Game information prompting method and device, computer equipment and storage medium
By responding to clue prompt events in the suspense puzzle game, obtaining difficulty parameters and adjusting the clue presentation effect, the problem that players cannot detect key clues is solved, improving the game experience and meeting the needs of different players.
Patent Information
- Application Number
- CN202411303678.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2025-01-03
AI Technical Summary
In suspense puzzle games, in order to increase the challenge and fun, game designers usually design clues relatively secretly, resulting in some players not being able to detect key clues, resulting in greater frustration and affecting the game experience.
By responding to clue prompt events, obtaining difficulty parameters, determining target control information for game clues in the current game scene, and controlling the presentation effect of clues based on these information, such as adjusting the color, style, position and content to meet the difficulty of different gamers in the game need.
Control the presentation effect of game clues through player-defined difficulty parameters, improve the gaming experience of gamers, meet the needs of different gamers, and reduce frustration caused by the difficulty of clue search.
Smart Images

Figure CN119236402A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a game information prompting method, device, computer equipment and storage medium. Background Art
[0002] Suspense puzzle games are a type of game that focuses on solving puzzles and reasoning. In this type of game, players usually need to find clues, solve puzzles, reason about events, identify the truth, etc. to achieve the game goal. This type of game is usually full of tense, exciting and challenging plots, and often requires players to think, observe and reason.
[0003] In traditional suspense puzzle games, game designers usually design clues to be relatively secretive to increase the challenge and fun of the game. However, this design will cause some players to be unable to detect key clues, resulting in a greater sense of frustration, which affects the gaming experience of such players. Summary of the invention
[0004] The embodiments of the present application provide a game information prompt method, device, computer equipment and storage medium, which can improve the gaming experience of game players.
[0005] The present application embodiment provides a game information prompt method, including:
[0006] In response to the clue prompt event, obtaining a difficulty parameter corresponding to the clue prompt;
[0007] For a game clue in a current game scene, determining at least one target control information matching the difficulty parameter, wherein the target control information is used to control a presentation effect of the game clue in the current game scene;
[0008] The presentation of the game clues is controlled based on the target control information.
[0009] Accordingly, the embodiment of the present application further provides a game information prompting device, including:
[0010] An acquisition unit, used for acquiring a difficulty parameter corresponding to the clue prompt in response to the clue prompt event;
[0011] A first determining unit, configured to determine, for a game clue in a current game scene, at least one target control information matching the difficulty parameter, wherein the target control information is used to control a presentation effect of the game clue in the current game scene;
[0012] A control unit is used to control the presentation of the game clues based on the target control information.
[0013] Correspondingly, an embodiment of the present application also provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any game information prompt method provided in any embodiment of the present application.
[0014] Correspondingly, an embodiment of the present application also provides a computer-readable storage medium, which stores multiple instructions, and the instructions are suitable for a processor to load to execute the above-mentioned game information prompt method.
[0015] The embodiment of the present application obtains the difficulty parameter corresponding to the clue prompt by responding to the clue prompt event; determines at least one target control information matching the difficulty parameter for the game clue in the current game scene, and the target control information is used to control the presentation effect of the game clue in the current game scene; and controls the presentation of the game clue based on the target control information. In this way, the presentation effect of the game clue is controlled through the difficulty parameter customized by the game player, and the needs of different game players for different game difficulties are met, thereby improving the game experience of the game player. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0017] Figure 1 A scene diagram of a game information prompt system provided in an embodiment of the present application.
[0018] Figure 2 A flowchart of a game information prompt method provided in an embodiment of the present application.
[0019] Figure 3 A schematic diagram of an application scenario of a game information prompt method provided in an embodiment of the present application.
[0020] Figure 4 A schematic diagram of an application scenario of another game information prompt method provided in an embodiment of the present application.
[0021] Figure 5 A structural block diagram of a game information prompting device provided in an embodiment of the present application.
[0022] Figure 6 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0023] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0024] The embodiment of the present application provides a game information prompting method, device, storage medium and computer equipment. Specifically, the game information prompting method of the embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (ContentDdistribute Network, content distribution network), and basic cloud computing services such as big data and artificial intelligence platforms.
[0025] For example, when the game information prompt method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to operation instructions, and control the display of the graphical user interface on the touch display screen.
[0026] For example, when the game information prompt method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game information prompt method are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0027] See also Figure 1 , Figure 1 A scenario diagram of a game information prompt system provided for an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, the terminal has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed at multiple points of one or more touch-sensitive display screens. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network for a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals 1000 can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, the multiple databases are coupled to different servers, and the information related to the game environment can be continuously stored in the databases when different users play the multi-player game online.
[0028] The embodiment of the present application provides a game information prompt method, which can be executed by a terminal or a server. The embodiment of the present application takes the game information prompt method executed by a terminal as an example for explanation. Among them, the terminal includes a touch display screen and a processor, and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction to start the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the graphical user interface using a finger, and when the graphical user interface detects the touch operation, it controls different virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Among them, the game may include a virtual scene of the game. In addition, the virtual scene of the game may include one or more virtual objects controlled by a user (or player), such as a virtual character. In addition, the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area in the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to players, provide virtual services, increase scores related to player performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a man-machine battle mode. For example, a virtual object has various skills or abilities that game players use to achieve their goals. For example, a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations with a touch display screen of a terminal. The processor can be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0029] It should be noted that Figure 1 The scene diagram of the game information prompt system shown is only an example. The image processing system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the evolution of the game information prompt system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0030] Based on the above problems, the embodiments of the present application provide a first game information prompt method, device, computer device and storage medium, which can improve the game experience of game players. The following are detailed descriptions. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.
