A method, device, electronic device and storage medium for displaying information in a game
By recording and replaying virtual battle data in battle games, players are allowed to re-control the virtual objects in the death scene and predict opponent behavior, solving the problem of poor experience of existing death playback functions and improving game experience and player participation.
Patent Information
- Application Number
- CN202110919182.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-08-11
- Publication Date
- 2024-12-31
- Estimated Expiration
- 2041-08-11
AI Technical Summary
In close combat games, the existing death playback function cannot allow players to effectively find ways to avoid attacks or participate in it, and the experience is poor.
Provides a method of displaying information in the game, allowing players to re-fight in a death scene, load and play back the virtual scene by recording and replaying the battle state and character status data during the virtual battle process, and re-controlling the virtual objects and the Opponents fight, predict their behavior to counterattack.
Enable players to re-engage in the same environment, find ways to avoid being killed or counter-killed, and improve game experience and player participation.
Smart Images

Figure CN113633968B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of electronic technology, and in particular to a method, device, electronic device and storage medium for displaying information in a game. Background Art
[0002] Death replay is a common feature in many fighting games, which allows players to watch the scenes of their own or other players being killed. There are several types of existing death replays: one is a third-person perspective, which directly replays the scene near the player's death from a third-person perspective; the other is a second-person perspective, which replays the process of the player's (the person being killed) death from the perspective of the killer.
[0003] In close combat games, death replays from either the second-person or third-person perspective are not of much value. Players cannot effectively find ways to dodge attacks while watching, nor can they participate in the experience, resulting in a poor experience. Summary of the invention
[0004] In view of this, the embodiments of the present application at least provide a method for displaying information in a game, an information display device in a game, an electronic device and a computer-readable storage medium, with the purpose of providing a replay method for fighting players in fighting scenes to re-fight in death scenes, so that players can re-fight in the same environment as the death scene, seek to crack the game operations of death, avoidance or counter-killing, thereby meeting the needs of players.
[0005] This application mainly includes the following aspects:
[0006] In a first aspect, a method for displaying information in a game is provided, wherein the game includes a virtual scene of a virtual battle and a first controlled virtual object located in the virtual scene, the method comprising: responding to a first battle control instruction, controlling the first controlled virtual object to perform the virtual battle with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different camps; recording battle status data during the virtual battle, and respective character status data of the first controlled virtual object and the second controlled virtual object; after the virtual battle ends, responding to a playback trigger instruction for the virtual battle, determining a playback time point for the virtual battle; loading a playback virtual scene corresponding to the playback time point according to the battle status data and character status data of the virtual battle corresponding to the playback time point; and responding to a second battle control instruction, controlling the first controlled virtual object to perform a battle with the second controlled virtual object in the playback virtual scene.
[0007] In a possible implementation, the combat behavior of the second controlled virtual object in the replay virtual scene can be predicted based on the historical operation behavior of the second virtual object.
[0008] In a possible implementation, it may also include: recording the operation behavior of the second controlled virtual object in this virtual battle and the corresponding operation timestamp, wherein, after loading the playback virtual scene corresponding to the playback time point, it also includes: controlling the second controlled virtual object in the playback virtual scene to fight with the recorded operation behavior starting from the playback time point according to the recorded operation timestamp; in response to detecting that the operation behavior of the first controlled virtual object and / or the second controlled virtual object in the playback virtual scene meets the conversion condition, controlling the second controlled virtual object in the playback virtual scene to fight with the predicted combat behavior.
[0009] In a possible implementation, the conversion condition may include at least one of the following items: one of the first controlled virtual object and the second controlled virtual object imposes an attack behavior on the other of the first controlled virtual object and the second controlled virtual object; the operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation record time point corresponding to the release moment of the attack behavior; the attack behavior imposed by the second controlled virtual object on the first controlled virtual object does not change the character state data of the first controlled virtual object.
[0010] In a possible implementation, the first controlled virtual object has a first character attribute, and may also include: recording the operation behavior of controlling the first controlled virtual object with the first character attribute in this virtual battle; uploading the recorded operation behavior to a server for storage, wherein the server stores attribute information of the controller for controlling the controlled virtual object and the operation behavior of the controlled virtual object controlled by the controller under different character attributes.
