data stored in the memory 502, it performs various functions of the computer device 500 and processes data, thereby monitoring the computer device 500 as a whole.
- the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 runs the application programs stored in the memory 502 to realize various functions:
- the game interface is displayed, which includes at least some virtual game scenes and several interface elements;
- the system acquires the character indicator information of the controlled virtual character, which includes information affecting the survival status of the controlled virtual character in the game.
- the controlled virtual character is controlled through a terminal device.
- prompts are provided for target interface elements in the game interface, including interface elements that are related to changes in character metric information.
- the embodiments of this disclosure use target interface elements on the game interface related to changes in the character indicator information of the controlled virtual character to prompt players of changes in the character indicator information, so that players can notice the changes in the character indicator information in a timely manner, thereby adjusting the character indicator information in a timely manner, improving the survival status of the controlled virtual character in the game, avoiding the accidental death of the controlled virtual character, and improving the player's game experience.
- the number of times the controlled virtual character dies can be reduced.
- the reduction in the number of deaths of the controlled virtual character can extend the duration of each game session and reduce the number of times the player restarts the game.
- the terminal does not need to respond frequently to the death events of the controlled virtual character, and at the same time, the response to the player restarting the game session is reduced, thereby reducing the response frequency of the electronic device and helping to save the computing resources of the electronic device.
- the computer device 500 further includes: a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507.
- the processor 501 is electrically connected to the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507.
- the computer device structure shown in FIG11 does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the touch display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the touch display screen 503 may include a display panel and a touch panel.
- the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof.
- the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar devices.
- LCD liquid crystal display
- OLED organic light-emitting diode
- the touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program.
- the touch panel may include a touch detection device and a touch controller.
- the touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller.
- the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 501. It can also receive and execute commands from the processor 501.
- the touch panel can cover the display panel.
- the touch panel When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel based on the type of touch event.
- the touch panel and the display panel can be integrated into the touch display screen 503 to achieve input and output functions.
- the touch panel and the touch display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to achieve input functions.
- the radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
- Audio circuitry 505 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and output to processor 501 for processing. The audio data is then transmitted via radio frequency circuitry 504 to, for example, another computer device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
- the input unit 506 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
- user characteristic information such as fingerprints, iris, facial information, etc.
- Power supply 507 is used to supply power to various components of computer device 500.
- power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
- Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
- the computer device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
- embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute the steps in any of the information prompting methods provided in embodiments of this disclosure.
- the computer program can execute the following steps:
- the game interface is displayed, which includes at least some virtual game scenes and several interface elements;