[0031] An embodiment of the present application provides a game information prompt method, which can be executed by a terminal or a server. The embodiment of the present application takes the game information prompt method executed by a terminal as an example for explanation.
[0032] See also Figure 2 , Figure 2 A flowchart of a method for prompting game information provided by an embodiment of the present application. The specific process of the method for prompting game information may be as follows:
[0033] 101. In response to a clue prompt event, obtain a difficulty parameter corresponding to the clue prompt.
[0034] In the embodiment of the present application, the game prompt method can be applied to a variety of games, such as puzzle games, etc. In these games, game clues are usually provided. Game clues refer to direct or indirect information provided to players in the game, which helps players understand the game background, promote the development of the plot, solve puzzles or complete tasks. Clues can appear in various forms, such as dialogue, text, objects, environment, etc.
[0035] The clue prompt event refers to an event used to trigger the presentation of game clues, and the clue prompt event may include multiple triggering methods. For example, when a controlled game character enters a game scene where a clue exists in the game, a clue prompt event may be triggered. The controlled game character may be a game character controlled by a game player through a terminal.
[0036] In some embodiments, the triggering method of the clue prompt event may also include: after the game player controls the game character to unlock the game task in the game scene, the clue prompt event may be triggered.
[0037] The difficulty parameter refers to a parameter used to control the difficulty level of the game challenge. Different difficulty parameters may correspond to different difficulty levels.
[0038] In the embodiment of the present application, in order to meet the game difficulty requirements of different game players, the players can adjust the difficulty level of the game challenge according to their own preferences and ability levels, that is, they can set the difficulty parameters by themselves.
[0039] In some embodiments, in order to facilitate game players to set difficulty parameters, the method may further include the following steps:
[0040] Display the difficulty setting interface;
[0041] In response to a parameter setting operation on the difficulty setting interface, a difficulty parameter is determined.
[0042] Among them, the difficulty setting interface refers to the interface provided in the game for game players to set difficulty parameters.
[0043] In an embodiment of the present application, the terminal may be installed with a target game application, which may be a puzzle game. The game player may start the target game application, and then display the game interface of the target game application through the terminal, and then trigger the display of the difficulty setting interface by operating on the game interface.
[0044] The parameter setting operation refers to the operation of setting the difficulty parameters in the difficulty setting interface, and the game player can set the difficulty parameters through the parameter setting operation.
[0045] For example, see Figure 3 , Figure 3 A schematic diagram of an application scenario of a game prompt method provided in an embodiment of the present application. Figure 3 In the game interface shown on the upper side, a difficulty setting control is provided, wherein the game interface may be the main interface of the target application, and the difficulty setting control may be used to trigger the display of the difficulty setting interface.
[0046] When a game player clicks on the difficulty setting control, the difficulty setting interface can be triggered to display. Figure 3 The difficulty setting interface shown on the lower side. The difficulty setting interface includes difficulty setting prompt information "Difficulty Coefficient Setting", which can be used to prompt game players to set the game difficulty; and includes a difficulty coefficient setting component, which can include a slider and a slider set on the slider. Different length positions of the slider can correspond to different difficulty coefficients. Game players can set the difficulty coefficient by sliding the slider. For example, the difficulty parameter corresponding to the slider can include: 1 to 10, where the larger the value, the greater the corresponding game adjustment difficulty. The current slider is at a difficulty coefficient of 2.
[0047] Among them, the step in which the game player determines the difficulty parameter through the parameter setting operation in the game difficulty setting interface can be an operation step before entering the game scene, that is, the game player can set the difficulty parameter in advance before entering the game scene.
[0048] In some embodiments, in order to satisfy the game player's need to adjust the game difficulty in real time during the game, after entering the game scene, a difficulty setting window can be triggered to open and the game difficulty can be adjusted.
[0049] For example, see Figure 4 , Figure 4 A schematic diagram of another application scenario of a game prompt method provided in an embodiment of the present application. Figure 4 The game interface shown on the upper side displays the current game scene, which includes a controlled game character, which is a game character controlled by the current game player. The game interface also provides a difficulty setting control, which can be used to trigger the display of a difficulty setting window on the game interface.
[0050] When a game player clicks on the difficulty setting control, it can trigger the display of the difficulty setting window in the game interface. Figure 4 The game interface shown on the lower side, in which a difficulty setting window is overlaid on the current game scene, and the difficulty setting window includes: difficulty setting prompt information "Difficulty Coefficient Setting", which can be used to prompt game players to set the game difficulty; and includes a difficulty coefficient setting component, which may include a slider and a slider set on the slider, and different length positions of the slider may correspond to different difficulty coefficients, and game players may set the difficulty coefficient by sliding the slider.
[0051] 102. Determine at least one target control information matching the difficulty parameter for the game clues in the current game scene.
[0052] Among them, the game clues in the current game scene refer to the game clues provided in the current game scene.
[0053] In the target game, game clues can be provided through game scenes, for example, through NPCs (Non-Player Characters), items, environments, etc. in the game scenes. Different game scenes can provide different game clues.
[0054] Among them, the target control information can be used to control the presentation effect of the game clues in the current game scene.
[0055] In the embodiment of the present application, the presentation effects of the game clues in the game scene may include multiple types, for example, may include: display style, display time, display content and display position, etc. Different types of presentation effects may be controlled by different control information.
[0056] In some embodiments, in order to control the display style of the game clues in the current game scene, the control information may include display style information, and the step of "determining at least one target control information matching the difficulty parameter" may include the following operations:
[0057] The target display style information corresponding to the difficulty parameter is determined to obtain the target control information.
[0058] The display style information is used to control the appearance of the game clues. The display style may include color, style, size, shape, etc.
[0059] The target display style information refers to the display style information that matches the difficulty parameter.
