Head-up display control method and device in game match, storage medium and equipment
By calculating and displaying the players' injury prediction value before the lightning bag explodes in real time in the header-up display of the first-person shooting game event live broadcast, the problem of insufficient information in the existing technology is solved, and the audience's sense of participation and the commentator's interactive ability is improved.
Patent Information
- Application Number
- CN202411914883.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-24
- Publication Date
- 2025-03-07
AI Technical Summary
The head-up display (HUD) in the live broadcast of the existing first-person shooting game cannot predict the injury of the contestant before the explosion of the thunder bag, resulting in insufficient information on the audience and being unable to fully participate and enjoy the competition.
By calculating the distance and defense information between the player's character and the lightning packet in real time, predict the damage caused by the lightning packet's instant explosion, and dynamically display the injury prediction value through the head-up display before the lightning packet explodes, including adding the lightning packet explosion prompt effect and damage prediction effect in the blood bar display area.
Real-time display of the players' situation before the explosion of the thunder bag is achieved, enhancing the audience's understanding and evaluation ability of the competition, and improving the interaction between the audience and the audience.
Smart Images

Figure CN119565151A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game live broadcast technology, and in particular to a method, device, storage medium and computer equipment for controlling a head-up display during a game competition. Background Art
[0002] In the live broadcast of first-person shooter games, when the game reaches the last few seconds of countdown after the installation of the grenade pack, the players usually take a series of tactical actions to escape the explosion range of the grenade pack to protect their weapons and health points. These actions are called "running to save the gun". However, in the existing live broadcast HUD (Heads-Up Display) of the game, the HUD mainly relies on frame data to display the game data. It cannot pre-display the events that are bound to happen in the future (such as the explosion of the grenade pack). Instead, it waits until the grenade pack explodes and then delays the display of the explosion damage on the HUD.
[0003] When watching a game, the audience hopes to understand the players' situations and decision-making basis in real time so as to better understand and evaluate the game. However, existing technologies cannot meet this demand, resulting in the audience feeling insufficient information when watching the game and being unable to fully engage in and enjoy the game. In addition, this display method also limits the commentator's ability to interact with the game. Summary of the invention
[0004] In view of this, the embodiments of the present application provide a method, device, storage medium and computer equipment for controlling a heads-up display in a game competition, which effectively solves the problem of insufficient information displayed by the existing HUD by real-time calculation and display of the predicted injury value of the player before the grenade pack explodes.
[0005] According to one aspect of the present application, a method for controlling a head-up display during a game is provided, the method comprising:
[0006] Get the player position of the player character when the thunder pack is installed in the game;
[0007] Determining the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag;
[0008] Calculate the instant explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character;
[0009] Before the bomb pack explodes, the display content of the head-up display is controlled based on the instant explosion character injury prediction value.
[0010] In an optional implementation, controlling the display content of a head-up display according to the predicted value of injury caused by the explosion of a mine pack includes:
[0011] A thunder bag explosion prompt special effect is added to the health bar display area of the player character in the head-up display, and the health bar display effect of the player character in the head-up display is rendered according to the instant explosion character injury prediction value and the real-time health value of the player character.
[0012] In an optional implementation, the rendering of the health bar display effect of the player character in the head-up display according to the instant explosion character injury prediction value and the real-time health value of the player character includes:
[0013] If the predicted injury value of the instant explosion character is greater than or equal to the real-time health value of the player character, rendering the health bar display effect of the player character in the head-up display as a lethal effect;
[0014] If the predicted injury value of the instant explosion character is less than the real-time health value of the player character, the health bar display effect of the player character in the head-up display is rendered as a damage effect.
[0015] In an optional embodiment, the lethal effect includes adding a lethal special effect to the information display area of the player character and / or adding a blood bar full coverage effect of a first preset color to the blood bar display area of the player character; and / or,
[0016] The damage effect includes adding a partial coverage effect of the blood bar with a second preset color to the blood bar display area of the player character, wherein the proportion of the blood bar area covered by the second preset color is the ratio of the predicted injury value of the instant explosion character to the real-time blood value of the player character.
[0017] In an optional implementation manner, obtaining the player position of the player character includes:
[0018] When the bomb pack enters the explosion countdown of a preset duration, the player position of the player character is obtained in real time;
[0019] Accordingly, the controlling the display content of the head-up display based on the instant explosion character injury prediction value includes:
[0020] Based on the instant explosion character injury prediction value determined using the player position acquired in real time, the display content of the head-up display is controlled in real time.
[0021] In an optional implementation, calculating the instant explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character includes:
[0022] Calculate the predicted value of the instant explosion damage of the thunder pack corresponding to the position of the player according to the distance corresponding to the player character and the basic explosion damage of the thunder pack corresponding to the thunder pack;
[0023] According to the defense information of the player character and the predicted value of the instant explosion damage of the thunder pack, the predicted value of the instant explosion character injury corresponding to the player character is calculated.