- the system acquires the character indicator information of the controlled virtual character, which includes information that affects the survival status of the controlled virtual character in the game.
- the controlled virtual character is controlled through a terminal device.
- prompts are provided for target interface elements in the game interface, including interface elements that are related to changes in character metric information.
- the embodiments of this disclosure use target interface elements on the game interface related to changes in the character indicator information of the controlled virtual character to prompt players of changes in the character indicator information, so that players can notice the changes in the character indicator information in a timely manner, thereby adjusting the character indicator information in a timely manner, improving the survival status of the controlled virtual character in the game, avoiding the accidental death of the controlled virtual character, and improving the player's game experience.
- the number of times the controlled virtual character dies can be reduced.
- the reduction in the number of deaths of the controlled virtual character can extend the duration of each game session and reduce the number of times the player restarts the game.
- the terminal does not need to respond frequently to the death events of the controlled virtual character, and at the same time, the response to the player restarting the game session is reduced, thereby reducing the response frequency of the electronic device and helping to save the computing resources of the electronic device.
- the storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
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Abstract
一种信息提示方法、装置、计算机设备和计算机可读存储介质,显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素(101);获取受控虚拟角色的角色指标信息,角色指标信息影响受控虚拟角色在游戏中的生存状态,受控虚拟角色通过终端设备进行控制(102);基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素(103)。通过游戏界面上与受控虚拟角色的角色指标信息的变化相关的目标界面元素,向玩家提示角色指标信息的变化,使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,避免受控虚拟角色意外死亡,提高玩家的游戏体验。
Description
相关申请交叉引用
本申请要求于2024年6月5日提交的申请号为202410726646.1、名称为“信息提示方法、装置、计算机设备和计算机可读存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及通信技术领域,具体涉及一种信息提示方法、装置、计算机设备和计算机可读存储介质。
在现有的游戏中,虚拟角色能都在游戏中生存,通常与虚拟角色的角色指标信息相关,比如,体力、体温等,若虚拟角色的体力耗尽,或者体温过高被敌人击杀,虚拟角色则无法在游戏中继续生存,而玩家在专注于游戏对战过程中,难以留意到角色指标信息的变化,导致玩家无法及时对所控制的虚拟角色的角色指标信息进行调整,从而导致虚拟角色死亡率高,影响玩家的游戏体验。
本公开实施例提供一种信息提示方法、装置、计算机设备和计算机可读存储介质,可以使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,改善受控虚拟角色在游戏中的生存状态,避免受控虚拟角色意外死亡,提高玩家的游戏体验。
本公开实施例提供的一种信息提示方法,包括:
显示游戏界面,所述游戏界面中包括至少部分虚拟游戏场景和若干界面元素;
获取受控虚拟角色的角色指标信息,所述角色指标信息影响受控虚拟角色在游戏中的生存状态,所述受控虚拟角色通过终端设备进行控制;
基于所述角色指标信息,针对所述游戏界面的目标界面元素进行提示,所述目标界面元素包括与所述角色指标信息的变化关联的界面元素。
相应的,本公开实施例还提供的一种信息提示装置,包括:
显示单元,被配置为显示游戏界面,所述游戏界面中包括至少部分虚拟游戏场景和若干界面元素;
获取单元,被配置为获取受控虚拟角色的角色指标信息,所述角色指标信息影响受控虚拟角色在游戏中的生存状态,所述受控虚拟角色通过终端设备进行控制;
提示单元,被配置为基于所述角色指标信息,针对所述游戏界面的目标界面元素进行提示,所述目标界面元素包括与所述角色指标信息的变化关联的界面元素。
相应的,本公开实施例还提供的一种计算机设备,包括存储器和处理器;所述存储器存储有计算机程序,所述处理器用于运行所述存储器内的计算机程序,以执行本公开实施例提供的任一种信息提示方法。
相应的,本公开实施例还提供一种计算机可读存储介质,所述计算机可读存储介质用于存储计算机程序,所述计算机程序被处理器加载以执行本公开实施例提供的任一种信息提示方法。
本公开实施例通过显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素;获取受控虚拟角色的角色指标信息,角色指标信息影响受控虚拟角色在游戏中的生存状态,受控虚拟角色通过终端设备进行控制;基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素。
本公开实施例通过游戏界面上与受控虚拟角色的角色指标信息的变化相关的目标界面元素,向玩家提示角色指标信息的变化,使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,改善受控虚拟角色在游戏中的生存状态,避免受控虚拟角色意外死亡,提高玩家的游戏体验;同时,降低电子设备的响应频率,有助于节约电子设备的计算资源。
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本公开其中之一实施例提供的信息提示方法的流程图;
图2是本公开其中之一实施例提供的游戏界面的示意图;
图3是本公开其中之一实施例提供的针对目标界面元素进行提示的示意图;
图4是本公开其中之一实施例提供的信息提示方法的另一流程图;
图5是本公开其中之一实施例提供的针对目标界面元素进行提示的另一示意图;
图6是本公开其中之一实施例提供的针对目标界面元素进行提示的另一示意图;
图7是本公开其中之一实施例提供的针对目标界面元素进行提示的另一示意图;
图8是本公开其中之一实施例提供的针对目标界面元素进行提示的另一示意图;
图9是本公开其中之一实施例提供的游戏界面示的另一意图;
图10是本公开其中之一实施例提供的信息提示装置示意图;
图11是本公开其中之一实施例提供的计算机设备的结构示意图。
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开实施例提供一种信息提示方法、装置、计算机设备和计算机可读存储介质。该信息提示装置可以集成在计算机设备中,该计算机设备可以是服务器,也可以是终端等设备。
其中,该终端可以包括手机、穿戴式智能设备、平板电脑、笔记本电脑、个人计算(PC,Personal Computer)、以及车载计算机等。
其中,服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。
以下分别进行详细说明,需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。
首先,对本公开实施例涉及的部分名词进行说明:
游戏场景(或称为虚拟场景)是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素。
游戏界面是指通过图形用户界面提供或显示的应用程序对应的界面,该界面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括界面元素,比如游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方位指示器、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