[0011] In one possible implementation, the second controlled virtual object has a second character attribute, wherein the combat behavior of the second controlled virtual object in the playback virtual scene can be predicted in the following manner: determining the attribute information of the target controller that controls the second controlled virtual object; sending an information request carrying the attribute information of the target controller to a server; receiving from the server the historical operation behavior of the target controller controlling the second controlled virtual object under the second character attribute, which is fed back by the server in response to the information request; and predicting the combat behavior of the second controlled virtual object in the playback virtual scene based on the historical operation behavior of the target controller controlling the second controlled virtual object under the second character attribute.
[0012] In a possible implementation, the battle status data of the virtual battle, and the character status data of the first virtual object and the second virtual object may be stored locally on the terminal device.
[0013] In one possible implementation, in response to a playback trigger instruction for the current virtual battle, the step of determining a playback time point for the current virtual battle may include: in response to the playback trigger instruction for the current virtual battle, displaying at least one candidate time point, the at least one candidate time point may include a time point corresponding to a first predetermined moment before the first controlled virtual object was subjected to a last attack behavior, and a time point corresponding to a second predetermined moment after entering the current virtual battle, the last attack behavior being an attack behavior that causes the game state of the first controlled virtual object to change from a alive state to a dead state; in response to a selection of any one of the at least one candidate time point, determining the selected candidate time point as the playback time point.
[0014] In a possible implementation, the playback time point may be a time point corresponding to a first predetermined moment before the first controlled virtual object is subjected to the last attack behavior, and the playback virtual scene corresponding to the playback time point may be loaded in the following manner: displaying a prompt message indicating that a playback virtual scene is about to be entered; in response to a condition indicated in the prompt message being met, loading the playback virtual scene corresponding to the playback time point.
[0015] In a second aspect, an information display device in a game is provided, wherein the game includes a virtual scene of this virtual battle and a first controlled virtual object located in the virtual scene, and the information display device includes: a first control module, responding to a first battle control instruction, controlling the first controlled virtual object to conduct this virtual battle with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different camps; a data recording module, recording battle status data during this virtual battle, and respective character status data of the first controlled virtual object and the second controlled virtual object; a playback trigger module, responding to a playback trigger instruction for this virtual battle after the virtual battle ends, and determining a playback time point for this virtual battle; a scene loading module, loading a playback virtual scene corresponding to the playback time point according to the battle status data and character status data of this virtual battle corresponding to the playback time point; and a second control module, responding to a second battle control instruction, controlling the first controlled virtual object to conduct a battle with the second controlled virtual object in the playback virtual scene.
[0016] In a third aspect, an electronic device is provided, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the information display method in the game described in the first aspect or any possible implementation manner of the first aspect.
[0017] In a fourth aspect, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for displaying information in a game described in the first aspect or any possible implementation of the first aspect are executed.
[0018] The information display method, device, electronic device and storage medium in the game provided by the embodiments of the present application provide a replay function in the game. After the replay function is turned on, when a player is killed in this virtual battle, the terminal device can respond to the replay trigger instruction, determine the replay time point of this virtual battle, and reload the replay virtual scene corresponding to the replay time point based on the pre-stored battle status data of this virtual battle, the character status data of the virtual object, etc. The player can re-control the first controlled virtual object manipulated before the killing in the replay virtual scene to fight with other players again in the replay virtual scene corresponding to the replay time point in this virtual battle, thereby finding a game operation method to avoid being killed or even killed, so that the player can experience the game replay and participate in it in an immersive way, thereby meeting the needs of game players.
[0019] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0021] Figure 1 A flowchart of a method for displaying information in a game provided by an embodiment of the present application is shown;
[0022] Figure 2 A flowchart showing the steps of controlling the combat behavior of the second controlled virtual object in the playback virtual scene provided by an embodiment of the present application;
[0023] Figure 3A schematic diagram showing the structure of an information display device in a game provided by an embodiment of the present application is shown;
[0024] Figure 4 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0025] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.
[0026] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0027] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0028] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0029] In order to enable those skilled in the art to use the contents of this application, the following implementation is given in conjunction with a specific application scenario "game replay". For those skilled in the art, the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.
[0030] It is worth noting that before this application was filed, death replay was a common feature in many battle games, allowing users to watch the killing scenes of themselves or other players. There are several types of existing death replays: one is a third-person perspective, which directly replays the scene near the player's death from a third-person perspective; the other is a second-person perspective, which replays the process of the player's (the person killed) death from the perspective of the killer.
[0031] In close combat games, death replays from either the second-person or third-person perspective are not of much value. Players cannot quickly and effectively find ways to dodge attacks or even counterattack while watching, and they cannot participate in the game. Therefore, it is necessary to provide players with an opportunity to face the death scene again and operate the game in order to seek to crack the game operation of the death scene.