[0024] In an optional implementation, the calculation of the predicted value of the instantaneous explosion damage of the thunder bag corresponding to the player's position according to the distance corresponding to the player's character and the basic explosion damage of the thunder bag corresponding to the thunder bag includes:
[0025] The thunder bag explosion damage prediction formula corresponding to the current game map is obtained, and the distance corresponding to the player character is substituted into the thunder bag explosion damage prediction formula to obtain the thunder bag instant explosion damage prediction value corresponding to the player position, wherein the thunder bag explosion damage prediction formula is expressed as:
[0026] wd represents the predicted value of the instant explosion damage of the mine pack, bd represents the basic explosion damage of the mine pack, distance represents the distance, k represents the distance attenuation index, a represents the distance coefficient, c represents the explosion radius of the mine pack, and b represents the explosion radius coefficient of the mine pack;
[0027] and / or,
[0028] The calculating, according to the defense information of the player character and the predicted value of the instant explosion damage of the thunder bag, the predicted value of the instant explosion character injury corresponding to the player character comprises:
[0029] Based on the predicted value of the instantaneous explosion damage of the thunder pack and the preset direct reduction coefficient of armor damage corresponding to the player character, the reduced damage corresponding to the player character is calculated; based on the predicted value of the instantaneous explosion damage of the thunder pack, the reduced damage and the preset damage offset coefficient corresponding to the player character, the real damage corresponding to the player character is calculated;
[0030] Based on the real damage and the armor value of the player character, determine whether the instantaneous explosion of the thunder pack will cause armor penetration of the player character, and if armor penetration is caused, update the real damage to the product of the armor value and the preset penetration damage coefficient corresponding to the player character, and if armor penetration is not caused, keep the real damage unchanged;
[0031] If the real damage is greater than the armor value, the difference between the predicted value of the instant explosion damage of the thunder pack and the real damage is used as the predicted value of the instant explosion character injury corresponding to the player character;
[0032] If the real damage is less than or equal to the armor value, the product of the predicted value of the instant explosion damage of the thunder pack and the preset armor damage direct reduction coefficient is used as the predicted value of the instant explosion character injury corresponding to the player character.
[0033] According to another aspect of the present application, a head-up display control device in a game competition is provided, the device comprising:
[0034] A position acquisition module, used to obtain the player position of the player character when the thunder pack is installed in the game;
[0035] A distance calculation module, used to determine the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag;
[0036] An injury prediction module, used for calculating an immediate explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character;
[0037] The display control module is used to control the display content of the head-up display based on the instant explosion character injury prediction value before the bomb pack explodes.
[0038] In an optional implementation, the display control module is further used to:
[0039] A thunder bag explosion prompt special effect is added to the health bar display area of the player character in the head-up display, and the health bar display effect of the player character in the head-up display is rendered according to the instant explosion character injury prediction value and the real-time health value of the player character.
[0040] In an optional implementation, the display control module is further used to:
[0041] If the predicted injury value of the instant explosion character is greater than or equal to the real-time health value of the player character, rendering the health bar display effect of the player character in the head-up display as a lethal effect;
[0042] If the predicted injury value of the instant explosion character is less than the real-time health value of the player character, the health bar display effect of the player character in the head-up display is rendered as a damage effect.
[0043] In an optional embodiment, the lethal effect includes adding a lethal special effect to the information display area of the player character and / or adding a blood bar full coverage effect of a first preset color to the blood bar display area of the player character; and / or,
[0044] The damage effect includes adding a partial coverage effect of the blood bar with a second preset color to the blood bar display area of the player character, wherein the proportion of the blood bar area covered by the second preset color is the ratio of the predicted injury value of the instant explosion character to the real-time blood value of the player character.
[0045] In an optional implementation, the location acquisition module is further used to:
[0046] When the bomb pack enters the explosion countdown of a preset duration, the player position of the player character is obtained in real time;
[0047] Accordingly, the display control module is also used for:
[0048] Based on the instant explosion character injury prediction value determined using the player position acquired in real time, the display content of the head-up display is controlled in real time.
[0049] In an optional implementation, the injury prediction module is further used to:
[0050] Calculate the predicted value of the instant explosion damage of the thunder pack corresponding to the position of the player according to the distance corresponding to the player character and the basic explosion damage of the thunder pack corresponding to the thunder pack;
[0051] According to the defense information of the player character and the predicted value of the instant explosion damage of the thunder pack, the predicted value of the instant explosion character injury corresponding to the player character is calculated.