游戏角色(或称为虚拟对象、游戏对象)是指在虚拟场景中可被控制的动态对象。该虚拟角色是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟角色是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟角色的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟角色在该虚拟场景中进行移动,例如,控制虚拟角色跑动、跳动、爬行等,也能够控制虚拟角色使用应用程序所提供的技能、虚拟道具等与其他虚拟角色进行战斗。
本实施例将从信息提示装置的角度进行描述,该信息提示装置具体可以集成在计算机设备中,该计算机设备可以是服务器,也可以是终端等设备。
本公开实施例提供的一种信息提示方法,如图1所示,该信息提示方法的具体流程可以如下:
101、显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素。
本公开实施例提供的信息提示方法可以应用于各种类型的游戏中,比如,第一人称射击游戏(first-person shooter,FPS)、策略游戏(SLG)或者多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)等。
102、获取受控虚拟角色的角色指标信息,角色指标信息影响受控虚拟角色在游戏中的生存状态,受控虚拟角色通过终端设备进行控制。
其中,角色指标信息可以包括影响受控虚拟角色在游戏中的生存状态的信息,生存状态可以表示受控虚拟角色在游戏中继续存活的难易程度,在一实施例中,生存状态可以包括生存概率。
比如,角色指标信息可以是某个技能或者某个虚拟道具的剩余使用时长,假设受控虚拟角色借助某个虚拟道具在水面上移动,虚拟道具在使用过程中会有损耗,受控虚拟角色需在虚拟道具损坏之前离开水面,或者寻找其他的虚拟道具,否则受控虚拟角色会沉入水中导致死亡,所以角色指标信息可以是该虚拟道具的剩余时间。
又比如,角色指标信息可以包括受控虚拟角色自身的虚拟生理信息,虚拟生理信息可以包括虚拟血压虚拟体温、声音等。当虚拟生理信息不足以保证受控虚拟角色的生存时,会导致受控虚拟角色死亡,或者是当虚拟生理信息过高,导致被敌人发现而被击杀等(相当于受控虚拟角色越容易被敌人发现,其能够在游戏中继续生存的概率越低)。
角色指标信息还可以包括通过外在装备提供的虚拟生存资源,比如,虚拟氧气、虚拟重力、虚拟浮力、虚拟体力、虚拟能力、虚拟血量、虚拟生命值等,其中,虚拟氧气可供受控虚拟角色处于水下环境或者毒气环境中活动,虚拟氧气不足时,受控虚拟角色的行动缓慢,当虚拟氧气耗尽时,受控虚拟角色无法在这些环境中生存,即在一实施例中,角色指标信息包括虚拟生理信息和虚拟生存资源量中的至少一种。
在一实施例中,虚拟生理信息包括虚拟体温、声音中的至少一种,虚拟生存资源量可以包括虚拟氧气、虚拟体力、虚拟能量等。
在一些游戏设定中,具有热成像功能的道具可以通过虚拟角色的体温,捕获虚拟角色的足迹,而体温越高的虚拟角色越容易被热成像道具发现,虚拟角色的体温与虚拟角色的活动有关,比如,虚拟角色快速且频繁地移动,会导致体温迅速升高,或者虚拟角色开镜、射击以及换弹等操作,也会引起体温升高,玩家在控制受控虚拟角色的过程,可能会忽略受控虚拟角色的体温变化,导致受控虚拟角色暴露。玩家需要留意受控虚拟角色的体温变化,避免受控虚拟角色的体温过高。
在另一些游戏设定中,玩家需要控制受控虚拟角色的体温处于正常体温范围,过低的体温会导致受控虚拟角色冻伤,过高的体温会导致受控虚拟角色中暑等。
对于其他的角色指标信息,过高或者过低会导致受控虚拟角色无法在游戏中存活,比如,虚拟体力、虚拟能力、虚拟生命力、虚拟氧气耗尽时,受控虚拟角色死亡。
可以认为角色指标信息对应一安全范围,在该安全范围内,受控虚拟角色在游戏中的生存的概率较高,也即受控虚拟角色处于较为安全的状态,如果角色指标信息超过对应的安全范围,受控虚拟角色则处于较为危险的状态,当受控虚拟角色因为角色指标信息处于或者将处于较为危险的状态时,可以通过游戏界面上的目标界面元素进行提示,以使玩家关注到角色指标信息的情况。
103、基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素。
其中,目标界面元素可以是与角色指标信息的变化关联,比如,可以包括被操作后会引起角色指标信息发生变化的界面元素,示例性,用于控制受控虚拟角色跑、跳跃、射击、释放技能的控件,控件被操作后可以使游戏指标信息减少或者增加;又比如,游戏界面上的道具图标,使用道具图标指示的游戏道具可以使游戏指标信息减少或者增加。
可选的,还可以对虚拟游戏场景中的虚拟物体进行提示,比如,假设虚拟游戏场景中掉落有一些游戏道具,将其中使用后会使角色指标信息发生变化的游戏道具进行提示,比如,角色指标信息为受控虚拟角色的能力,使用“能量罐”可以补充受控虚拟角色的能量,那么可以针对虚拟游戏场景中的“能量罐”进行提示显示。
对目标界面元素进行提示,可以包括在目标界面元素的附近显示提示标识,或者在目标界面元素上,通过提示标识指示操作目标界面元素会引起角色指标信息变化,比如,可以在目标界面元素旁显示“三角形”、“温度计”、“能量罐”等图案,以指示目标界面元素对角色指标信息有影响。
针对游戏界面的目标界面元素进行提示,还可以是在游戏界面上显示一提示控件,该提示控件被配置为,在玩家的触控操作(触控操作可以包括针对于提示控件的点击、双击、长按、滑动或者拖拽等操作)下,触发终端设备显示调整角色指标信息的技巧,比如,可以通过小卡片或者是文本的方式进行显示;或者是显示可以用于调节角色指标信息的游戏道具的快捷使用控件,玩家对该游戏道具的快捷使用控件的触控操作,可以触发终端设备控制受控虚拟角色使用对应的游戏道具,以调节角色指标信息,又或者是可以显示快捷向队友发送求救信息的求救控件,玩家对该求救控件的触控操作,可以触发终端设备向队友所在的终端设备发送求救信息。
可选的,显示的提示标识还可以指示目标界面元素被操作后,引起角色指标信息的变化方向,增加或是减少,比如,被操作后引起角色指标信息增加的目标界面元素旁边,显示向上的箭头,被操作后引起角色指标信息减少的目标界面元素旁边,显示向下的箭头,除了向上的箭头和向下的箭头,还可以显示其他的两种图案。
假设游戏界面可以如图2所示,目标游戏控件可以包括游戏界面上的控件10-80,其中控件10用于控制受控虚拟角色射击,控件20用于虚拟摇杆,用于控制受控虚拟角色往不同方向移动,控件30用于控制受控虚拟角色瞄准,控件40用于控制受控虚拟角色跳跃,控件50用于控制受控虚拟角色进行射击,控件60用于控制受控虚拟角色趴下,控件70用于控件受控虚拟角色蹲下,控件80用于控制受控虚拟角色更换子弹。
其中,控件第一游戏控件可以包括控件60和控件70,第二游戏控件可以包括控件10-50、控件80,那么可以如图3所示,在控件60和控件70旁显示向下的箭头,在控件10-50、控件80旁显示向上的箭头。
还可以通过目标界面元素的轮廓进行提示,将目标界面元素的轮廓作为一种提示标识。比如,可以改变目标界面元素的轮廓的形状或者颜色等参数,以通过目标界面元素的轮廓进行提示。
即在一实施例中,步骤“基于角色指标信息针对游戏界面的目标界面元素进行提示”,可以包括:
基于角色指标信息,在目标界面元素的邻近范围内显示提示标识;
或者,基于角色指标信息在目标界面元素上显示提示标识;
或者,基于角色指标信息,针对目标界面元素的轮廓进行提示。
可以在角色指标信息高于阈值,或者低于阈值时,针对目标界面元素进行提示,即在一实施例中,角色指标信息配置有警示条件,基于角色指标信息针对游戏界面的目标界面元素进行提示,包括:
若角色指标信息满足预设的警示条件,则获取角色指标信息对应的提示标识,并基于提示标识对目标界面元素进行更新。
其中,预设的警示条件可以包括对角色指标信息进行提示的条件,比如,大于预设阈值或者小于阈值时进行提示。
比如,可以在角色指标信息满足预设的警示条件时,确定受控虚拟角色对当前的角色指标信息对应的提示标识,并基于提示标识,针对目标界面元素进行提示。
可选的,可以设置有多个预设的警示条件,不同的警示条件的警示程度不同,对应的阈值不同,且不同的警示条件对应的提示标识不同,比如,不同的警示条件对应的提示标识的形状、尺寸和/或颜色不同。
示例性的,设置有警示条件一和警示条件二,警示条件一下,提示标识的颜色为橙色,警示条件二下,提示标识的颜色为红色,在一具体示例中,提示标识为向上的箭头或向下的箭头,在警示条件一下,箭头为橙色,在警示条件二下,箭头为红色;在另一具体示例中,角色指标信息正常时,目标界面元素的轮廓为默认颜色,比如灰色,角色指标信息在警示条件一下,目标界面元素的轮廓更新为橙色,角色指标信息在警示条件二下,目标界面元素的轮廓更新为红色。
如果角色指标信息,不满足预设的警示条件,则目标界面元素基于默认元素显示参数进行显示,默认元素显示参数可以认为是目标界面元素的初始显示样式,角色指标信息满足预设的警示条件时,目标界面元素才会从默认元素显示参数对应的样式,切换为其他元素显示参数对应的样式,即在一实施例中,本公开实施例提供的信息提示方法还可以包括:
若角色指标信息不满足预设的警示条件,则基于目标界面元素的默认元素显示参数进行显示。
角色指标信息的变化通过与受控虚拟角色的活动有关,受控虚拟角色的活动会消耗角色指标信息指示的生存资源,比如,氧气、体力以及能量等,或者是引起体征信息波动,比如,体温和所发出的声音等,所以,与角色指标信息的变化关联的目标界面元素,可以包括用于操控受控虚拟角色的游戏控件,即在一实施例中,目标界面元素包括用于操控受控虚拟角色的目标游戏控件。
由于目标游戏控件用于操控受控虚拟角色,所以在游戏过程中,玩家通常会频繁地操作目标游戏控件,所以通过目标游戏控件对角色指标信息进行提示,可以提高玩家注意到角色指标信息变化的及时性,以便玩家迅速作为应对措施,避免受控虚拟角色死亡。
比如,在游戏设定中,可以设置有用于控制受控虚拟角色在虚拟场景中跑、竞走、跳跃、趴下、蹲下等动作的游戏控件,还可以设置有用于控制受控虚拟角色使用枪械道具进行射击、开镜的游戏控件,或者是设置用于控制受控虚拟角色攻击敌方、释放游戏技能等动作的游戏控件。