[0060] In some embodiments, in order to control the presentation effect of the game clues to conform to the display style corresponding to the difficulty parameter, the step of "determining the target display style information corresponding to the difficulty parameter" may include the following operations:
[0061] Get the display color of the current game scene;
[0062] According to the difficulty parameter and the display color, the target display color is determined to obtain the target display style.
[0063] The display color of the current game scene refers to the color presented by the current game scene. For example, the display color may be red or blue.
[0064] Specifically, obtaining the display color of the current game scene may include: obtaining a color value corresponding to the current game scene, and determining the display color according to the color value.
[0065] In some embodiments, in order to determine a color that matches the difficulty parameter, the step of “determining a target display color according to the difficulty parameter and the display color” may include the following operations:
[0066] Get the color difference corresponding to the difficulty parameter;
[0067] The display color is adjusted based on the color difference to obtain the target display color.
[0068] In an embodiment of the present application, when the difficulty parameter corresponds to a lower game difficulty level, the color of the game clues can be set to a color with a large contrast with the color of the current game scene (for example, an inverted color), so that game players can find game clues based on the color difference and reduce the difficulty of finding clues; when the difficulty parameter corresponds to a higher game difficulty level, the color of the game clues can be set to a color with a small contrast with the color of the current game scene (for example, an adjacent color), so that it is not easy for game players to find game clues, thereby increasing the difficulty of finding clues.
[0069] Among them, for different difficulty parameters, corresponding different color difference values can be set.
[0070] For example, when the difficulty parameter is small, corresponding to a lower game difficulty level, at this time, the color of the game clues needs to be set to a color with a large contrast with the color of the current game scene, then it can be determined that the color difference is large; when the difficulty parameter is large, corresponding to a higher game difficulty level, at this time, the color of the game clues needs to be set to a color with a small contrast with the color of the current game scene, then it can be determined that the color difference is small.
[0071] That is, the color difference value corresponding to the difficulty parameter changes from small to large and from large to small. The smaller the difficulty parameter, the larger the corresponding color difference value; the smaller the difficulty parameter, the smaller the corresponding color difference value.
[0072] For example, the display color of the current game scene can be white. If the difficulty parameter is 1, indicating the minimum game difficulty, the target display color of the game clues can be determined to be black, which is different from the display color of the current game scene to facilitate game players to quickly find game clues.
[0073] Among them, adjusting the display color based on the color difference may include: adding the color difference to the color value of the display color of the current game scene, and the color corresponding to the obtained color value may be used as the target display color corresponding to the game clue under the difficulty coefficient. Then, according to the target display color, the target display color information is obtained, that is, the target display color is used as the target display color information.
[0074] In some embodiments, the game clue may be present at a certain scene position of the current game scene, and "obtaining the display color of the current game scene" may include: obtaining the surrounding environment color of the location of the game clue in the current game scene. Then, according to the color difference between the surrounding environment color and the difficulty coefficient, the target display color is determined. When the difficulty coefficient is small, the difference between the determined target display color and the surrounding environment color is larger; when the difficulty coefficient is large, the difference between the determined target display color and the surrounding environment color is smaller.
[0075] In some embodiments, in order to control the presentation effect of the game clues to conform to the display style corresponding to the difficulty parameter, the step of "determining the target display style information corresponding to the difficulty parameter" may include the following operations:
[0076] Get the display style of the current game scene;
[0077] According to the difficulty parameter and the display style, a target display style is determined to obtain a target display style.
[0078] Among them, the display style of the current game scene may include special effects presented by the current game scene, such as brightness effects, dynamic effects, etc.
[0079] Among them, determining the target display style based on the difficulty parameter and the display style may include: when the difficulty parameter corresponds to a lower game difficulty level, the target display style of the game clues may be set to a display style that is significantly different from the display style of the current game scene, so that game players can find game clues based on style differences and reduce the difficulty of finding clues; when the difficulty parameter corresponds to a higher game difficulty level, the target display style of the game clues may be set to a display style that is slightly different from the display style of the current game scene, so that game players cannot easily find game clues and increase the difficulty of finding clues.
[0080] For example, if the display style of the current game scene is obtained as minimum brightness display, if the difficulty parameter is: 1, indicating the minimum game difficulty, then the target display style of the game clues can be determined as maximum brightness display, which is different from the display style of the current game scene, so as to facilitate game players to quickly find game clues.
[0081] In some embodiments, in order to control the presentation effect of the game clues to conform to the display style corresponding to the difficulty parameter, the step of "determining the target display style information corresponding to the difficulty parameter" may include the following operations:
[0082] Get the display size of the scene elements in the current game scene that are adjacent to the game clues;
[0083] According to the difficulty parameter and the display size, the target display size is determined and the target display style is obtained.
[0084] Among them, determining the target display size based on the difficulty parameter and the display size may include: when the difficulty parameter corresponds to a lower game difficulty level, the target display size of the game clues can be set to a display size that is significantly different from the display size of the scene elements, so that game players can find game clues based on style differences and reduce the difficulty of finding clues; when the difficulty parameter corresponds to a higher game difficulty level, the target display size of the game clues can be set to a display size that is slightly different from the display size of the scene elements, so that game players cannot easily find game clues and increase the difficulty of finding clues.
[0085] For example, if the display size of the scene elements is the minimum size and the difficulty parameter is 1, indicating the minimum game difficulty, the target display size of the game clues can be determined to be the maximum size, which is distinguished from the display size of the scene elements to facilitate game players to quickly find game clues.
[0086] In some embodiments, in order to control the presentation effect of the game clues to conform to the display style corresponding to the difficulty parameter, the step of "determining the target display style information corresponding to the difficulty parameter" may include the following operations:
[0087] Get the object category of the scene element in the current game scene that is adjacent to the game clue;
[0088] According to the difficulty parameter and the object category, the target object category is determined and the target display style is obtained.