[0052] In an optional implementation, the injury prediction module is further used to:
[0053] The thunder bag explosion damage prediction formula corresponding to the current game map is obtained, and the distance corresponding to the player character is substituted into the thunder bag explosion damage prediction formula to obtain the thunder bag instant explosion damage prediction value corresponding to the player position, wherein the thunder bag explosion damage prediction formula is expressed as:
[0054] wd represents the predicted value of the instant explosion damage of the mine pack, bd represents the basic explosion damage of the mine pack, distance represents the distance, k represents the distance attenuation index, a represents the distance coefficient, c represents the explosion radius of the mine pack, and b represents the explosion radius coefficient of the mine pack;
[0055] and / or,
[0056] The calculating, according to the defense information of the player character and the predicted value of the instant explosion damage of the thunder bag, the predicted value of the instant explosion character injury corresponding to the player character comprises:
[0057] Based on the predicted value of the instantaneous explosion damage of the thunder pack and the preset direct reduction coefficient of armor damage corresponding to the player character, the reduced damage corresponding to the player character is calculated; based on the predicted value of the instantaneous explosion damage of the thunder pack, the reduced damage and the preset damage offset coefficient corresponding to the player character, the real damage corresponding to the player character is calculated;
[0058] Based on the real damage and the armor value of the player character, determine whether the instantaneous explosion of the thunder pack will cause armor penetration of the player character, and if armor penetration is caused, update the real damage to the product of the armor value and the preset penetration damage coefficient corresponding to the player character, and if armor penetration is not caused, keep the real damage unchanged;
[0059] If the real damage is greater than the armor value, the difference between the predicted value of the instant explosion damage of the thunder pack and the real damage is used as the predicted value of the instant explosion character injury corresponding to the player character;
[0060] If the real damage is less than or equal to the armor value, the product of the predicted value of the instant explosion damage of the thunder pack and the preset armor damage direct reduction coefficient is used as the predicted value of the instant explosion character injury corresponding to the player character.
[0061] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored, and when the program is executed by a processor, the above-mentioned head-up display control method in a game competition is implemented.
[0062] According to another aspect of the present application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the above-mentioned head-up display control method in a game competition when executing the program.
[0063] By means of the above technical solution, the embodiment of the present application provides a method, device, storage medium and computer equipment for controlling a head-up display in a game match. In a game match, if the thunder bag is installed, the damage that the player character will suffer at the player position if the thunder bag explodes immediately can be predicted based on the distance between the thunder bag position and the player position and the defense information of the player character, and before the thunder bag actually explodes, the display content of the head-up display can be controlled based on the predicted injury prediction value of the character that explodes immediately. By displaying the player's situation and the predicted value of possible damage in real time, the embodiment of the present application allows the audience to understand the player's situation and decision-making basis before the thunder bag explodes in real time, so as to have a deeper understanding and evaluation of the game, and the commentator can have a deeper interaction and discussion with the audience based on the predicted value of injury of the character that explodes immediately displayed on the HUD.
[0064] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS
[0065] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0066] Figure 1 A schematic diagram showing a flow chart of a method for controlling a head-up display in a game competition provided by an embodiment of the present application is shown;
[0067] Figure 2 A display schematic diagram of a head-up display provided in an embodiment of the present application is shown;
[0068] Figure 3 A display schematic diagram of another head-up display provided in an embodiment of the present application is shown;
[0069] Figure 4 A schematic diagram showing a flow chart of another method for controlling a head-up display in a game competition provided by an embodiment of the present application;
[0070] Figure 5 A schematic diagram showing a flow chart of another method for controlling a head-up display in a game competition provided by an embodiment of the present application;
[0071] Figure 6 A schematic diagram of the structure of a head-up display control device in a game competition provided by an embodiment of the present application is shown. DETAILED DESCRIPTION
[0072] The present application will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that the embodiments and features in the embodiments of the present application can be combined with each other without conflict.
[0073] In this embodiment, a method for controlling a head-up display in a game is provided. Figure 1 As shown, the method includes:
[0074] Step 101: When the thunder pack in the game is installed, obtain the player position of the player character.
[0075] Step 102: Determine the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag.
[0076] Step 103: Calculate the instant explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character.
[0077] Step 104: before the bomb pack explodes, based on the predicted value of the instant explosion character injury, control the display content of the head-up display.
[0078] The embodiment of the present application aims to solve the problem of insufficient HUD display information in the existing first-person shooter game live broadcast, especially in the countdown stage of the last few seconds after the thunder bag is installed, so that the audience can understand the situation and decision-making basis of the players in real time. Specifically, when the thunder bag in the game is installed, the position information of the current player character is first obtained, and the distance between the two is calculated based on the obtained player position and the thunder bag position where the thunder bag is installed. The distance between the two can be calculated specifically by Euclidean distance or other other distance calculation methods. Secondly, according to the distance between the player character and the thunder bag and the defense information of the player character (such as armor, life value, explosion resistance skills, etc.), the damage that the player character will suffer if the thunder bag explodes immediately is in the current position (i.e., the player position), that is, the instant explosion character injury prediction value corresponding to the player character. Finally, before the thunder bag explodes, based on the calculated instant explosion character injury prediction value, the display content of the HUD is dynamically adjusted. For example, a countdown bar can be displayed on the HUD to indicate the remaining time of the thunder bag explosion, and the predicted value of the damage that the player character may suffer (i.e., the instant explosion character injury prediction value) is displayed next to the countdown bar. In addition, different colors or icons can be used to remind spectators and players according to the severity of the injury prediction value. The embodiment of the present application effectively solves the problem of insufficient information display in the existing HUD by real-time calculation and display of the injury prediction value of the player before the bomb bag explodes.