游戏控件中,有些控件被操作后引起角色指标信息的变化,有利于受控虚拟角色在游戏中存活,有些控件被操作后引起角色指标信息的变化,不利于受控虚拟角色在游戏中存活,比如,在一游戏设定中,虚拟角色频繁活动时,体温会升高,虚拟角色保持静止时,体温会逐渐回归至正常状态,如果虚拟角色蹲下或者趴着,可以加速体温回归至正常状态,又比如,在另一游戏设定中,发起攻击和释放技能等会消耗受控虚拟角色的体力,返回基地可以恢复体力,角色指标信息的变化,可能会令虚拟受控角色的生存状态改善,也可以会令虚拟角色生存状态恶化,所以在一实施例中,目标游戏控件包括第一游戏控件和/或第二游戏控件,第一游戏控件被操作后,角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,第二游戏控件被操作后,角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化,步骤“基于角色指标信息,针对游戏界面的目标界面元素进行提示”,可以包括:
基于角色指标信息,针对游戏界面的目标界面元素进行提示标识的显示;
提示标识包括针对第一游戏控件的第一提示标识,和针对第二游戏控件的第二提示标识,第一提示标识和第二提示标识不同;
第一提示标识用于指示受控虚拟角色的角色指标信息,以及指示第一游戏控件被操作后,角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,第二提示标识用于指示第二游戏控件被操作后,角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化。
比如,目标游戏控件可以包括第一游戏控件和第二游戏控件中的一种或者两种,第一游戏控件被操作后,会使角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,即受控虚拟角色更容易在游戏中存活,第二游戏控件被操作后,会使角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化,即受控虚拟角色在游戏中死亡的概率升高,在不同游戏设定中,角色指标信息增加,可能会使受控虚拟角色的生存状态恶化,也可能会使受控虚拟角色的生存状态改善,角色指标信息减少,可能会使受控虚拟角色的生存状态恶化,也可能会使受控虚拟角色的生存状态改善。
如果目标控件仅包括第一游戏控件,那么可以基于第一游戏控件进行提示,可以对第一游戏控件进行突出显示,比如,在第一游戏控件旁显示用于提示玩家的图案,和/或对第一游戏控件的显示样式进行更新等。
如果目标控件仅包括第二游戏控件,那么可以基于第一游戏控件进行提示,可以对第一游戏控件进行突出显示,比如,在第一游戏控件旁显示用于提示玩家的图案,和/或对第一游戏控件的显示样式进行更新等。
如果目标控件包括第一游戏控件和第二游戏控件,对于第一游戏控件和第二游戏控件,可以采用不同的提示标识进行提示,比如,可以如图3所示,在被操作后引起角色指标信息增加的目标游戏控件旁边,显示向上的箭头,在被操作后引起角色指标信息减少的目标游戏控件旁边,显示向下的箭头,除了向上的箭头和向下的箭头,还可以通过其他的两种图案作为第一提示标识和第二提示标识,以指示不同目标游戏控件的作用。
可选的,还可以是在第一游戏控件附近显示向上的箭头,指示第一控件被操作后,使受控虚拟角色的生存状态提升,在第二游戏控件附近显示向下的箭头,指示第二游戏控件被操作后,使受控虚拟角色的生成状态恶化。
可选的,第一游戏控件和第二游戏控件通过不同的样式参数进行标记,比如,可以将第一游戏控件和第二游戏控件设置有不同的形状,示例性,第一游戏控件设置为小花形状,第二游戏控件设置为圆形,或者是,通过游戏控件的尺寸区分第一游戏控件和第二游戏控件,示例性,可以设置第一游戏控件的尺寸较大,第二游戏控件的尺寸较小;又比如,可以将第一游戏控件和第二游戏控件设置为不同的颜色,示例性的,第一游戏控件设置为红色,第二游戏控件设置为绿色,具体可以是将第一游戏控件和第二游戏控件的边缘设置为不同的颜色。
通过不同的提示标识,可以区分不同的目标游戏控件,以及指示不同的目标游戏控件的作用,第一提示标识可以指示第一游戏控件被操作后,角色指标信息会朝有利于所述受控虚拟角色在游戏中生存的方向变化,第二提示标识可以指示第二游戏控件被操作,角色指标信息会朝不利于所述受控虚拟角色在游戏中生存的方向变化。
对第一游戏控件和第二游戏控件采用不同的信息提示标识进行标记,玩家可以迅速获知哪些目标游戏控件会导致角色指标信息增加,而哪些目标游戏控件会导致角色指标信息减少,从而减少或增加对目标游戏控件的操作,以确保受控虚拟角色处于安全状态,避免由于没有注意到角色指标信息的变化,导致受控虚拟角色死亡。
通过目标界面元素提示受控虚拟角色的角色指标信息,可以减少受控虚拟角色的死亡次数,受控虚拟角色死亡次数减少,可以延长每句游戏的持续时长,且减少玩家重新开启游戏对局的次数,终端无需频繁对受控虚拟角色的死亡事件进行响应,同时减少对玩家重新开启游戏对局的响应,降低电子设备的响应频率,有助于节约电子设备的计算资源。
可选的,不同的第一游戏控件,或者第二游戏控件被操作后,引起角色指标信息的变化幅度不同,不同变化幅度的目标游戏控件所对应的提示标识不同,即在一实施例中,目标游戏控件有多个,各目标游戏控件的提示标识还通过至少一种显示参数指示目标游戏控件被操作后角色指标信息的变化幅度,对于角色指标信息的变化幅度不同的目标游戏控件对应的提示标识不同。
比如,假设第一游戏控件被操作后,角色指标信息减少,第二游戏控件被操作后,角色指标信息增加,对于不同的第一游戏控件,引起角色指标信息减弱的幅度可能不同,有的第一游戏控件被操作后,角色指标信息减少5个单位,有的第一游戏控件被操作后,角色指标信息减少2个单位等;对于不同的第二游戏控件,引起角色指标信息增加的幅度可能不同,有的第二游戏控件被操作后,角色指标信息增加1个单位,有的第二游戏控件被操作后,角色指标信息增加4个单位等。
可以通过提示标识的至少一种显示参数来指示目标游戏控件,影响角色指标信息的变化幅度,至少一种显示参数包括尺寸、颜色、亮度、形状、显示范围以及透明度中的至少一种。
比如,以提示标识为箭头为例进行说明,对于第一游戏控件,可以在第一游戏控件附近,或是第一游戏控件上显示向下箭头,并且可以通过箭头的尺寸指示第一游戏控件被操作后,引起角色指标信息的变化幅度,箭头越大表示,表示角色指标信息的变化幅度越大,箭头越小,表示角色指标信息的变化幅度越小。
又比如,可以通过箭头的透明度指示引起角色指标信息的变化幅度,透明度越高,表示角色指标信息的变化幅度越小,透明度越低,表示角色指标信息的变化幅度越大,或者相反,具体可以根据游戏设定的角色指标信息的大小,与生存状态之间的关系进行设置,如果角色指标信息越大,受控虚拟角色对应的生存状态,指示受控虚拟角色在游戏中继续存活的概率越低,那么可以设置被操作后,角色指标信息的增加幅度越大的目标游戏控件的透明度越低。
还可以是通过颜色、亮度等其他显示参数指示第一游戏控件被操作后,引起角色指标信息的变化幅度。
同理,可以对针对第二游戏控件的第二提示标识进行处理,使得第二提示标识可以指示第二游戏控件对于角色指标信息的变化幅度。
在一实施例中,可以基于目标游戏控件的轮廓生成提示标识,通过目标游戏控件的轮廓的显示参数,可以指示目标游戏控件对于角色指标信息的变化幅度,比如,可以通过不同的颜色指示目标游戏控件对于角色指标信息不同的变化幅度,具体可以是设置好颜色与变化幅度之间的映射关系,基于映射关系以及目标游戏控件被操纵后引起角色指标信息的变化幅度,确定目标游戏控件轮廓的颜色;又比如,可以通过不同的透明度指示对于角色指标信息的变化幅度,还可以通过颜色的显示范围指示不同的变化幅度,对被操作后受控虚拟角色的生存状态受到的影响程度越大的游戏控件的颜色显示范围越大。
又比如,目标游戏控件的轮廓可以采用不同的线条,比如,单实线、双实线、虚线、双虚线等,还可以是对轮廓采用不同的图案进行填充,比如、斜线、十字线等。
可选的,对于第一游戏控件和第二游戏控件通过不同的颜色进行标记,第一游戏控件中,针对角色指标信息的不同变化幅度,可以通过同一颜色的不同亮度或饱和度的颜色进行标记,比如,第一游戏控件通过红色进行标记,第二游戏控件通过绿色进行标记,被操作后角色指标信息的变化幅度不同的第一游戏控件,可以通过不同饱和度的红色进行标记,被操作后角色指标信息的变化幅度不同的第二游戏控件,可以通过不同饱和度的绿色进行标记。
可选的,还可以设置其中一种目标游戏控件,第一游戏控件或第二游戏控件,对角色指标信息的影响幅度不同,另一种目标游戏控件对角色指标信息的影响幅度相同。
除了对影响角色指标信息的目标界面元素进行提示标记之外,还可以提示角色指标信息恢复至预设生存条件所需要的时间,以提高玩家对时间的掌控,即在一实施例中,本公开实施例提供的信息提示方法还可以包括:
根据目标游戏控件被操作后角色指标信息的变化速度,确定在目标游戏控件被操作到受控虚拟角色的生存状态达到第一预设生存条件所需的等待时间;
针对目标游戏控件显示等待时间。
其中,第一预设生存条件可以是指受控虚拟角色的生存状态为预设生存状态,预设生存状态可以认为是受控虚拟角色在游戏中继续存活的概率较高的生存状态,每一种生存状态可以对应一个角色指标信息的数值范围,可以认为第一预设生存条件为受控虚拟角色的角色指标信息满足预设的数值范围。
可选的,在一些游戏设定中,生存状态与受控虚拟角色被敌人发现的概率相关,生存状态越恶劣,被敌人发现的概率越高,第一预设生存条件可以是指受控虚拟角色被发现的概率低于预设概率阈值。
比如,目标游戏控件被操作后,会令角色指标信息发生变化,可以根据角色指标信息变化的速度确定角色指标信息达到满足第一预设生存条件所需的时间,比如,5秒等。
可选的,可以只针对能够使受控虚拟角色的角色指标信息往往满足第一预设生存条件的方向变化的目标游戏控件,也即生存状态往满足第一生存条件的方向变化,显示操作后角色指标信息达到第一预设生存条件所需的等待时间。
示例性,玩家控制受控虚拟角色处于蹲下状态,角色指标信息可以按照一定速度变化,可以根据角色指标信息的变化速度,确定角色指标信息变化至满足第一预设条件所需要的等待时间,并在控制受控虚拟角色蹲下的游戏控件上,或是在旁边显示等待时间。
游戏界面上还可以显示有角色指标信息的信息指示标识和状态指示图标中的至少一个,信息指示标识可以指示角色指标信息的数值,状态指示图标可以指示受控虚拟角色当前的生存状态,若受控虚拟角色的生存状态和被发现概率挂钩,那么状态指示标识可以指示受控虚拟角色被发现的概率,即在一实施例中,目标界面元素还包括信息指示标识和/或状态指示图标,信息指示标识用于提示受控虚拟角色当前的角色指标信息的数值,状态指示标识用于提示受控虚拟角色当前的生存状态。
不同的生存状态可以对应不同的状态指示图标,比如,角色指标信息在A区间内对应的生存状态可以通过状态指标图标A指示,角色指标信息在B区间内对应的生存状态可以通过状态指示图标B指示,比如,可以通过不同颜色的警示灯进行提示,红色的警示灯、橙色的警示灯或者绿色的警示灯等。