[0032] In response to the above problems, the embodiments of the present application provide an in-game information display method, an in-game information display device, an electronic device and a computer-readable storage medium to achieve at least one of the following aspects: providing a replay virtual scene for re-battle in a death scene, so that players can fight again in the same game environment as the death scene of this virtual battle, thereby helping players seek to crack death, dodge or counter-kill game operations to meet user needs.
[0033] To facilitate understanding of the present application, a method, device, electronic device, and storage medium for displaying information in a game provided by an embodiment of the present application are described in detail below.
[0034] See also Figure 1 , is a flow chart of an information display method in a game provided by an embodiment of the present application, wherein the game includes a virtual scene of the current virtual battle and a first controlled virtual object located in the virtual scene. Specifically, the information display method includes:
[0035] Step S101: responding to a first battle control instruction, controlling a first controlled virtual object to perform a virtual battle with a second controlled virtual object in a virtual scene. Here, the first controlled virtual object and the second controlled virtual object belong to different camps.
[0036] Step S102: Record the battle status data during the virtual battle, and the character status data of the first controlled virtual object and the second controlled virtual object.
[0037] Step S103: After the virtual battle ends, respond to the replay trigger instruction for the virtual battle and determine the replay time point for the virtual battle.
[0038] Step S104: Load the playback virtual scene corresponding to the playback time point according to the battle status data and character status data of the current virtual battle corresponding to the playback time point.
[0039] Step S105: responding to the second battle control instruction, controlling the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene.
[0040] First, the names involved in the embodiments of the present application are briefly introduced.
[0041] In the embodiment of the present application, a graphical user interface may be provided by a terminal device, and a virtual scene of the virtual battle may be displayed in the provided graphical user interface, wherein:
[0042] Terminal equipment:
[0043] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a virtual scene for this virtual battle and capable of controlling the controlled virtual object. The terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running an application that supports the virtual scene of the game, such as an application that supports a three-dimensional game scene. The application may include but is not limited to any of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games, multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0044] Graphical User Interface:
[0045] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. The graphical user interface here displays the virtual scene of this virtual battle, and the graphical user interface of the first controlled virtual object killed in this virtual battle will also display a playback trigger control, which can trigger the playback of this virtual battle. It should be understood that the playback trigger control can also be displayed in the graphical user interface of the attacker (i.e., the controlled virtual object that releases the killing operation) to trigger the playback of this virtual battle.
[0046] Virtual scene:
[0047] It is a virtual scene displayed (or provided) when the application is running on a terminal or server, that is, the scene used in the normal game process. In other words, the virtual scene refers to the virtual game control that carries the virtual object during the game process. The virtual object can perform actions such as movement and skill release in the virtual scene under the operation instructions issued by the user (i.e., the player) to the terminal device. Optionally, the virtual scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene in which the user controls the complete game logic of the virtual object. Optionally, the virtual scene can also be used for a virtual environment battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in the virtual scene. Exemplarily, the virtual scene can include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, etc.
[0048] Virtual Objects:
[0049] Refers to controlled virtual objects and uncontrolled virtual objects in a virtual environment. The controlled virtual object can be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and anime characters. The uncontrolled virtual object can be a virtual character (NPC) not controlled by a player, or a virtual object, which refers to a static object in a virtual scene, such as a virtual prop in a virtual scene, a virtual task, a location in a virtual environment, terrain, a house, a bridge, vegetation, etc. Static objects are often not directly controlled by players, but can respond to the interactive behavior of virtual objects in the scene (such as attacking, demolishing, etc.) and perform corresponding performances. For example, a virtual object can demolish, pick up, drag, and build a building. Optionally, a virtual object may not be able to respond to the interactive behavior of a virtual object. For example, a virtual object can also be a building, door, window, plant, etc. in a virtual scene, but a virtual object cannot interact with it. For example, a virtual object cannot destroy or demolish a window. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the present embodiment.
[0050] For example, the terminal device may be a device with a touch screen, in which case the lens anchor point triggering operation may be a touch operation performed on the touch screen. However, the present application is not limited thereto, and the lens anchor point triggering operation may also be an operation received through an external input device (such as a keyboard and / or a mouse) connected to the terminal device.