[0079] By applying the technical solution of this embodiment, in a game match, if the thunder bag is installed, the damage that the player character will suffer at the player position if the thunder bag explodes immediately can be predicted based on the distance between the thunder bag position and the player position and the defense information of the player character, and before the thunder bag actually explodes, the display content of the head-up display can be controlled based on the predicted injury prediction value of the character that explodes immediately. By displaying the player's situation and the predicted value of possible damage in real time, the embodiment of the present application allows the audience to understand the player's situation and decision-making basis before the thunder bag explodes in real time, so as to have a deeper understanding and evaluation of the game, and the commentator can have a deeper interaction and discussion with the audience based on the predicted value of injury of the character that explodes immediately displayed on the HUD.
[0080] In an embodiment of the present application, optionally, step 104 includes: adding a thunder bag explosion prompt special effect in the blood bar display area of the player character in the head-up display, and rendering the blood bar display effect of the player character in the head-up display according to the instant explosion character injury prediction value and the real-time blood value of the player character.
[0081] In the above embodiment, a special prompt effect is added near the health bar display area of the player character on the HUD. For example, this effect can be a fixed or flashing icon, a countdown bar, or a gradually increasing visual or auditory effect to remind the audience and the player that the grenade pack is about to explode. Figure 2 , 3 As shown, an "explosion" icon is added near the health bar display area of the player character as a thunder bag explosion prompt special effect. At the same time, according to the calculated instant explosion character injury prediction value and the current real-time blood value of the player character, the blood bar display effect of the player character on the HUD is dynamically adjusted, so that the audience and commentary can understand the situation of the player character by observing the blood bar display effect of the player character, and better understand the player's decision-making operation. By adding a thunder bag explosion prompt special effect to the blood bar display area, the embodiment of the present application can more intuitively see the urgency and possible damage of the thunder bag explosion. The blood bar display effect is dynamically rendered according to the instant explosion character injury prediction value and the real-time blood value, which can more accurately convey the player's situation before the thunder bag explodes. This dynamic rendering method helps the audience better understand the basis for the player's decision-making and predict the possible direction of the game.
[0082] In an embodiment of the present application, optionally, rendering the blood bar display effect of the player character in the head-up display according to the instant explosion character injury prediction value and the real-time blood value of the player character includes: if the instant explosion character injury prediction value is greater than or equal to the real-time blood value of the player character, rendering the blood bar display effect of the player character in the head-up display as a lethal effect; if the instant explosion character injury prediction value is less than the real-time blood value of the player character, rendering the blood bar display effect of the player character in the head-up display as a damage effect.
[0083] In this embodiment, when the calculated predicted value of the injury to the instant explosion character is greater than or equal to the current real-time health value of the player character, it means that if the thunder bag explodes immediately, the player character will suffer fatal damage, that is, the blood volume will drop to 0 or below. At this time, the blood bar display effect of the player character on the HUD should be rendered as a lethal effect, for example, the blood bar can change color completely, or an icon or animation representing death can be displayed. When the calculated predicted value of the injury to the instant explosion character is less than the current real-time health value of the player character, it means that the player character will suffer certain damage after the thunder bag explodes, but it is not enough to be fatal. At this time, the blood bar display effect of the player character on the HUD should be rendered as a damage effect, for example, the blood bar can be shortened by a certain length, or the color can be darkened to indicate a reduction in blood volume. The embodiment of the present application can more accurately convey the blood volume changes that the player character may face after the thunder bag explodes by subdividing the blood bar display effect into lethal effects and damage effects, which helps the audience better understand the progress of the game and the player's decision.
[0084] In an optional embodiment, the lethal effect includes adding a lethal special effect to the information display area of the player character and / or adding a full blood bar coverage effect of a first preset color to the blood bar display area of the player character; and / or, the damage effect includes adding a partial blood bar coverage effect of a second preset color to the blood bar display area of the player character, wherein the proportion of the blood bar area covered by the second preset color is the ratio of the predicted injury value of the instant explosion character to the real-time blood value of the player character.