又比如,假设角色指标信息为虚拟体温,信息指示标识可以是体温计图案,状态指示图标可以是眼睛图案,不同虚拟体温区间下,受控虚拟角色被发现的概率不同,由于受控虚拟角色被发现的概率越大,被击杀的可能就越大,所以受控虚拟角色的生存状态越恶劣,被发现的概率越大,不同虚拟体温区间可以对应不同眼睛图案的眼睛睁开程度不同,睁开程度越明显,表示被发现的概率越大,不同虚拟体温对应的温度计的上升程度不同。
由于显示信息提示标识的目的,在于提醒玩家当前受控虚拟角色的角色指标信息,显示状态指示图标的目的在于为了让玩家注意到受控虚拟角色的角色指标信息指出较为危险的状态,所以可以在角色指标信息满足条件时,显示状态指示图标和/或者信息提示标识,以提示玩家当前处于较为危险的状态,引起玩家的注意,即在一实施例中,目标界面元素还包括状态指示图标和/或信息提示标识,状态指示图标和/或者信息提示标识在角色指标信息满足警示条件时显示,其中,不同生存状态对应的状态指示标识不同,不同生存状态对应的信息提示标识不同。
比如,生存状态为受控虚拟角色在游戏中的生存概率,可以在角色指标信息到达受控虚拟角色的生存概率小于预设的生存概率时,显示状态指示图标,或者信息提示标识,又或者是显示状态指示图标和信息提示标识。
为了提高视觉效果,是玩家从视觉上可以迅速获取到当前的角色指标信息的情况,可以设置信息提示标识和状态指示图标在至少一种显示参数上表现相同,以便玩家基于该相同的显示参数可以迅速获知角色指标信息的情况,即在一实施例中,目标界面元素还包括信息指示标识和状态指示图标,提示标识与信息指示标识和状态指示标识在至少一种显示参数上表现相同。
其中,至少一种显示参数可以包括颜色、透明度和轮廓形状等。
比如,信息指示标识和状态指示图标的颜色和透明度相同,且不同的角色直指标信息区间对应的颜色和透明度不同,以便基于颜色和透明度可以确定角色指标信息,具体设置可以是,生存状态越恶劣,信息提示标识和状态指示图标的透明度越低,即显示效果越明显,和/或生存状态越恶劣,信息提示标识和状态指示图标的颜色越突出,信息提示标识和状态指示图标的颜色越突出。
可选的,生存状态可以是生存概率,角色指标信息对应的生存概率越低,信息提示标识和状态指示图标的透明度越低,即显示效果越明显,和/或角色指标信息对应的生存概率越低,信息提示标识和状态指示图标的颜色越突出,以使得玩家可以更加容易注意到信息提示标识和状态指示图标。
可选的,也可以是只有透明度相同,或者是只有颜色相同,又或者是其他的显示参数相同。
通过对目标界面元素提示角色指标信息,以及通过信息提示标识和状态指示图标是提示角色指标信息,玩家可以在游戏界面上直观、快速地注意到角色指标信息的变化。
玩家根据角色指标信息的变化可以及时做出应对措施,比如,可以使用虚拟游戏道具降低角色指标信息或者增加角色指标信息,即在一实施例中,本公开实施例提供的信息提示方法还可以包括:
若角色指标信息满足第二预设生存条件,则在游戏界面上展示与角色指标信息对应的虚拟游戏道具,虚拟游戏道具作用于受控虚拟角色时,使受控虚拟角色的角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化;
响应于针对虚拟游戏道具的触控操作,根据虚拟游戏道具被配置的针对角色指标信息的调整值,对受控虚拟角色的角色指标信息进行调整。
其中,与角色指标信息对应的虚拟游戏道具,可以包括能够令角色指标信息变化,从而使受控虚拟角色的生存状态提升的游戏道具,对于不同的角色指标信息,所对应的虚拟游戏道具可以不同,比如,对于虚拟体温,虚拟游戏道具可以是冰块、冷饮或者是可以升高体温的道具等,对于虚拟体力,虚拟游戏道具可以包括体力补充剂、体力罐等,对于声音,虚拟游戏道具可以包括消音鞋套、枪械消音器等。
生存状态可以为受控虚拟角色的生存概率,第二预设生存条件可以包括角色指标信息对应的生存概率小于或不大于预先设置的一生存概率。
比如,当受控虚拟角色的角色指标信息在游戏中满足第二预设生存条件时,在游戏界面上显示虚拟游戏道具,可以在目标界面元素旁显示虚拟游戏道具,或者是在游戏界面的游戏道具展示区域中,显示角色指标信息对应的虚拟游戏道具,还可以是在信息指示标识或者状态指示标识旁边显示该虚拟游戏道具。
玩家可以在游戏界面上对该虚拟游戏道具进行选择,以通过该虚拟游戏道具对角色指标信息进行调整,每一虚拟游戏道具可以预先配置有对角色指标信息的调整值,比如,对虚拟体温的降低幅度、对体力的补充量等。
终端设备响应于玩家对游戏界面上的虚拟游戏道具的触控操作,对受控虚拟角色使用玩家所操作的虚拟游戏道具,并基于虚拟游戏道具被配置的针对角色指标信息的调整值,对受控虚拟角色当前的角色指标信息进行调整,以提高受控虚拟角色在游戏中的生存概率。
显示对角色指标信息有影响的虚拟游戏道具可供玩家选择对角色指标信息进行调整,可选的,还可以在角色指标信息满足第二预设生存条件时,自动向玩家的队友发送求救信息,或者是显示求救界面以供玩家选择求救的队友,可选的,还可以在角色指标信息达到第一阈值超过一定时长后才进行求救,角色指标信息在一定时长后,仍处于较为危险的状态,可以认为玩家没有相应的虚拟游戏道具可以调整角色指标信息,即在一实施例中,本公开实施例提供的信息提示方法具体还可以包括:
若角色指标信息达到第一阈值超过预设时长,则向受控虚拟角色的友方虚拟角色所属的终端设备发送求救信息;
或者,若角色指标信息达到第一阈值超过预设时长,则显示求救界面,求救界面包括受控虚拟角色的至少一个友方虚拟角色的角色标识,角色标识被操作时触发向友方虚拟角色所属的终端设备发送求救信息。
其中,第一阈值可以是预先针对角色指标信息设置的阈值,该阈值可以用于衡量受控虚拟角色当前的角色指标信息是否导致受控虚拟角色处于危险状态,达到第一阈值可以是指超过第一阈值,或者是小于第一阈值中的一种,具体可以根据游戏设定进行灵活设置。
其中,友方虚拟角色可以包括与受控虚拟角色属于相同阵营或者同一队伍的其他虚拟角色。
比如,如果角色指标信息达到第一阈值超过预设时长,则可以认为玩家没有相应的虚拟游戏道具可以对角色指标信息进行调整,是角色指标信息处于安全范围内,可以向玩家的队友发送求救信息,也即受控虚拟角色的友方虚拟角色所对应的终端设备发送求救信息。
或者是显示求救界面,求救界面中包括有至少一个友方虚拟角色的角色标识,角色标识用于指示对应的友方虚拟角色,玩家可以从中选择一个或一个以上的友方虚拟角色,以触发当前的终端设备向友方虚拟角色所属的终端设备发送求救信息。求救界面中至少一个友方虚拟角色的角色标识可以按照友方虚拟角色和受控虚拟角色距离进行排序,除此之外,还可以显示友方虚拟角色所拥有的能够改变角色指标信息的虚拟游戏道具,以便玩家选择所要求助的虚拟角色。
友方虚拟角色所属的终端设备在接收到求救信息之后,可以显示求救消息,友方玩家可以通过求救消息获知受控虚拟角色所在的位置以及面临的危机,友方玩家可以控制虚拟角色前往受控虚拟角色所在处,并通过虚拟游戏道具或其他方式帮助受控虚拟角色调整角色指标信息。
如果受控虚拟角色因为角色指标信息被其他虚拟角色,可以向玩家提示受控虚拟角色被哪种游戏道具发现,即在一实施例中,本公开实施例提供的信息提示方法还可以包括:
若受控虚拟角色因角色指标信息达到第二阈值被除当前终端设备之外的其他终端设备所控制操作的其他虚拟角色发现,则在游戏界面上显示提示信息;
其中,提示信息包括其他虚拟角色用于发现受控虚拟角色的至少一个游戏道具的道具信息,提示信息根据其他虚拟角色与受控虚拟角色的距离、受控虚拟角色被发现的时间、其他虚拟角色的游戏等级中的至少一种确定。
其中,第二阈值可以是预先针对角色指标信息设置的阈值,该阈值可以用于衡量受控虚拟角色当前的角色指标信息是否导致受控虚拟角色处于危险状态,达到第二阈值可以是指超过第二阈值,或者是小于第二阈值中的一种,具体可以根据游戏设定进行灵活设置,第一阈值和第二阈值可以相同,也可以不同。
其中,其他虚拟角色可以是指当前终端设备以外的其他终端设备所控制的虚拟角色,比如,可以包括与受控虚拟角色处于不同阵营,或者是敌方队伍中的虚拟角色。
比如,如果受控虚拟角色因为角色指标信息高于第二阈值被其他虚拟角色发现,可以在游戏界面上显示提示信息,提示信息可以包括其他虚拟角色发现受控虚拟角色所用的游戏道具,比如,无人机、热成像仪等。
提示信息中的游戏道具的道具信息的排列,可以是基于使用游戏道具的虚拟角色与受控虚拟角色的距离、使用该游戏道具发现受控虚拟角色的时间顺序、以及虚拟角色的游戏等级中的一种或一种以上的信息确定。
由上可知,本公开实施例通过显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素;获取受控虚拟角色的角色指标信息,角色指标信息影响受控虚拟角色在游戏中的生存状态,受控虚拟角色通过终端设备进行控制;基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素。
本公开实施例通过游戏界面上与受控虚拟角色的角色指标信息的变化相关的目标界面元素,向玩家提示角色指标信息的变化,使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,改善受控虚拟角色在游戏中的生存状态,避免受控虚拟角色意外死亡,提高玩家的游戏体验。
并且,本公开实施例通过目标界面元素提示受控虚拟角色的角色指标信息,可以减少受控虚拟角色的死亡次数,受控虚拟角色死亡次数减少,可以延长每句游戏的持续时长,且减少玩家重新开启游戏对局的次数,终端无需频繁对受控虚拟角色的死亡事件进行响应,同时减少对玩家重新开启游戏对局的响应,降低电子设备的响应频率,有助于节约电子设备的计算资源。
为了进一步说明本公开提供的信息提示方法,以下实施例将以角色指标信息为受控虚拟角色的虚拟体温,且虚拟体温越高,受控虚拟角色被发现的概率越高,从而导致生存概率越低为例,从信息提示装置的角度进行描述。
本公开实施例提供的一种信息提示方法,如图2所示,该信息提示方法的具体流程可以如下:
201、显示游戏界面,游戏界面中包括至少部分虚拟游戏场景、位于虚拟游戏场景中的受控虚拟角色以及若干界面元素。
比如,游戏界面可以如图所示,游戏界面中的界面元素可以包括用于控制受控虚拟角色执行相应动作的游戏控件。
202、获取受控虚拟角色的虚拟体温。
在本公开实施例中,游戏中的虚拟角色所持有的游戏道具中包括携带热成像功能的目标游戏道具,比如,携带热成像功能的枪械、飞行器等,虚拟角色通过目标游戏道具可以发现体温较高的其他虚拟角色,虚拟角色的体温越高越容易被携带有热成像功能的目标游戏道具发现。
受控虚拟角色的虚拟体温与受控虚拟角色的活动相关,比如,受控虚拟角色不断地执行开镜、开枪、走动以及跑步等动作,由于没有降温的时间,会导致受控虚拟角色的体温不断升高,升高到一定温度时,便有被发现的概率。