[0051] There may be multiple controlled virtual objects in a virtual scene, and the controlled virtual object is a virtual character controlled by a player (i.e., a character controlled by a player through an input device), or an artificial intelligence (AI) set in a virtual environment battle through training. Optionally, the controlled virtual object is a virtual character competing in a virtual scene. Optionally, the number of controlled virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices joining the virtual battle, and the embodiments of the present application are not limited to this. In one possible implementation, the user can control the controlled virtual object to move in the virtual scene, for example, control the controlled virtual object to run, jump, crawl, etc., and can also control the controlled virtual object to use the skills, virtual props, etc. provided by the application to fight with other controlled virtual objects.
[0052] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by a conventional electronic device. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game scene screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0053] The application scenarios to which the present application is applicable are introduced. The present application can be applied to the field of game technology, in which multiple players participating in the game jointly join the same virtual battle.
[0054] Before entering this virtual battle, the player can select different role attributes for the virtual objects controlled by him in this virtual battle, such as identity attributes. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different stages of the game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the game stage to win the game. Here, role attributes can also be randomly assigned to each virtual character participating in this virtual battle when entering this virtual battle.
[0055] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the game server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the information display method in the game provided by the present application, and the game server is a server end for executing the information display method in the game provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the game server respectively.
[0056] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the application. In an optional implementation, the game server establishes this virtual battle according to the game request of the application. Among them, the parameters of this virtual battle can be determined according to the parameters in the received game request, for example, the parameters of this virtual battle may include the number of people participating in the virtual battle, the role level participating in the virtual battle, etc. When the first terminal device receives the response of the game server, the virtual scene corresponding to this virtual battle is displayed through the graphical user interface of the first terminal device. In an optional implementation, the game server determines this virtual battle for the application from multiple virtual battles that have been established according to the game request of the application, and when the first terminal device receives the response of the game server, the virtual scene corresponding to this virtual battle is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the controlled virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user (i.e., the first controlled virtual object), and the first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0057] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the application. In an optional implementation, the game server establishes this virtual battle according to the game request of the application. Among them, the parameters of this virtual battle can be determined according to the parameters in the received game request, for example, the parameters of this virtual battle may include the number of people participating in the virtual battle, the role level participating in the virtual battle, etc. When the second terminal device receives the response of the game server, the virtual scene corresponding to this virtual battle is displayed through the graphical user interface of the second terminal device. In an optional implementation, the game server determines this virtual battle for the application from multiple virtual battles that have been established according to the game request of the application, and when the second terminal device receives the response of the game server, the virtual scene corresponding to this virtual battle is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the controlled virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user (i.e., the second controlled virtual object), and the second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0058] The game server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronization data sent by the game server.
[0059] In this embodiment, the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device are virtual objects in the same virtual battle. The first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device may have the same role attributes or different role attributes, and the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device belong to different camps.
[0060] It should be noted that the controlled virtual objects in this virtual battle may include two or more virtual objects, and different controlled virtual objects may correspond to different terminal devices. That is to say, in this virtual battle, there are more than two terminal devices that send and synchronize game data with the game server respectively.
[0061] An embodiment of the present application provides a method for displaying information in a game, which can provide a replay function in the game. After the replay function is turned on, when a user is killed in this virtual battle, the terminal device can respond to the replay trigger instruction, determine the replay time point for this virtual battle, and reload the replay virtual scene corresponding to the replay time point based on the pre-stored battle status data of this virtual battle, the character status data of each controlled virtual object, etc. The user can re-control the first controlled virtual object controlled before being killed in the replay virtual scene to fight with other players again in the replay virtual scene corresponding to the replay time point in this virtual battle, thereby finding a game operation method to avoid being killed or even counter-killed, so that players can experience the game replay in an immersive way and participate in it, which helps to improve the gaming level of game players.
[0062] The following describes the above exemplary steps provided in the embodiment of the present application by taking the above method applied to a terminal device as an example.
[0063] In step S101, the first battle control instruction may refer to a control instruction issued by the first user through the first terminal device, and in response to the first battle control instruction, the first controlled virtual object is controlled to fight with the second controlled virtual object in the virtual scene of this virtual battle. Here, the first battle control instruction may refer to various instructions for manipulating the first controlled virtual object to fight. For example, the first battle control instruction may include but is not limited to at least one of the following items: movement control instructions, prop pickup instructions, skill release instructions, and character status improvement instructions (such as increasing health).
[0064] This virtual battle includes a virtual scene, and a first controlled virtual object and a second controlled virtual object that can be controlled in the virtual scene. The first controlled virtual object is a virtual object controlled by a player using a first terminal device, and the second controlled virtual object is a virtual object controlled by other players playing the game together in this virtual battle. The first controlled virtual object belongs to a first camp, and the second controlled virtual object belongs to a second camp that is opposite to the first camp.