[0089] The object category of a scene element refers to the category of the scene object to which the scene element belongs, and the scene element may include multiple objects.
[0090] Among them, determining the target object category based on the difficulty parameter and the object category may include: when the difficulty parameter corresponds to a lower game difficulty level, the target object category of the game clue can be set to an object category that is significantly different from the object category of the scene element, so that game players can find game clues based on style differences and reduce the difficulty of finding clues; when the difficulty parameter corresponds to a higher game difficulty level, the target object category of the game clue can be set to an object category that is slightly different from the object category of the scene element, so that game players are not easy to find the game clues and increase the difficulty of finding clues.
[0091] In some embodiments, in order to control the display time of the game clues in the current game scene, the control information may include display time information; then the step of "determining at least one target control information matching the difficulty parameter" may include the following operations:
[0092] The target display time information corresponding to the difficulty parameter is determined to obtain the target control information.
[0093] The display time information is used to control the time-related presentation effect of the game clues. The display time may include display duration, display frequency, etc.
[0094] The target display time information refers to the display time information that matches the difficulty parameter.
[0095] In some embodiments, in order to control the presentation effect of the game clues to conform to the display time corresponding to the difficulty parameter, the step of "determining the target display time information corresponding to the difficulty parameter" may include the following operations:
[0096] Get the preset display duration of game clues;
[0097] Adjust the preset display time according to the difficulty parameter to obtain the target display time;
[0098] Based on the target display duration, target display time information is determined.
[0099] Among them, the preset display duration refers to the duration of the preset game clues being presented in the current game scene.
[0100] In the embodiment of the present application, the presentation of the game clue in the current game scene refers to the appearance of the game clue. The game clue always exists in the current game scene, but can be dynamically displayed or hidden.
[0101] In an embodiment of the present application, when the difficulty parameter corresponds to a lower game difficulty level, the display time of the game clues can be set to be longer. By increasing the display time of the game clues, it is easier for game players to find game clues and reduce the difficulty of finding clues. When the difficulty parameter corresponds to a higher game difficulty level, the display time of the game clues can be set to be shorter, making it difficult for game players to find game clues, thereby increasing the difficulty of finding clues.
[0102] Among them, adjusting the preset display time according to the difficulty parameter may include: the smaller the difficulty parameter, the greater the increase in the preset display time; the larger the difficulty parameter, the greater the decrease in the preset display time.
[0103] For example, the preset display time can be 20 seconds. When the difficulty parameter is 1, the preset display time can be increased to 30 seconds, and the target display time is 30 seconds. When the difficulty parameter is 10, the preset display time can be reduced to 10 seconds, and the target display time is 10 seconds. Then, according to the target display time, the target display time information is obtained, that is, the target display time can be used as the target display information.
[0104] In some embodiments, in order to control the presentation effect of the game clues to conform to the display time corresponding to the difficulty parameter, the step of "determining the target display time information corresponding to the difficulty parameter" may include the following operations:
[0105] Get the preset display frequency of game clues;
[0106] The preset display frequency is adjusted according to the difficulty parameter to obtain the target display frequency;
[0107] Based on the target display frequency, target display time information is determined.
[0108] The preset display frequency refers to the frequency at which the preset game clues are presented in the current game scene. For example, the display frequency may be 30 seconds / time, that is, once every 30 seconds.
[0109] In the embodiment of the present application, the presentation of the game clue in the current game scene refers to the appearance of the game clue. The game clue always exists in the current game scene, but can be dynamically displayed or hidden.
[0110] In an embodiment of the present application, when the difficulty parameter corresponds to a lower game difficulty level, the display frequency of game clues can be set higher. By increasing the display frequency of game clues, it is easier for game players to find game clues and reduce the difficulty of finding clues. When the difficulty parameter corresponds to a higher game difficulty level, the display frequency of game clues can be set lower, making it difficult for game players to find game clues, thereby increasing the difficulty of finding clues.
[0111] Among them, adjusting the preset display frequency according to the difficulty parameter may include: the smaller the difficulty parameter, the greater the increase in the preset display frequency; the larger the difficulty parameter, the greater the decrease in the preset display frequency.
[0112] For example, the preset display frequency can be 30 seconds / time. When the difficulty parameter is 1, the preset display frequency can be increased to 20 seconds / time, and the target display frequency is 20 seconds / time. When the difficulty parameter is 10, the preset display frequency can be reduced to 40 seconds / time, and the target display frequency is 40 seconds / time. Then, according to the target display frequency, the target display time information is obtained, that is, the target display frequency can be used as the target display information.
[0113] In some embodiments, in order to control the display position of the game clue in the current game scene, the control information may include display position information, and the step of "determining at least one target control information matching the difficulty parameter" may include the following operations:
[0114] The target display position information corresponding to the difficulty parameter is determined to obtain the target control information.
[0115] The display position information is used to control the presentation position of the game clues in the current game scene.
[0116] The target display position information refers to the display position information that matches the difficulty parameter.
[0117] In some embodiments, in order to control the presentation effect of the game clues to conform to the display position corresponding to the difficulty parameter, the step of "determining the target display position information corresponding to the difficulty parameter" may include the following operations:
[0118] Get the number of positions corresponding to the difficulty parameter;
[0119] From a plurality of candidate clue positions of the current game scene, a number of candidate clue positions are determined to obtain target display position information.
[0120] The number of positions refers to the number of scene positions used to present game clues.
[0121] In the embodiment of the present application, for different difficulty parameters, different corresponding numbers of positions can be set. For example, the smaller the difficulty parameter, the easier the game is, and a larger number of positions can be set; the larger the difficulty parameter, the more difficult the game is, and a smaller number of positions can be set.