203、若受控虚拟角色的虚拟体温满足警示条件,根据虚拟体温确定目标游戏控件的目标显示样式,目标游戏控件被操作后影响受控虚拟角色的虚拟体温。
其中,警示条件可以包括虚拟体温大于预设体温阈值,当虚拟体温满足警示条件,则受控虚拟角色存在被发现的风险,可以提示玩家受控虚拟角色可能会被发现,以便玩家控制受控虚拟角色进行躲避,或者是降低受控虚拟角色的体温。
比如,可以对游戏界面上被操作后影响虚拟体温的目标游戏控件的显示样式进行更新,以通过目标游戏控件向玩家提示角色指标信息的变化。
可以预先设置目标游戏控件的显示样式,和受控虚拟角色的虚拟体温之间的对应关系,以便基于目标游戏控件的显示样式,向玩家传达受控虚拟角色的体温信息。
204、基于目标显示样式对目标游戏控件的显示样式进行更新。
示例性的,假设目标游戏控件的默认填充颜色为黑色,可以将目标游戏控件的填充颜色更新为红色、橙色或者其他颜色,当目标游戏控件的颜色发生变化时,玩家即能获知角色指标信息的变化。
另一示例中,可以是对目标游戏控件的轮廓颜色进行更新,目标游戏控件轮廓的默认颜色为白色,可以将轮廓的颜色更新为红色、橙色或者其他颜色,比如,游戏界面可以如图2所示,目标游戏控件可以包括游戏界面上的控件10-80,其中控件10用于控制受控虚拟角色射击,控件20用于虚拟摇杆,用于控制受控虚拟角色往不同方向移动,控件30用于控制受控虚拟角色瞄准,控件40用于控制受控虚拟角色跳跃,控件50用于控制受控虚拟角色进行射击,控件60用于控制受控虚拟角色趴下,控件70用于控件受控虚拟角色蹲下,控件80用于控制受控虚拟角色更换子弹。目标游戏控件的默认显示样式可以如图2所示,当虚拟体温满足警示条件时,目标游戏控件的显示样式可以如图5所示,目标游戏控件的边缘更新为橙色,或如图6所示,目标游戏控件的边缘更新为红色。
可选的,目标游戏控件可以划分为两类控件,其中一类控件被操作后,会使虚拟降温降低,即第一游戏控件,另一类控件被操作后,会使虚拟体温升高,即第二游戏控件,可以针对第一游戏控件和第二游戏控件采用不同的显示样式进行标记,比如,第一游戏控件可以用绿色进行填充,第二游戏控件可以用红色进行填充,又比如,第一游戏控件的轮廓可以更新为绿色,第二游戏控件的轮廓可以更新红色等。在如图2所示的游戏界面中,第一游戏控件可以包括控件60和控件70,第二游戏控件可以包括控件10-50、控件80,可以如图7所示,将第一游戏控件的轮廓更新为绿色,将第二游戏控件的轮廓更新为橙色,又或者是如图8所示,将第一游戏控件的轮廓更新为绿色,将第二游戏控件的轮廓更新为红色。
可选的,还可以设置有多个警示条件,受控虚拟角色的虚拟体温满足不同的警示条件,目标游戏控件的显示样式不同,比如,警示条件可以包括虚拟体温为37-38℃,以及虚拟体温大于38℃,当虚拟体温为37-38℃,目标游戏控件的填充颜色或者轮廓颜色为第一颜色,当虚拟体温为38℃以上,目标游戏控件的填充颜色或者轮廓颜色为第二颜色,其中,第一颜色和第二颜色不同,比如,第一颜色可以是橙色,第二颜色可以是红色。示例性的,当虚拟体温为37-38℃,目标游戏控件的显示样式可以如图5或图7所示,当虚拟体温为38℃以上,目标游戏控件的显示样式可以如图6或图8所示。
设置多个警示条件,且不同警示条件通过不同的方式对目标游戏控件进行标记,可以使玩家获知受控虚拟角色当前的危险等级,及时做出应对措施,比如,进行躲避,或者减少会引起虚拟体温升高的目标游戏控件的操作,又或者是控制受控虚拟角色做出能够使虚拟体温快速降温的动作等。
可选的,还可以根据目标游戏控件对虚拟体温的变化幅度,选择不同的颜色进行标记,假设目标游戏控件对虚拟体温的变化幅度的范围为[-A,B],其中A和B为正数,-A对应绿色,B对应橙色,-A和B之间的变化幅度对应的颜色为绿色和橙色之间的渐变色,越偏向于橙色,表示变化幅度越靠近B,越偏向于绿色,表示变化幅度越偏向于-A。或者是,第一游戏控件用不同饱和度的绿色标记,第二游戏控件用不同饱和度的红色标记等。
可选的,除了通过目标游戏控件向玩家提示受控虚拟角色的虚拟体温的变化之外,还可以在游戏界面上展示虚拟体温对应的提示图标,比如,可以显示体温计图案的图标,和/或眼睛图案的图标,提示图标的颜色可以与第二游戏控件的颜色相同,比如,可以如图2、图3、图5-图7任一张示意图所示。
可选的,不同被发现概率对应的眼睛图案可以不同,比如,当虚拟体温为37-38℃,被发现概率可以是70%,眼睛图案可以如图5所示为半睁的眼睛,表示在当前的虚拟体温下,受控虚拟角色可能被发现,当虚拟体温为38℃以上,被发现概率可以是100%,眼睛图案可以是如图6所示为完全睁开的眼睛,表示在当前的虚拟体温下,受控虚拟角色一定会被发现。
在一实施例中,游戏界面可以如如图9所示,游戏界面上可以显示至少部分游戏场景和若干控件,图9只是对游戏界面上界面元素的示例说明,游戏界面还可以包括除了图9所示的界面元素之外的界面元素,以下对图9所示的游戏界面中的界面元素进行详细说明。
1001控件表示开火控件,用于控制受控虚拟角色开火,1002控件表示左探头控件,用于控制受控虚拟角色在虚拟枪械的左侧探头,1003控件表示右探头控件,用于控制受控虚拟角色在虚拟枪械的右侧探头,1004表示取消投掷物控件,用于取消投掷物的投掷。
1005a表示操作点,1005b表示第一控制区域,1005c表示位于第一控制区域外围的第二控制,第一控制区域、第二控制区域以及操作点可以组成虚拟摇杆,虚拟摇杆用于控制受控虚拟角色移动的速度,玩家可通过拖动操作点至第一控制区域和/或第二控制区域上,从而控制目标受控虚拟角色以不同的速度进行移动。
1006表示医疗物资控件,用于触发终端设备显示受控虚拟角色具备的医疗物资,1007表示主武器栏,用于显示受控虚拟角色的主武器,1008表示副武器栏,用于显示受控虚拟角色的副武器,1009表示生命条,用于显示受控虚拟角色的当前的生命值,10010表示投掷物控件,用于控制受控虚拟角色在虚拟场景中投放投掷物。
10011表示头盔控件,用于指示受控虚拟角色的头盔状态,比如,佩戴有头盔、头盔的破损情况、未佩戴头盔等,10012表示护甲控件,用于指示受控虚拟角色的护甲状态,比如,穿戴有护甲、护甲的破损情况、未穿戴护甲等,10013表示饥饿状态控件,用于指示受控虚拟角色的水分和能量状态,10014表示探测提示控件,用于指示探测结果,10015表示射击模式控件,用于切换自动射击模式和半自动射击模式,10016表示近战武器控件,用于控制近战武器。10017表示手枪控件,用于控制手枪,10018表示换弹控件,用于控制受控虚拟角色更换子弹,10019表示蹲下控件,用于控制受控虚拟角色执行蹲下动作。
10020表示趴下控件,用于控制受控虚拟角色执行趴下动作,10021表示跳跃控件,用于控制受控虚拟角色执行跳跃动作,10022表示倍率切换控件,用于对瞄准镜的倍率进行切换,10023表示瞄准控件,用于控制瞄准镜进行瞄准,10024表示外界求救控件,用于向局外大厅玩家和/或好友求救,10025表示附近求救控件,用于向局内的玩家求救,10026表示检视控件,用于对武器进行检视,10027表示设置控件,用于设置第一控制区域和/或第二控制区域,10028表示救援控件,用于救援其他玩家,10029表示技能控件,用于设置技能的持续时间。
10030表示宠物控制控件,用于放出受控虚拟角色的宠物,10031表示专注技能控件,用于释放专注技能,10032表示标记控件,用于在游戏场景中标记位置,当受控虚拟角色远离标记位置时,玩家可以获知受控虚拟角色与标记位置的距离,10033表示聊天控件,用于在游戏对局内发送和接收消息,10033表示聊天控件,用于在游戏对局内发送和接收消息,10034表示喇叭控件,用于播放游戏对局内的声音,10035表示话筒控件,用于采集玩家的声音,10036表示游戏设置控件,用于设置游戏对局内的相关配置,10037表示动作控件,用于控制受控虚拟角色的相关动作,10038表示手电筒,用于控制虚拟受控角色在游戏场景中使用手电筒,10039表示可拾取物资。
10040表示风暴进度条,用于指示风暴侵袭游戏场景的进度。
10050表示方位指示器,用于指示受控虚拟角色的朝向或者受控虚拟角色与预设位置的方位等信息。
其中,控件1001、控件1005a、控件1005b、控件1005c、控件10018、控件10021和控件10023为第一游戏控件,控件10019、控件10020为第二游戏控件。
由上可知,本公开实施例中终端设备通过显示游戏界面,游戏界面中包括至少部分虚拟游戏场景、位于虚拟游戏场景中的受控虚拟角色以及若干界面元素;获取受控虚拟角色的虚拟体温;若受控虚拟角色的虚拟体温满足警示条件,根据虚拟体温确定目标游戏控件的目标显示样式,目标游戏控件被操作后影响受控虚拟角色的虚拟体温;基于目标显示样式对目标游戏控件的显示样式进行更新。
本公开实施例通过用于操控受控虚拟角色,且操作后引起虚拟体温发生变化的目标游戏控件,提示虚拟体温的变化,使玩家在游戏过程中可以及时注意到受控虚拟角色体温的变化,并且可以获知继续操作哪些目标游戏控件,会导致虚拟体温继续升高,以致受控虚拟角色处于危险状态,玩家从而可以控制受控虚拟角色进行躲避,或者减少会使虚拟体温升高的游戏控件的操作,或者操作使虚拟体温降低的游戏控件,避免受控虚拟角色的体温过高导致处于危险状态,提高受控虚拟角色在游戏中的生存概率,避免意外死亡,提高了玩家的游戏体验。
并且,本公开实施例通过目标界面元素提示受控虚拟角色的角色指标信息,可以减少受控虚拟角色的死亡次数,受控虚拟角色死亡次数减少,可以延长每句游戏的持续时长,且减少玩家重新开启游戏对局的次数,终端无需频繁对受控虚拟角色的死亡事件进行响应,同时减少对玩家重新开启游戏对局的响应,降低电子设备的响应频率,有助于节约电子设备的计算资源。
为了便于更好地实施本公开实施例提供的信息提示方法,在一实施例中还提供了一种信息提示装置。其中名词的含义与上述信息提示方法中相同,具体实现细节可以参考方法实施例中的说明。
该信息提示装置具体可以集成在计算机设备中,如图10所示,该信息提示装置可以包括:显示单元301、获取单元302和提示单元303,具体如下:
(1)显示单元301,被配置为显示游戏界面,上述游戏界面中包括至少部分虚拟游戏场景和若干界面元素。
(2)获取单元302,被配置为获取受控虚拟角色的角色指标信息,上述角色指标信息影响受控虚拟角色在游戏中的生存状态,上述受控虚拟角色通过终端设备进行控制。
在一实施例中,上述角色指标信息包括虚拟生理信息和虚拟生存资源量中的至少一种。
在一实施例中,上述虚拟生理信息包括虚拟体温、声音中的至少一种,上述虚拟生存资源量包括虚拟氧气、虚拟体力、虚拟能量中的至少一种。