[0065] In step S102, during the process of this virtual battle (ie, from the start of this virtual battle to the end of this virtual battle), battle status data and character status data of each controlled virtual object are recorded.
[0066] In an embodiment of the present application, battle status data may refer to parameters used to describe the battle scene of a virtual battle, that is, it may include all battle scene factors and / or battle environment factors that can affect the battle. Exemplarily, the battle status data may include at least one of the following items: map attributes, poison reduction time, and poison reduction range.
[0067] The battle situation status data does not change with the combat behavior of the controlled virtual objects in this virtual battle, that is, the battle situation status data of this virtual battle is consistent with the battle situation status data in the replay virtual scene during playback. When recording the battle situation status data of this virtual battle, the corresponding timestamp is also recorded. When loading the replay virtual scene later, the battle situation status data is loaded from the replay time point according to the recorded timestamp to restore the virtual scene of this virtual battle during playback. When the combat behavior of each controlled virtual object in the replay virtual scene changes from the combat behavior in this virtual battle (that is, when the combat behavior is inconsistent), the battle situation status data does not change accordingly. In other words, in the process of replaying the virtual scene as the playback time advances, the combat behavior of the controlled virtual objects in the replay virtual scene does not affect the battle situation status data.
[0068] In an embodiment of the present application, character state data may refer to parameters used to characterize the state attributes of a controlled virtual object controlled by a player. Exemplarily, the character state data may include but is not limited to at least one of the following items: character attributes used by the controlled virtual object, the geographical location of the controlled virtual object in the game scene, the health of the controlled virtual object, the equipment of the controlled virtual object, and the backpack supplies of the controlled virtual object.
[0069] In step S103, the game state of the first controlled virtual object may include but is not limited to a survival state and a death state. In the embodiment of the present application, the game state of the first controlled virtual object satisfies the condition and may refer to the game state of the first controlled virtual object being in a death state. For example, for an example in which the survival state of the controlled virtual battle is characterized by blood volume, when the blood volume of the first controlled virtual object is zero, it can be determined that the game state of the first controlled virtual object is in a death state.
[0070] That is to say, in the above example, when the first controlled virtual object is in a dead state, the replay trigger instruction can be triggered, but the present application is not limited thereto, and the replay trigger instruction can also be triggered after the virtual battle ends.
[0071] Here, players can complete the game rules in this virtual scene by controlling the controlled virtual objects. The controlled virtual objects between different camps can fight each other. When all the controlled virtual objects in a camp are in a dead state, it is confirmed that the camp has been defeated, and the virtual battle is over. Alternatively, when the controlled virtual objects in a camp independently or jointly complete the game tasks assigned to the camp in this virtual battle, it is confirmed that the camp has won, and the virtual battle is over.
[0072] Exemplarily, the replay trigger instruction may refer to a control instruction issued by the first user through the first terminal device for triggering the replay of the current virtual battle. For example, after the game state of the first controlled virtual object is in the dead state, the first terminal device may display a replay trigger control through a graphical user interface. When the replay trigger control is triggered (e.g., clicked), it indicates that the first user wishes to replay the current virtual battle to re-participate in the current virtual battle. At this time, a preparation interface for replaying the current virtual battle may be loaded on the graphical user interface, and the replay time point is determined according to the operation performed by the first user on the preparation interface.
[0073] In an optional example, the playback time point for this virtual battle can be determined in the following manner:
[0074] In response to a replay trigger instruction for this virtual battle, at least one candidate time point is displayed, and in response to a selection of any one of the at least one candidate time point, the selected candidate time point is determined as the replay time point.
[0075] Here, at least one candidate time point may be displayed in a graphical user interface, or at least one candidate time point may be displayed in the above-mentioned preparation interface. Exemplarily, the at least one candidate time point may include, but is not limited to: a time point corresponding to a first predetermined moment before the first controlled virtual object is subjected to the last attack behavior, and a time point corresponding to a second predetermined moment after entering the current virtual battle. Here, the selected playback time points are different, and the corresponding playback purposes are also different. For example, the playback time point corresponding to the last attack behavior is selected in order to study ways to avoid being killed. Selecting the time point corresponding to the initial stage of this virtual battle for playback will help train the overall combat strategy.