[0122] For example, when the difficulty parameter is 1, the corresponding number of positions can be: 1, and when the difficulty parameter is 10, the corresponding number of positions can be: 5.
[0123] The candidate clue position refers to a scene position preset in the current game scene that can be used to present game clues.
[0124] Among them, determining the number of candidate clue positions from multiple candidate clue positions in the current game scene may include: randomly selecting the number of candidate clue positions from multiple candidate clue positions as target clue positions for presenting game clues, and obtaining target display position information.
[0125] For example, the candidate clue positions for presenting game clues set in the current game scene may include: scene position 1, scene position 2, scene position 3, scene position 4, ..., scene position N. If the difficulty parameter is: 5, the number of positions can be determined to be: 3, and then 3 positions can be randomly selected from scene position 1, scene position 2, scene position 3, scene position 4, ..., scene position N as the target clue positions for presenting game clues, that is, the target display position information.
[0126] In some embodiments, in order to control the display content of the game clues in the current game scene, the control information may include display content information, and the step of "determining at least one target control information matching the difficulty parameter" may include the following operations:
[0127] The target display content information corresponding to the difficulty parameter is determined to obtain the target control information.
[0128] The display content information is used to control the presentation content of the game clues in the current game scene.
[0129] The target display content information refers to the display content information that matches the difficulty parameter.
[0130] In some embodiments, in order to control the presentation effect of the game clues to conform to the display content corresponding to the difficulty parameter, the step of "determining the target display content information corresponding to the difficulty parameter" may include the following operations:
[0131] Get the complete prompt information corresponding to the game clues;
[0132] Get the content completeness corresponding to the difficulty parameter;
[0133] Based on the content completeness, content is extracted from the complete prompt information to obtain target display content information.
[0134] The complete prompt information refers to the complete prompt content preset for the game clues.
[0135] Among them, content completeness refers to the degree of detail of the prompt information used to present game clues. The higher the content completeness, the more detailed the prompt information is, and the easier it is for game players to find game clues; the lower the content completeness, the simpler the prompt information is, and the more difficult it is for game players to find game clues.
[0136] In the embodiment of the present application, for different difficulty parameters, different corresponding content completeness can be set. For example, the smaller the difficulty parameter, the smaller the game difficulty, and the higher the content completeness can be set; the larger the difficulty parameter, the greater the game difficulty, and the lower the content completeness can be set.
[0137] For example, when the difficulty parameter is 1, the corresponding content completeness may be: 100%, and when the difficulty parameter is 10, the corresponding number of positions may be: 10%.
[0138] The extracting of content from the complete prompt information based on the content completeness may include: extracting effective prompt content corresponding to the content completeness from the complete prompt information as target display content, thereby obtaining target display content information.
[0139] For example, the complete prompt information may be "a blue box on a red table near the room". When the content completeness is determined to be 50% according to the difficulty parameter, 50% of the valid content may be extracted from the complete prompt information, such as "on the red table in the room".
[0140] In some embodiments, in order to control the presentation effect of the game clues to conform to the display content corresponding to the difficulty parameter, the step of "determining the target display content information corresponding to the difficulty parameter" may also include the following operations:
[0141] Get the prompt information level corresponding to the difficulty parameter;
[0142] Acquire the prompt content corresponding to the prompt information level to obtain target display content information.
[0143] In the embodiment of the present application, for different difficulty parameters, corresponding different prompt information levels can be set. The higher the prompt information level, the more detailed the corresponding prompt content. For example, the smaller the difficulty parameter, the easier the game difficulty is, and the prompt information level can be set to a higher level; the larger the difficulty parameter, the greater the game difficulty is, and the prompt information level can be set to a lower level.
[0144] Different prompt contents may be preset for different prompt information levels. After the prompt information level is determined, the prompt content corresponding to the prompt information level may be directly acquired to obtain the target display content information.
[0145] 103. Control the presentation of game clues based on target control information.
[0146] In some embodiments, the target control information includes at least one of the following: target display style information, target display time information, target display position information, and target display content information.
[0147] Among them, the target display style information may include at least: target display color and target display style; the target display time information may include at least: target display duration and target display frequency; the target display position information may include the target clue position; the target display content information may include: target prompt content.
[0148] In some embodiments, controlling the presentation of game clues based on target control information may include: controlling the presentation of game clues based on target display styles, that is, controlling the presentation of game clues in target display colors and target display styles.
[0149] In some embodiments, controlling the presentation of game clues based on target control information may include: controlling the presentation of game clues based on target display time information, and then controlling the game clues to be displayed with a target display duration and a target display frequency.
[0150] In some embodiments, controlling the presentation of game clues based on target control information may include: controlling the presentation of game clues based on target display position information, and then controlling the game clues to be displayed at the target clue position.
[0151] In some embodiments, controlling the presentation of game clues based on target control information may include: controlling the presentation of game clues based on target display content information, and then controlling the game clues to be presented with target prompt content.
[0152] In some embodiments, controlling the presentation of game clues based on target control information may include: controlling the presentation of game clues based on target display style information, target display time information, target display position information, and target display content information.
[0153] That is, the game clues are controlled to be presented in the following ways: target display color, target display style, target display duration, target display frequency, target clue position, and target prompt content.
[0154] The embodiment of the present application discloses a game information prompt method, which includes: in response to a clue prompt event, obtaining a difficulty parameter corresponding to the clue prompt; for the game clues in the current game scene, determining at least one target control information matching the difficulty parameter, the target control information is used to control the presentation effect of the game clues in the current game scene; and controlling the presentation of the game clues based on the target control information. In this way, the presentation effect of the game clues is controlled through the difficulty parameters customized by the game players, so as to meet the needs of different game players for different game difficulties, thereby improving the game experience of the game players.