(3)提示单元303,被配置为基于上述角色指标信息,针对上述游戏界面的目标界面元素进行提示,上述目标界面元素包括与上述角色指标信息的变化关联的界面元素。
在一实施例中,上述提示单元303,还可以被配置为:
基于上述角色指标信息,在上述目标界面元素的邻近范围内显示提示标识;
或者,基于上述角色指标信息在上述目标界面元素上显示提示标识;
或者,基于上述角色指标信息,针对上述目标界面元素的轮廓进行提示标识的显示。
在一实施例中,上述角色指标信息配置有警示条件,上述提示单元303,还可以被配置为:
若上述角色指标信息满足预设的警示条件,则获取上述角色指标信息对应的提示标识,并基于上述提示标识对上述目标界面元素进行更新。
在一实施例中,上述信息提示装置还可以包括:
默认显示单元,被配置为若上述角色指标信息不满足预设的警示条件,则基于上述目标界面元素的默认元素显示参数进行显示。
在一实施例中,上述目标界面元素包括用于操控上述受控虚拟角色的目标游戏控件。
在一实施例中,上述目标游戏控件包括第一游戏控件和/或第二游戏控件,上述第一游戏控件被操作后,上述角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,上述第二游戏控件被操作后,上述角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化,上述提示单元303,还可以被配置为:
基于上述角色指标信息,针对上述游戏界面的目标界面元素进行提示标识的显示;
上述提示标识包括针对第一游戏控件的第一提示标识,和针对上述第二游戏控件的第二提示标识,上述第一提示标识和上述第二提示标识不同;
上述第一提示标识用于指示受控虚拟角色的角色指标信息,以及指示上述第一游戏控件被操作后上述角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,第二提示标识用于指示上述第二游戏控件被操作后上述角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化。
在一实施例中,上述目标游戏控件有多个,各上述目标游戏控件的提示标识还通过至少一种显示参数指示上述目标游戏控件被操作后上述角色指标信息的变化幅度,对于上述角色指标信息的变化幅度不同的目标游戏控件对应的提示标识不同。
在一实施例中,上述至少一种显示参数包括颜色、亮度、形状、显示范围以及透明度中的至少一种。
在一实施例中,上述信息提示装置还可以包括:
时间确定单元,被配置为根据上述目标游戏控件被操作后上述角色指标信息的变化速度,确定在上述目标游戏控件被操作到上述受控虚拟角色的生存状态达到第一预设生存条件所需的等待时间;
时间显示单元,被配置为针对上述目标游戏控件显示上述等待时间。
在一实施例中,上述目标界面元素还包括信息指示标识和/或状态指示图标,上述信息指示标识用于提示上述受控虚拟角色当前的角色指标信息的数值,上述状态指示标识用于提示上述受控虚拟角色当前的生存状态。
在一实施例中,上述信息提示标识和/或上述状态指示图标在角色指标信息满足警示条件时显示,其中,不同生存状态对应的状态指示标识不同,不同生存状态对应的信息提示标识不同。
在一实施例中,上述目标界面元素还包括信息指示标识和状态指示图标,上述提示标识与上述信息指示标识和上述状态指示标识在至少一种显示参数上表现相同。
在一实施例中,上述信息提示装置还可以包括:
道具显示单元,被配置为若上述角色指标信息满足第二预设生存条件,则在上述游戏界面上展示与上述角色指标信息对应的虚拟游戏道具,上述虚拟游戏道具作用于上述受控虚拟角色时,使上述受控虚拟角色的角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化;
信息调整单元,被配置为响应于针对上述虚拟游戏道具的触控操作,根据上述虚拟游戏道具被配置的针对上述角色指标信息的调整值,对上述受控虚拟角色的角色指标信息进行调整。
在一实施例中,上述信息提示装置还可以包括:
发送单元,被配置为若上述角色指标信息达到第一阈值超过预设时长,则向上述受控虚拟角色的友方虚拟角色所属的终端设备发送求救信息;
或者,若上述角色指标信息达到上述第一阈值超过预设时长,则显示求救界面,上述求救界面包括上述受控虚拟角色的至少一个友方虚拟角色的角色标识,上述角色标识被操作时触发向上述友方虚拟角色所属的终端设备发送求救信息。
在一实施例中,上述信息提示装置还可以包括:
提示信息显示单元,被配置为若上述受控虚拟角色因上述角色指标信息达到第二阈值被除上述当前终端设备之外的其他终端设备所控制操作的其他虚拟角色发现,则在上述游戏界面上显示提示信息;
其中,上述提示信息包括上述其他虚拟角色用于发现上述受控虚拟角色的至少一个游戏道具的道具信息,上述提示信息根据上述其他虚拟角色与上述受控虚拟角色的距离、上述受控虚拟角色被发现的时间、上述其他虚拟角色的游戏等级中的至少一种确定。
由上可知,本公开实施例信息提示装置通过显示单元301显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素;获取单元302获取受控虚拟角色的角色指标信息,角色指标信息包括影响受控虚拟角色在游戏中的生存状态,受控虚拟角色通过终端设备进行控制;提示单元303基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素。
本公开实施例通过游戏界面上与受控虚拟角色的角色指标信息的变化相关的目标界面元素,向玩家提示角色指标信息的变化,使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,提高受控虚拟角色在游戏中的生存概率,避免受控虚拟角色意外死亡,提高玩家的游戏体验。
相应的,本公开实施例还提供一种计算机设备,该计算机设备可以为终端。如图11所示,图11为本公开实施例提供的计算机设备的结构示意图。该计算机设备500包括有一个或者一个以上处理核心的处理器501、有一个或一个以上计算机可读存储介质的存储器502及存储在存储器502上并可在处理器上运行的计算机程序。其中,处理器501与存储器502电性连接。本领域技术人员可以理解,图中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器501是计算机设备500的控制中心,利用各种接口和线路连接整个计算机设备500的各个部分,通过运行或加载存储在存储器502内的软件程序和/或模块,以及调用存储在存储器502内的数据,执行计算机设备500的各种功能和处理数据,从而对计算机设备500进行整体监控。
在本公开实施例中,计算机设备500中的处理器501会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器502中,并由处理器501来运行存储在存储器502中的应用程序,从而实现各种功能:
显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素;
获取受控虚拟角色的角色指标信息,角色指标信息包括影响受控虚拟角色在游戏中的生存状态息,受控虚拟角色通过终端设备进行控制;
基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素。
由上可知,本公开实施例通过游戏界面上与受控虚拟角色的角色指标信息的变化相关的目标界面元素,向玩家提示角色指标信息的变化,使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,改善受控虚拟角色在游戏中的生存状态,避免受控虚拟角色意外死亡,提高玩家的游戏体验。
并且,本公开实施例通过目标界面元素提示受控虚拟角色的角色指标信息,可以减少受控虚拟角色的死亡次数,受控虚拟角色死亡次数减少,可以延长每句游戏的持续时长,且减少玩家重新开启游戏对局的次数,终端无需频繁对受控虚拟角色的死亡事件进行响应,同时减少对玩家重新开启游戏对局的响应,降低电子设备的响应频率,有助于节约电子设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
可选的,如图11所示,计算机设备500还包括:触控显示屏503、射频电路504、音频电路505、输入单元506以及电源507。其中,处理器501分别与触控显示屏503、射频电路504、音频电路505、输入单元506以及电源507电性连接。本领域技术人员可以理解,图11中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏503可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏503可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及计算机设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器501,并能接收处理器501发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器501以确定触摸事件的类型,随后处理器501根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏503而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏503也可以作为输入单元506的一部分实现输入功能。
射频电路504可用于收发射频信号,以通过无线通信与网络设备或其他计算机设备建立无线通讯,与网络设备或其他计算机设备之间收发信号。
音频电路505可以用于通过扬声器、传声器提供用户与计算机设备之间的音频接口。音频电路505可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路505接收后转换为音频数据,再将音频数据输出处理器501处理后,经射频电路504以发送给比如另一计算机设备,或者将音频数据输出至存储器502以便进一步处理。音频电路505还可能包括耳塞插孔,以提供外设耳机与计算机设备的通信。
输入单元506可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源507用于给计算机设备500的各个部件供电。可选的,电源507可以通过电源管理系统与处理器501逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源507还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图11中未示出,计算机设备500还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种信息提示方法中的步骤。例如,该计算机程序可以执行如下步骤:
显示游戏界面,游戏界面中包括至少部分虚拟游戏场景和若干界面元素;
获取受控虚拟角色的角色指标信息,角色指标信息包括影响受控虚拟角色在游戏中的生存状态,受控虚拟角色通过终端设备进行控制;
基于角色指标信息,针对游戏界面的目标界面元素进行提示,目标界面元素包括与角色指标信息的变化关联的界面元素。
由上可知,本公开实施例通过游戏界面上与受控虚拟角色的角色指标信息的变化相关的目标界面元素,向玩家提示角色指标信息的变化,使玩家可以及时注意到角色指标信息的变化情况,从而可以及时调节角色指标信息,改善受控虚拟角色在游戏中的生存状态,避免受控虚拟角色意外死亡,提高玩家的游戏体验。
并且,本公开实施例通过目标界面元素提示受控虚拟角色的角色指标信息,可以减少受控虚拟角色的死亡次数,受控虚拟角色死亡次数减少,可以延长每句游戏的持续时长,且减少玩家重新开启游戏对局的次数,终端无需频繁对受控虚拟角色的死亡事件进行响应,同时减少对玩家重新开启游戏对局的响应,降低电子设备的响应频率,有助于节约电子设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
其中,该存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。
以上对本公开实施例所提供的一种信息提示方法、装置、计算机设备和计算机存储介质,进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。
Claims (20)
- 一种信息提示方法,包括:显示游戏界面,所述游戏界面中包括至少部分虚拟游戏场景和若干界面元素;获取受控虚拟角色的角色指标信息,所述角色指标信息影响受控虚拟角色在游戏中的生存状态,所述受控虚拟角色通过终端设备进行控制;基于所述角色指标信息,针对所述游戏界面的目标界面元素进行提示,所述目标界面元素包括与所述角色指标信息的变化关联的界面元素。
- 根据权利要求1所述的方法,其中,所述角色指标信息包括虚拟生理信息和虚拟生存资源量中的至少一种。
- 根据权利要求2所述的方法,其中,所述虚拟生理信息包括虚拟体温、声音中的至少一种,所述虚拟生存资源量包括虚拟氧气、虚拟体力、虚拟能量中的至少一种。
- 根据权利要求1所述的方法,其中,所述基于所述角色指标信息针对所述游戏界面的目标界面元素进行提示,包括:基于所述角色指标信息,在所述目标界面元素的邻近范围内显示提示标识;或者,基于所述角色指标信息在所述目标界面元素上显示提示标识;或者,基于所述角色指标信息,针对所述目标界面元素的轮廓进行提示标识的显示。
- 根据权利要求1所述的方法,其中,所述角色指标信息配置有警示条件,所述基于所述角色指标信息针对所述游戏界面的目标界面元素进行提示,包括:若所述角色指标信息满足预设的警示条件,则获取所述角色指标信息对应的提示标识,并基于所述提示标识对所述目标界面元素进行更新。
- 根据权利要求1所述的方法,其中,所述方法还包括:若所述角色指标信息不满足预设的警示条件,则基于所述目标界面元素的默认元素显示参数进行显示。
- 根据权利要求1所述的方法,其中,所述目标界面元素包括用于操控所述受控虚拟角色的目标游戏控件。
- 根据权利要求7所述的方法,其中,所述目标游戏控件包括第一游戏控件和/或第二游戏控件,所述第一游戏控件被操作后,所述角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,所述第二游戏控件被操作后,所述角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化,所述基于所述角色指标信息,针对所述游戏界面的目标界面元素进行提示,包括:基于所述角色指标信息,针对所述游戏界面的目标界面元素进行提示标识的显示;所述提示标识包括针对第一游戏控件的第一提示标识,和针对所述第二游戏控件的第二提示标识,所述第一提示标识和所述第二提示标识不同;所述第一提示标识用于指示受控虚拟角色的角色指标信息,以及指示所述第一游戏控件被操作后所述角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化,第二提示标识用于指示所述第二游戏控件被操作后所述角色指标信息朝不利于所述受控虚拟角色在游戏中生存的方向变化。
- 根据权利要求8所述的方法,其中,所述目标游戏控件有多个,各所述目标游戏控件的提示标识还通过至少一种显示参数指示所述目标游戏控件被操作后所述角色指标信息的变化幅度,对于所述角色指标信息的变化幅度不同的目标游戏控件对应的提示标识不同。
- 根据权利要求9所述的方法,其中,所述至少一种显示参数包括颜色、亮度、形状、显示范围以及透明度中的至少一种。
- 根据所述权利要求8所述的方法,其中,所述方法还包括:根据所述目标游戏控件被操作后所述角色指标信息的变化速度,确定在所述目标游戏控件被操作到所述受控虚拟角色的生存状态达到第一预设生存条件所需的等待时间;针对所述目标游戏控件显示所述等待时间。
- 根据权利要求1-11任一项所述的方法,其中,所述目标界面元素还包括信息指示标识和/或状态指示图标,所述信息指示标识用于提示所述受控虚拟角色当前的角色指标信息的数值,所述状态指示图标用于提示所述受控虚拟角色当前的生存状态。
- 根据权利要求12所述的方法,其中,所述信息指示标识和/或所述状态指示图标在角色指标信息满足警示条件时显示,其中,不同生存状态对应的状态指示标识不同,不同生存状态对应的信息提示标识不同。
- 根据权利要求12所述的方法,其中,所述目标界面元素还包括信息指示标识和状态指示图标,所述信息指示标识和所述状态指示图标在至少一种显示参数上表现相同。
- 根据权利要求1所述的方法,其中,所述方法还包括:若所述角色指标信息满足第二预设生存条件,则在所述游戏界面上展示与所述角色指标信息对应的虚拟游戏道具,所述虚拟游戏道具作用于所述受控虚拟角色时,使所述受控虚拟角色的角色指标信息朝有利于所述受控虚拟角色在游戏中生存的方向变化;响应于针对所述虚拟游戏道具的触控操作,根据所述虚拟游戏道具被配置的针对所述角色指标信息的调整值,对所述受控虚拟角色的角色指标信息进行调整。
- 根据权利要求1所述的方法,其中,所述方法还包括:若所述角色指标信息达到第一阈值超过预设时长,则向所述受控虚拟角色的友方虚拟角色所属的终端设备发送求救信息;或者,若所述角色指标信息达到所述第一阈值超过预设时长,则显示求救界面,所述求救界面包括所述受控虚拟角色的至少一个友方虚拟角色的角色标识,所述角色标识被操作时触发向所述友方虚拟角色所属的终端设备发送求救信息。
- 根据权利要求1所述的方法,其中,所述方法还包括:若所述受控虚拟角色因所述角色指标信息达到第二阈值被除所述当前终端设备之外的其他终端设备所控制操作的其他虚拟角色发现,则在所述游戏界面上显示提示信息;其中,所述提示信息包括所述其他虚拟角色用于发现所述受控虚拟角色的至少一个游戏道具的道具信息,所述提示信息根据所述其他虚拟角色与所述受控虚拟角色的距离、所述受控虚拟角色被发现的时间、所述其他虚拟角色的游戏等级中的至少一种确定。
- 一种信息提示装置,包括:显示单元,被配置为显示游戏界面,所述游戏界面中包括至少部分虚拟游戏场景和若干界面元素;获取单元,被配置为获取受控虚拟角色的角色指标信息,所述角色指标信息影响受控虚拟角色在游戏中的生存状态,所述受控虚拟角色通过终端设备进行控制;提示单元,被配置为基于所述角色指标信息,针对所述游戏界面的目标界面元素进行提示,所述目标界面元素包括与所述角色指标信息的变化关联的界面元素。
- 一种计算机设备,包括存储器和处理器;所述存储器存储有计算机程序,所述处理器用于运行所述存储器内的计算机程序,以执行权利要求1至17任一项所述的信息提示方法。
- 一种计算机可读存储介质,所述计算机可读存储介质用于存储计算机程序,所述计算机程序被处理器加载,以执行权利要求1至17任一项所述的信息提示方法。
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| CN111803941A (zh) * | 2020-07-17 | 2020-10-23 | 网易(杭州)网络有限公司 | 游戏中显示控制方法、装置及电子设备 |
| CN112546625A (zh) * | 2020-12-04 | 2021-03-26 | 广州博冠信息科技有限公司 | 游戏信息提示方法、装置、存储介质与电子设备 |
| WO2023189112A1 (ja) * | 2022-03-31 | 2023-10-05 | 株式会社バンダイ | プログラム、ゲーム装置及びゲームシステム |
| CN117180747A (zh) * | 2023-07-28 | 2023-12-08 | 网易(杭州)网络有限公司 | 信息显示控制方法、装置、电子设备及存储介质 |
| US20240149162A1 (en) * | 2021-06-25 | 2024-05-09 | Netease (Hangzhou) Network Co., Ltd. | In-game information prompting method and apparatus, electronic device and storage medium |
| CN118662894A (zh) * | 2024-06-05 | 2024-09-20 | 网易(杭州)网络有限公司 | 信息提示方法、装置、计算机设备和计算机可读存储介质 |
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| CN111389001A (zh) * | 2020-03-23 | 2020-07-10 | 网易(杭州)网络有限公司 | 一种游戏中的信息展示方法及装置 |
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| CN117180747A (zh) * | 2023-07-28 | 2023-12-08 | 网易(杭州)网络有限公司 | 信息显示控制方法、装置、电子设备及存储介质 |
| CN118662894A (zh) * | 2024-06-05 | 2024-09-20 | 网易(杭州)网络有限公司 | 信息提示方法、装置、计算机设备和计算机可读存储介质 |
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