[0085] In this embodiment, when the predicted injury value of the instant explosion character is greater than or equal to the real-time health value of the player character, in addition to the health bar display effect, a special lethal special effect can be added to the player character's information display area (such as near the character icon, nickname, etc.), such as an explosion animation, a red "X" mark, a special border added to the information display area (such as a special border). Figure 2 At the same time, the health bar display area of the player character is covered by a full coverage effect of a first preset color, indicating that the player character has died. The first preset color can be red or black to emphasize the seriousness of death. When the instant explosion character injury prediction value is less than the real-time health value of the player character, such as Figure 3 As shown, the blood bar display area showing the player character is covered by a partial coverage effect of the second preset color, indicating that the player character will receive a certain amount of damage but will not die. The second preset color may be light red, orange, or any other color that can indicate the degree of damage. In addition, the length or proportion of the blood bar area covered by the second preset color should match the proportion of the predicted value of the injury of the instant explosion character to the real-time blood value of the player character. By directly associating the damage effect with the predicted value of the injury of the instant explosion character and the real-time blood value of the player character, and displaying it on the blood bar in a proportional form, the degree of damage that the player character may receive after the thunder bag explodes can be more clearly conveyed. For example, if the predicted damage is 50% of the player's current blood volume, the second preset color covers half the length of the blood bar. By adding a lethal special effect to the information display area of the player character and adding a color coverage effect to the blood bar display area, the embodiment of the present application can more intuitively and accurately display the state of the player character after the thunder bag explodes, which helps the audience to quickly understand the progress of the game and the situation of the player.
[0086] Further, as a refinement and expansion of the specific implementation of the above embodiment, in order to fully illustrate the specific implementation process of this embodiment, another method for controlling a head-up display in a game competition is provided, such as Figure 4 As shown, the method includes:
[0087] Step 401: When a thunder pack in the game is installed and the thunder pack enters a countdown of explosion of a preset duration, the player position of the player character is obtained in real time.
[0088] Step 402: Determine the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag.
[0089] Step 403: Calculate the predicted value of the instant explosion damage of the thunder pack corresponding to the player's position according to the distance corresponding to the player's character and the basic explosion damage of the thunder pack corresponding to the thunder pack.
[0090] Step 404: Calculate the instant explosion character injury prediction value corresponding to the player character according to the defense information of the player character and the instant explosion damage prediction value of the thunder pack.
[0091] Step 405: Before the bomb explodes, based on the instant explosion character injury prediction value determined by using the player position obtained in real time, the display content of the head-up display is controlled in real time.
[0092] In the above embodiment, after the thunder bag is installed and the explosion countdown is started, the display content of the head-up display HUD can be controlled in real time by calculating the distance between the player character and the thunder bag, the thunder bag instant explosion damage prediction value, and the instant explosion character injury prediction value corresponding to the player character in real time, so as to provide real-time damage prediction information to the player or the audience. In order to subsequently calculate the real-time distance between the player character and the thunder bag, it is first necessary to obtain the position information of the player character in real time, and use geometric calculation (such as Euclidean distance) or the distance calculation function provided by the game engine to calculate the distance between the two according to the player position and the thunder bag position. The distance and basic damage are used to calculate the damage caused by the instant explosion of the thunder bag at the current position of the player, that is, the instant explosion damage prediction value of the thunder bag. Further, considering the defensive attributes of the player character (such as armor, explosion-proof equipment, etc.), the damage prediction value is adjusted to obtain the final injury prediction value. Finally, the calculated injury prediction value is displayed on the HUD in real time so that the player or the audience can understand the possible damage caused by the thunder bag explosion in time.
[0093] In an optional implementation, step 403 includes:
[0094] The thunder bag explosion damage prediction formula corresponding to the current game map is obtained, and the distance corresponding to the player character is substituted into the thunder bag explosion damage prediction formula to obtain the thunder bag instant explosion damage prediction value corresponding to the player position, wherein the thunder bag explosion damage prediction formula is expressed as:
[0095] wd represents the predicted value of the instant explosion damage of the mine pack, bd represents the basic damage of the mine pack explosion, distance represents the distance, k represents the distance attenuation exponent, a represents the distance coefficient, c represents the explosion radius of the mine pack, and b represents the explosion radius coefficient of the mine pack.
[0096] In the above embodiment, step 403 is analyzed in detail: calculation of the predicted value of the instantaneous explosion damage of the mine pack
[0097] In step 403, the mine explosion damage prediction formula is expressed as: Among them, wd represents the predicted value of the instant explosion damage of the thunder pack, bd represents the basic explosion damage of the thunder pack, which represents the explosion damage without the influence of distance attenuation and other factors, distance represents the distance between the player character and the thunder pack, k represents the distance attenuation index, which determines the speed of damage attenuation with distance, a represents the distance coefficient, which is an adjustment factor used to adjust the degree of influence of distance on damage, c represents the explosion radius of the thunder pack, which represents the area range that can cause damage when the thunder pack explodes, and b represents the explosion radius coefficient of the thunder pack, which is an adjustment factor used to adjust the degree of influence of the explosion radius on damage attenuation. Assuming that in a certain game map, the basic explosion damage of the thunder pack bd = 500, and the explosion radius of the thunder pack c = 1750, the explosion damage of the thunder pack at different distances from the thunder pack when the thunder pack explodes in the game map can be substituted into the above formula to solve the distance coefficient a, explosion radius coefficient b, and distance attenuation index k. In addition, for different game maps, the above method can be used to solve to obtain the thunder pack explosion damage prediction formula corresponding to different game maps.