[0155] In order to facilitate better implementation of the game information prompting method provided in the embodiment of the present application, the embodiment of the present application also provides a game information prompting device based on the above game information prompting method. The meanings of the terms are the same as those in the above game information prompting method, and the specific implementation details can refer to the description in the method embodiment.
[0156] See also Figure 5 , Figure 5 A structural block diagram of a game information prompting device provided in an embodiment of the present application, the device comprising:
[0157] An acquisition unit 301 is used to acquire a difficulty parameter corresponding to a clue prompt in response to a clue prompt event;
[0158] A first determining unit 302 is used to determine at least one target control information matching the difficulty parameter for a game clue in a current game scene, wherein the target control information is used to control a presentation effect of the game clue in the current game scene;
[0159] The control unit 303 is used to control the presentation of the game clues based on the target control information.
[0160] In some embodiments, the control information includes display style information; the first determining unit 302 may include:
[0161] The first determination subunit is used to determine the target display style information corresponding to the difficulty parameter to obtain the target control information.
[0162] In some embodiments, the first determining subunit may be specifically used for:
[0163] Get the display color of the current game scene;
[0164] According to the difficulty parameter and the display color, a target display color is determined to obtain the target display style.
[0165] In some embodiments, the first determining subunit may be specifically used for:
[0166] Get the display color of the current game scene;
[0167] Obtaining a color difference value corresponding to the difficulty parameter;
[0168] The display color is adjusted based on the color difference to obtain the target display color.
[0169] In some embodiments, the first determining subunit may be specifically used for:
[0170] Obtain the display style of the current game scene;
[0171] A target display style is determined according to the difficulty parameter and the display style to obtain the target display style.
[0172] In some embodiments, the control information includes display time information; the first determining unit 302 may include:
[0173] The second determining subunit is used to determine the target display time information corresponding to the difficulty parameter to obtain the target control information.
[0174] In some embodiments, the second determining subunit may be specifically used for:
[0175] Obtaining a preset display duration of the game clues;
[0176] Adjusting the preset display time according to the difficulty parameter to obtain a target display time;
[0177] Based on the target display duration, the target display time information is determined.
[0178] In some embodiments, the second determining subunit may be specifically used for:
[0179] Obtaining a preset display frequency of the game clues;
[0180] Adjusting the preset display frequency according to the difficulty parameter to obtain a target display frequency;
[0181] Based on the target display frequency, the target display time information is determined.
[0182] In some embodiments, the control information includes display position information; the first determining unit 302 may include:
[0183] The third determining subunit is used to determine the target display position information corresponding to the difficulty parameter to obtain the target control information.
[0184] In some embodiments, the third determining subunit may be specifically used for:
[0185] Obtain the number of positions corresponding to the difficulty parameter;
[0186] From the multiple candidate clue positions of the current game scene, determine the candidate clue positions of the position number to obtain the target display position information.
[0187] In some embodiments, the control information includes display content information; the first determining unit 302 may include:
[0188] The fourth determining subunit is used to determine the target display content information corresponding to the difficulty parameter to obtain the target control information.
[0189] In some embodiments, the fourth determining subunit may be specifically used for:
[0190] Obtaining complete prompt information corresponding to the game clues;
[0191] Obtaining the content completeness corresponding to the difficulty parameter;
[0192] Content is extracted from the complete prompt information based on the content completeness to obtain the target display content information.
[0193] In some embodiments, the apparatus may further include:
[0194] A display unit, used to display a difficulty setting interface;
[0195] The second determining unit is configured to determine the difficulty parameter in response to a parameter setting operation on the difficulty setting interface.
[0196] The embodiment of the present application discloses a game information prompt device, wherein the acquisition unit 301 responds to the clue prompt event to obtain the difficulty parameter corresponding to the clue prompt; the first determination unit 302 determines at least one target control information matching the difficulty parameter for the game clue in the current game scene, and the target control information is used to control the presentation effect of the game clue in the current game scene; the control unit 303 controls the presentation of the game clue based on the target control information. In this way, the game experience of the player can be improved.
[0197] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Figure 6 As shown, Figure 6 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer-readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0198] The processor 601 is the control center of the computer device 600. It uses various interfaces and routes to connect various parts of the entire computer device 600, executes various functions of the computer device 600 and processes data by running or loading software programs and / or modules stored in the memory 602, and calling data stored in the memory 602, thereby monitoring the computer device 600 as a whole.
[0199] In the embodiment of the present application, the processor 601 in the computer device 600 will load instructions corresponding to the processes of one or more application programs into the memory 602 according to the following steps, and the processor 601 will run the application programs stored in the memory 602 to implement various functions:
[0200] In response to the clue prompt event, obtaining a difficulty parameter corresponding to the clue prompt;
[0201] For the game clues in the current game scene, determine at least one target control information matching the difficulty parameter, where the target control information is used to control the presentation effect of the game clues in the current game scene;
[0202] Control the presentation of game clues based on the target control information.
[0203] In some embodiments, the control information includes display style information;
[0204] Determining at least one target control information matching the difficulty parameter, including:
[0205] The target display style information corresponding to the difficulty parameter is determined to obtain the target control information.
[0206] In some embodiments, determining target display style information corresponding to the difficulty parameter includes:
[0207] Get the display color of the current game scene;
[0208] According to the difficulty parameter and the display color, the target display color is determined to obtain the target display style.
[0209] In some embodiments, determining the target display color according to the difficulty parameter and the display color includes:
[0210] Get the color difference corresponding to the difficulty parameter;
[0211] The display color is adjusted based on the color difference to obtain the target display color.
[0212] In some embodiments, determining target display style information corresponding to the difficulty parameter includes:
[0213] Get the display style of the current game scene;
[0214] According to the difficulty parameter and the display style, a target display style is determined to obtain a target display style.