[0098] In an optional implementation, step 404 includes:
[0099] Based on the predicted value of the instantaneous explosion damage of the thunder pack and the preset direct reduction coefficient of armor damage corresponding to the player character, the reduced damage corresponding to the player character is calculated; based on the predicted value of the instantaneous explosion damage of the thunder pack, the reduced damage and the preset damage offset coefficient corresponding to the player character, the real damage corresponding to the player character is calculated;
[0100] Based on the real damage and the armor value of the player character, determine whether the instantaneous explosion of the thunder pack will cause armor penetration of the player character, and if armor penetration is caused, update the real damage to the product of the armor value and the preset penetration damage coefficient corresponding to the player character, and if armor penetration is not caused, keep the real damage unchanged;
[0101] If the real damage is greater than the armor value, the difference between the predicted value of the instant explosion damage of the thunder pack and the real damage is used as the predicted value of the instant explosion character injury corresponding to the player character;
[0102] If the real damage is less than or equal to the armor value, the product of the predicted value of the instant explosion damage of the thunder pack and the preset armor damage direct reduction coefficient is used as the predicted value of the instant explosion character injury corresponding to the player character.
[0103] In the above embodiment, the predicted value of the instant explosion damage of the thunder pack (wd) and the preset armor damage direct reduction coefficient d corresponding to the player character are used to calculate the reduced damage armor_ratio_multiply=wd×d. The reduced damage, the predicted value of the instant explosion damage of the thunder pack and the preset damage offset coefficient e corresponding to the player character are used to calculate the true damage actual=(wd-armor_ratio_multiply)×e. Next, the true damage and the armor value of the player character (denoted as armor) are used to determine whether the instant explosion of the thunder pack will cause armor penetration: if actual>armor, armor penetration is caused. If true_damage≤armor, armor penetration is not caused. When armor penetration is caused, the true damage is updated to the product of the armor value and the preset penetration damage coefficient (denoted as p) corresponding to the player character: actual=armor×p. Finally, if the true damage (after updated calculation) is greater than the armor value, the difference between the predicted value of the instant explosion damage of the thunder pack and the true damage is calculated. As the predicted value of instant explosive character injury corresponding to the player character (denoted as wrd), wrd = wd-actual. If the actual damage (after updated calculation) is less than or equal to the armor value, the product of the predicted value of the instant explosive damage of the thunder pack and the preset armor damage direct reduction coefficient is used as the predicted value of the instant explosive character injury corresponding to the player character, wrd = wd×d.
[0104] In a specific application scenario, such as Figure 5 As shown, after the thunder bag is installed and the 5s countdown to explosion begins, the status of the player character is obtained, including the player's position and survival status, etc. If the player character is alive, the thunder bag's instant explosion damage prediction value is calculated based on the distance between the player character and the thunder bag, and the thunder bag explosion character injury prediction value is calculated based on the thunder bag's instant explosion damage prediction value and the player character's defense information. Further, if the instant explosion character injury prediction value is less than the player character's real-time health value, then the player character's damage effect is displayed in the heads-up display, and if the instant explosion character injury prediction value is greater than or equal to the player character's real-time health value, then the player character's lethal effect is displayed in the heads-up display.
[0105] Further, as Figure 1 The specific implementation of the method, the embodiment of the present application provides a head-up display control device in a game competition, such as Figure 6 As shown, the device comprises:
[0106] A position acquisition module 601 is used to acquire the player position of the player character when the thunder bag in the game is installed;
[0107] A distance calculation module 602, for determining the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag;
[0108] The injury prediction module 603 is used to calculate the instant explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character;
[0109] The display control module 604 is used to control the display content of the head-up display based on the instant explosion character injury prediction value before the bomb pack explodes.
[0110] In an optional implementation, the display control module 604 is further configured to:
[0111] A thunder bag explosion prompt special effect is added to the health bar display area of the player character in the head-up display, and the health bar display effect of the player character in the head-up display is rendered according to the instant explosion character injury prediction value and the real-time health value of the player character.
[0112] In an optional implementation, the display control module 604 is further configured to:
[0113] If the predicted injury value of the instant explosion character is greater than or equal to the real-time health value of the player character, rendering the health bar display effect of the player character in the head-up display as a lethal effect;
[0114] If the predicted injury value of the instant explosion character is less than the real-time health value of the player character, the health bar display effect of the player character in the head-up display is rendered as a damage effect.
[0115] In an optional embodiment, the lethal effect includes adding a lethal special effect to the information display area of the player character and / or adding a blood bar full coverage effect of a first preset color to the blood bar display area of the player character; and / or,
[0116] The damage effect includes adding a partial coverage effect of the blood bar with a second preset color to the blood bar display area of the player character, wherein the proportion of the blood bar area covered by the second preset color is the ratio of the predicted injury value of the instant explosion character to the real-time blood value of the player character.
[0117] In an optional implementation manner, the location acquisition module 601 is further configured to:
[0118] When the bomb pack enters the explosion countdown of a preset duration, the player position of the player character is obtained in real time;
[0119] Accordingly, the display control module 604 is further used for:
[0120] Based on the instant explosion character injury prediction value determined using the player position acquired in real time, the display content of the head-up display is controlled in real time.
[0121] In an optional implementation, the injury prediction module 603 is further used to:
[0122] Calculate the predicted value of the instant explosion damage of the thunder pack corresponding to the position of the player according to the distance corresponding to the player character and the basic explosion damage of the thunder pack corresponding to the thunder pack;
[0123] According to the defense information of the player character and the predicted value of the instant explosion damage of the thunder pack, the predicted value of the instant explosion character injury corresponding to the player character is calculated.
[0124] In an optional implementation, the injury prediction module 603 is further used to:
[0125] The thunder bag explosion damage prediction formula corresponding to the current game map is obtained, and the distance corresponding to the player character is substituted into the thunder bag explosion damage prediction formula to obtain the thunder bag instant explosion damage prediction value corresponding to the player position, wherein the thunder bag explosion damage prediction formula is expressed as:
[0126] wd represents the predicted value of the instant explosion damage of the mine pack, bd represents the basic explosion damage of the mine pack, distance represents the distance, k represents the distance attenuation index, a represents the distance coefficient, c represents the explosion radius of the mine pack, and b represents the explosion radius coefficient of the mine pack;
[0127] and / or,
[0128] The calculating, according to the defense information of the player character and the predicted value of the instant explosion damage of the thunder bag, the predicted value of the instant explosion character injury corresponding to the player character comprises:
[0129] Based on the predicted value of the instantaneous explosion damage of the thunder pack and the preset direct reduction coefficient of armor damage corresponding to the player character, the reduced damage corresponding to the player character is calculated; based on the predicted value of the instantaneous explosion damage of the thunder pack, the reduced damage and the preset damage offset coefficient corresponding to the player character, the real damage corresponding to the player character is calculated;
[0130] Based on the real damage and the armor value of the player character, determine whether the instantaneous explosion of the thunder pack will cause armor penetration of the player character, and if armor penetration is caused, update the real damage to the product of the armor value and the preset penetration damage coefficient corresponding to the player character, and if armor penetration is not caused, keep the real damage unchanged;
[0131] If the real damage is greater than the armor value, the difference between the predicted value of the instant explosion damage of the thunder pack and the real damage is used as the predicted value of the instant explosion character injury corresponding to the player character;
[0132] If the real damage is less than or equal to the armor value, the product of the predicted value of the instant explosion damage of the thunder pack and the preset armor damage direct reduction coefficient is used as the predicted value of the instant explosion character injury corresponding to the player character.
[0133] It should be noted that for other corresponding descriptions of the functional units involved in the head-up display control device for a game competition provided in the embodiment of the present application, reference can be made to Figures 1 to 4 The corresponding description in will not be repeated here.
[0134] The embodiment of the present application also provides a computer device, which can be a personal computer, a server, a network device, etc. The computer device includes a bus, a processor, a memory and a communication interface, and can also include an input and output interface and a display device. Among them, the processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The database of the computer device is used to store location information. The network interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, the steps in each method embodiment are implemented.
[0135] Those skilled in the art will appreciate that the structure of the above-mentioned computer device is only a partial structure related to the solution of the present application, and does not constitute a limitation on the computer device to which the solution of the present application is applied. The specific computer device may include more or fewer components, or combine certain components, or have a different arrangement of components.
[0136] In one embodiment, a computer-readable storage medium is provided. The computer-readable storage medium may be non-volatile or volatile, and stores a computer program thereon. When the computer program is executed by a processor, the steps in the above-mentioned method embodiments are implemented.
[0137] In one embodiment, a computer program product is provided, including a computer program, which implements the steps in the above method embodiments when executed by a processor.
[0138] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties.
[0139] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to the memory, database or other medium used in the embodiments provided in the present application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetoresistive random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. As an illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM). The database involved in each embodiment provided in this application may include at least one of a relational database and a non-relational database. Non-relational databases may include distributed databases based on blockchains, etc., but are not limited to this. The processor involved in each embodiment provided in this application may be a general-purpose processor, a graphics processor, a digital signal processor, a programmable logic device, a data processing logic device based on quantum computing, etc., but are not limited to this.
[0140] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0141] The above-described embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the present application. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the attached claims.
Claims
1. A method for controlling a head-up display in a game competition, characterized in that: The method comprises: Get the player position of the player character when the thunder pack is installed in the game; Determining the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag; Calculate the instant explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character; Before the bomb pack explodes, the display content of the head-up display is controlled based on the instant explosion character injury prediction value.