[0215] In some embodiments, the control information includes display time information;
[0216] Determining at least one target control information matching the difficulty parameter, including:
[0217] The target display time information corresponding to the difficulty parameter is determined to obtain the target control information.
[0218] In some embodiments, determining target display time information corresponding to the difficulty parameter includes:
[0219] Get the preset display duration of game clues;
[0220] Adjust the preset display time according to the difficulty parameter to obtain the target display time;
[0221] Based on the target display duration, target display time information is determined.
[0222] In some embodiments, determining target display time information corresponding to the difficulty parameter includes:
[0223] Get the preset display frequency of game clues;
[0224] The preset display frequency is adjusted according to the difficulty parameter to obtain the target display frequency;
[0225] Based on the target display frequency, target display time information is determined.
[0226] In some embodiments, the control information includes display position information;
[0227] Determining at least one target control information matching the difficulty parameter, including:
[0228] The target display position information corresponding to the difficulty parameter is determined to obtain the target control information.
[0229] In some embodiments, determining target display position information corresponding to the difficulty parameter includes:
[0230] Get the number of positions corresponding to the difficulty parameter;
[0231] From a plurality of candidate clue positions of the current game scene, a number of candidate clue positions are determined to obtain target display position information.
[0232] In some embodiments, the control information includes display content information;
[0233] Determining at least one target control information matching the difficulty parameter, including:
[0234] The target display content information corresponding to the difficulty parameter is determined to obtain the target control information.
[0235] In some embodiments, determining target display content information corresponding to the difficulty parameter includes:
[0236] Get the complete prompt information corresponding to the game clues;
[0237] Get the content completeness corresponding to the difficulty parameter;
[0238] Based on the content completeness, content is extracted from the complete prompt information to obtain target display content information.
[0239] In some embodiments, the method further comprises:
[0240] Display the difficulty setting interface;
[0241] In response to a parameter setting operation on the difficulty setting interface, a difficulty parameter is determined.
[0242] The embodiment of the present application obtains the difficulty parameter corresponding to the clue prompt by responding to the clue prompt event; determines at least one target control information matching the difficulty parameter for the game clue in the current game scene, and the target control information is used to control the presentation effect of the game clue in the current game scene; and controls the presentation of the game clue based on the target control information. In this way, the presentation effect of the game clue is controlled through the difficulty parameter customized by the game player, and the needs of different game players for different game difficulties are met, thereby improving the game experience of the game player.
[0243] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0244] Optional, such as Figure 6 As shown, the computer device 600 further includes: a touch screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607, respectively. Those skilled in the art can understand that Figure 6 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0245] The touch display screen 603 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 603 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 601, and can receive the command sent by the processor 601 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 601 to determine the type of touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 603 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 603 can also be used as a part of the input unit 606 to realize the input function.
[0246] The radio frequency circuit 604 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
[0247] The audio circuit 605 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 605 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 605 and converted into audio data, and then the audio data is output to the processor 601 for processing, and then sent to another computer device through the radio frequency circuit 604, or the audio data is output to the memory 602 for further processing. The audio circuit 605 may also include an earplug jack to provide communication between an external headset and the computer device.
[0248] The input unit 606 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0249] The power supply 607 is used to supply power to various components of the computer device 600. Optionally, the power supply 607 can be logically connected to the processor 601 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 607 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0250] although Figure 6 Not shown, the computer device 600 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0251] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0252] As can be seen from the above, the computer device provided in this embodiment can respond to a clue prompt event and obtain the difficulty parameter corresponding to the clue prompt; for the game clues in the current game scene, determine at least one target control information that matches the difficulty parameter, and the target control information is used to control the presentation effect of the game clues in the current game scene; and control the presentation of the game clues based on the target control information.
[0253] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0254] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any one of the game information prompting methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:
[0255] In response to the clue prompt event, obtaining a difficulty parameter corresponding to the clue prompt;
[0256] For the game clues in the current game scene, determine at least one target control information matching the difficulty parameter, where the target control information is used to control the presentation effect of the game clues in the current game scene;
[0257] Control the presentation of game clues based on the target control information.
[0258] In some embodiments, the control information includes display style information;
[0259] Determining at least one target control information matching the difficulty parameter, including:
[0260] The target display style information corresponding to the difficulty parameter is determined to obtain the target control information.
[0261] In some embodiments, determining target display style information corresponding to the difficulty parameter includes:
[0262] Get the display color of the current game scene;
[0263] According to the difficulty parameter and the display color, the target display color is determined to obtain the target display style.
[0264] In some embodiments, determining the target display color according to the difficulty parameter and the display color includes:
[0265] Get the color difference corresponding to the difficulty parameter;
[0266] The display color is adjusted based on the color difference to obtain the target display color.
[0267] In some embodiments, determining target display style information corresponding to the difficulty parameter includes:
[0268] Get the display style of the current game scene;
[0269] According to the difficulty parameter and the display style, a target display style is determined to obtain a target display style.
[0270] In some embodiments, the control information includes display time information;
[0271] Determining at least one target control information matching the difficulty parameter, including:
[0272] The target display time information corresponding to the difficulty parameter is determined to obtain the target control information.
[0273] In some embodiments, determining target display time information corresponding to the difficulty parameter includes:
[0274] Get the preset display duration of game clues;
[0275] Adjust the preset display time according to the difficulty parameter to obtain the target display time;
[0276] Based on the target display duration, target display time information is determined.
[0277] In some embodiments, determining target display time information corresponding to the difficulty parameter includes:
[0278] Get the preset display frequency of game clues;
[0279] The preset display frequency is adjusted according to the difficulty parameter to obtain the target display frequency;
[0280] Based on the target display frequency, target display time information is determined.
[0281] In some embodiments, the control information includes display position information;
[0282] Determining at least one target control information matching the difficulty parameter, including:
[0283] The target display position information corresponding to the difficulty parameter is determined to obtain the target control information.
[0284] In some embodiments, determining target display position information corresponding to the difficulty parameter includes:
[0285] Get the number of positions corresponding to the difficulty parameter;
[0286] From a plurality of candidate clue positions of the current game scene, a number of candidate clue positions are determined to obtain target display position information.
[0287] In some embodiments, the control information includes display content information;
[0288] Determining at least one target control information matching the difficulty parameter, including:
[0289] The target display content information corresponding to the difficulty parameter is determined to obtain the target control information.
[0290] In some embodiments, determining target display content information corresponding to the difficulty parameter includes:
[0291] Get the complete prompt information corresponding to the game clues;
[0292] Get the content completeness corresponding to the difficulty parameter;
[0293] Based on the content completeness, content is extracted from the complete prompt information to obtain target display content information.
[0294] In some embodiments, the method further comprises:
[0295] Display the difficulty setting interface;
[0296] In response to a parameter setting operation on the difficulty setting interface, a difficulty parameter is determined.
[0297] The embodiment of the present application obtains the difficulty parameter corresponding to the clue prompt by responding to the clue prompt event; determines at least one target control information matching the difficulty parameter for the game clue in the current game scene, and the target control information is used to control the presentation effect of the game clue in the current game scene; and controls the presentation of the game clue based on the target control information. In this way, the presentation effect of the game clue is controlled through the difficulty parameter customized by the game player, and the needs of different game players for different game difficulties are met, thereby improving the game experience of the game player.
[0298] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0299] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0300] Since the computer program stored in the storage medium can execute the steps in any one of the game information prompt methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game information prompt methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0301] The above is a detailed introduction to a game information prompt method, device, storage medium and computer equipment provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the ideas of the present application, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A game information prompting method, characterized in that: The method comprises: In response to the clue prompt event, obtaining a difficulty parameter corresponding to the clue prompt; For a game clue in a current game scene, determining at least one target control information matching the difficulty parameter, wherein the target control information is used to control a presentation effect of the game clue in the current game scene; The presentation of the game clues is controlled based on the target control information.
2. The method according to claim 1, characterized in that The control information includes display style information; The determining of at least one target control information matching the difficulty parameter includes: Determine the target display style information corresponding to the difficulty parameter to obtain the target control information.
3. The method according to claim 2, characterized in that The determining of the target display style information corresponding to the difficulty parameter includes: Get the display color of the current game scene; According to the difficulty parameter and the display color, a target display color is determined to obtain the target display style.
4. The method according to claim 3, characterized in that The determining the target display color according to the difficulty parameter and the display color includes: Obtaining a color difference value corresponding to the difficulty parameter; The display color is adjusted based on the color difference to obtain the target display color.
5. The method according to claim 2, characterized in that: The determining of the target display style information corresponding to the difficulty parameter includes: Obtain the display style of the current game scene; A target display style is determined according to the difficulty parameter and the display style to obtain the target display style.
6. The method according to claim 1, characterized in that The control information includes display time information; The determining of at least one target control information matching the difficulty parameter includes: The target display time information corresponding to the difficulty parameter is determined to obtain the target control information.
7. The method according to claim 6, characterized in that The determining the target display time information corresponding to the difficulty parameter includes: Obtaining a preset display duration of the game clues; Adjusting the preset display time according to the difficulty parameter to obtain a target display time; Based on the target display duration, the target display time information is determined.
8. The method according to claim 6, characterized in that The determining the target display time information corresponding to the difficulty parameter includes: Obtaining a preset display frequency of the game clues; Adjusting the preset display frequency according to the difficulty parameter to obtain a target display frequency; Based on the target display frequency, the target display time information is determined.
9. The method according to claim 1, characterized in that: The control information includes display position information; The determining of at least one target control information matching the difficulty parameter includes: The target display position information corresponding to the difficulty parameter is determined to obtain the target control information.
10. The method according to claim 9, characterized in that The determining the target display position information corresponding to the difficulty parameter includes: Obtain the number of positions corresponding to the difficulty parameter; From the multiple candidate clue positions of the current game scene, determine the candidate clue positions of the position number to obtain the target display position information.
11. The method according to claim 1, characterized in that: The control information includes display content information; The determining of at least one target control information matching the difficulty parameter includes: The target display content information corresponding to the difficulty parameter is determined to obtain the target control information.
12. The method according to claim 11, characterized in that The determining of the target display content information corresponding to the difficulty parameter includes: Obtaining complete prompt information corresponding to the game clues; Obtaining the content completeness corresponding to the difficulty parameter; Content is extracted from the complete prompt information based on the content completeness to obtain the target display content information.
13. The method according to claim 1, characterized in that The method further comprises: Display the difficulty setting interface; In response to a parameter setting operation on the difficulty setting interface, the difficulty parameter is determined.
14. A game information prompting device, characterized in that: The device comprises: An acquisition unit, used for acquiring a difficulty parameter corresponding to the clue prompt in response to the clue prompt event; A first determining unit, configured to determine, for a game clue in a current game scene, at least one target control information matching the difficulty parameter, wherein the target control information is used to control a presentation effect of the game clue in the current game scene; A control unit is used to control the presentation of the game clues based on the target control information.
15. A computer device comprising a memory, a processor and a computer program stored in the memory and running on the processor, wherein: When the processor executes the program, the game information prompt method as described in any one of claims 1 to 13 is implemented.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the game information prompting method according to any one of claims 1 to 13.
Citation Information
Cited By
Game processing method and device
CN120037656A