2. The method according to claim 1, characterized in that The controlling the display content of the head-up display according to the predicted value of injury caused by the explosion of the mine bag comprises: A thunder bag explosion prompt special effect is added to the health bar display area of the player character in the head-up display, and the health bar display effect of the player character in the head-up display is rendered according to the instant explosion character injury prediction value and the real-time health value of the player character.
3. The method according to claim 2, characterized in that The rendering of the health bar display effect of the player character in the head-up display according to the instant explosion character injury prediction value and the real-time health value of the player character includes: If the predicted injury value of the instant explosion character is greater than or equal to the real-time health value of the player character, rendering the health bar display effect of the player character in the head-up display as a lethal effect; If the predicted injury value of the instant explosion character is less than the real-time health value of the player character, the health bar display effect of the player character in the head-up display is rendered as a damage effect.
4. The method according to claim 3, characterized in that The lethal effect includes adding a lethal special effect to the player character's information display area and / or adding a blood bar full coverage effect of a first preset color to the player character's blood bar display area; and / or, The damage effect includes adding a partial coverage effect of the blood bar with a second preset color to the blood bar display area of the player character, wherein the proportion of the blood bar area covered by the second preset color is the ratio of the predicted injury value of the instant explosion character to the real-time blood value of the player character.
5. The method according to claim 1, characterized in that The obtaining of the player position of the player role includes: When the bomb pack enters the explosion countdown of a preset duration, the player position of the player character is obtained in real time; Accordingly, the controlling the display content of the head-up display based on the instant explosion character injury prediction value includes: Based on the instant explosion character injury prediction value determined using the player position acquired in real time, the display content of the head-up display is controlled in real time.
6. The method according to any one of claims 1 to 5, characterized in that The calculating, according to the distance and defense information corresponding to the player character, the instant explosion character injury prediction value corresponding to the player character comprises: Calculate the predicted value of the instant explosion damage of the thunder pack corresponding to the position of the player according to the distance corresponding to the player character and the basic explosion damage of the thunder pack corresponding to the thunder pack; According to the defense information of the player character and the predicted value of the instant explosion damage of the thunder pack, the predicted value of the instant explosion character injury corresponding to the player character is calculated.
7. The method according to claim 6, characterized in that The calculating, according to the distance corresponding to the player character and the basic explosion damage of the thunder bag corresponding to the thunder bag, the predicted value of the instant explosion damage of the thunder bag corresponding to the player position comprises: The thunder bag explosion damage prediction formula corresponding to the current game map is obtained, and the distance corresponding to the player character is substituted into the thunder bag explosion damage prediction formula to obtain the thunder bag instant explosion damage prediction value corresponding to the player position, wherein the thunder bag explosion damage prediction formula is expressed as: say tan This k × has wd=bd×e -c×b , wd represents the predicted value of the instant explosion damage of the mine pack, bd represents the basic explosion damage of the mine pack, distance represents the distance, k represents the distance attenuation index, a represents the distance coefficient, c represents the explosion radius of the mine pack, and b represents the explosion radius coefficient of the mine pack; and / or, The calculating, according to the defense information of the player character and the predicted value of the instant explosion damage of the thunder bag, the predicted value of the instant explosion character injury corresponding to the player character comprises: Based on the predicted value of the instantaneous explosion damage of the thunder pack and the preset direct reduction coefficient of armor damage corresponding to the player character, the reduced damage corresponding to the player character is calculated; based on the predicted value of the instantaneous explosion damage of the thunder pack, the reduced damage and the preset damage offset coefficient corresponding to the player character, the real damage corresponding to the player character is calculated; Based on the real damage and the armor value of the player character, determine whether the instantaneous explosion of the thunder pack will cause armor penetration of the player character, and if armor penetration is caused, update the real damage to the product of the armor value and the preset penetration damage coefficient corresponding to the player character, and if armor penetration is not caused, keep the real damage unchanged; If the real damage is greater than the armor value, the difference between the predicted value of the instant explosion damage of the thunder pack and the real damage is used as the predicted value of the instant explosion character injury corresponding to the player character; If the real damage is less than or equal to the armor value, the product of the predicted value of the instant explosion damage of the thunder pack and the preset armor damage direct reduction coefficient is used as the predicted value of the instant explosion character injury corresponding to the player character.
8. A head-up display control device in a game competition, characterized in that: The device comprises: A position acquisition module, used to obtain the player position of the player character when the thunder pack is installed in the game; A distance calculation module, used to determine the distance between the player character and the thunder bag based on the player position and the thunder bag position of the thunder bag; An injury prediction module, used for calculating an immediate explosion character injury prediction value corresponding to the player character according to the distance and defense information corresponding to the player character; The display control module is used to control the display content of the head-up display based on the instant explosion character injury prediction value before the bomb pack explodes.
9. A storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.
10. A computer device comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, characterized in that: When the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.