[0076] In the above example, the last attack behavior may refer to an attack behavior that causes the game state of the first controlled virtual object to change from a alive state to a dead state. For example, the last attack behavior may be an attack behavior released by the second controlled virtual object to the first controlled virtual object, which is used to change the game state of the first controlled virtual object from a alive state to a dead state.
[0077] In an optional embodiment, the duration of the first predetermined moment may be shorter than the duration of the second predetermined moment, that is, the shorter time before the first controlled virtual object is subjected to the last attack behavior is used as the playback time point. This is because when the virtual scene is initially loaded for playback, the battle status data and the status data of each character of the playback virtual scene are consistent with the battle status data and the status data of each character of the current virtual battle at the moment corresponding to the playback time point. The closer the playback time point is to the release moment of the last attack behavior, the higher the degree of restoration of the last attack behavior in the playback virtual scene, which is more helpful for the first user to find a way to crack the last attack behavior.
[0078] The following is an introduction through an example. For example, after the first controlled virtual object is killed in this virtual battle, the first terminal device first displays a game settlement interface on the first terminal device through a graphical user interface, and a replay trigger control in the form of a button option is set on the game settlement interface. When the first user wants to replay the game, he clicks the button option corresponding to the replay trigger control. At this time, the first terminal device receives that the replay trigger control is triggered, and displays at least one candidate time point through the preparation interface for replaying this virtual battle. The first user can select a suitable time point according to his own needs. The first terminal device receives a selection operation that any time point is triggered, and determines the selected time point as the replay time point. The playback time point here is used to determine the starting point of the playback virtual scene. The playback virtual scene at the starting point is the virtual scene corresponding to the playback time point in the virtual battle that the first controlled virtual object has just ended, that is, the starting scene of the playback virtual scene is the same as the battle status data of the virtual scene corresponding to the same playback time point in the virtual battle, wherein the character status data of the controllable first controlled virtual object and the second controlled virtual object are also the same as the respective character status data corresponding to the playback time point in the virtual battle.
[0079] Exemplarily, the playback time point here can be set to any one of the following items: the last hit before the first controlled virtual object is killed, 15 seconds before the first controlled virtual object is killed, 30 seconds before the first controlled virtual object is killed, 1 minute before the first controlled virtual object is killed, and 5 minutes before the first controlled virtual object is killed.
[0080] That is to say, in step S104, after receiving the playback trigger instruction, the first terminal device obtains the selected playback time point, and then extracts the pre-stored battle status data of this virtual battle, the character status data of the first virtual object and the second virtual object, and generates a playback virtual scene based on the extracted data, and loads it into the graphical user interface, wherein the starting scene of the playback virtual scene is the scene in the virtual scene of this virtual battle corresponding to the playback time point.
[0081] In step S105, the second battle control instruction may refer to a control instruction issued by the first user through the first terminal device, and in response to the second battle control instruction, the first controlled virtual object is controlled to fight with the second controlled virtual object in the playback virtual scene. Here, the second battle control instruction may refer to various instructions for manipulating the first controlled virtual object to fight. For example, the second battle control instruction may include but is not limited to at least one of the following items: movement control instructions, prop pickup instructions, skill release instructions, and character status improvement instructions.
[0082] The playback virtual scene includes a controllable first controlled virtual object, which is a virtual object controlled by a player using a first terminal device. The second controlled virtual object in the playback virtual scene is the same virtual object as the second controlled virtual object in this virtual battle, that is, they belong to the same camp, have the same skills, and have the same character attributes. At the initial moment of the playback virtual scene, the character state data of the second controlled virtual object in the two virtual scenes is also the same, but the combat behavior of the second controlled virtual object in the playback virtual scene is no longer controlled by the second user through the second terminal device.
[0083] Through the information display method in the game of the embodiment of the present application, the player can re-control the first controlled virtual object to fight with the second controlled virtual object in the loaded playback virtual scene. The first controlled virtual object fights in the playback virtual scene by the second battle control instruction issued by the player through the first terminal device, and the second controlled virtual object is an artificial intelligence player. The combat behavior of the second controlled virtual object in the playback virtual scene can be obtained by prediction.
[0084] By replaying the death scene in the replay virtual scene, the player can find ways to avoid being killed by other controlled virtual objects, and can also find ways to kill other controlled virtual objects, which helps to win the game. That is, the information display method in the above game can make the player experience the game replay immersively and participate in it, thereby improving the game experience of the game player.
[0085] In an optional example, the combat behavior of the second controlled virtual object in the replayed virtual scene can be predicted based on the historical operation behavior of the second virtual object.
[0086] For example, during the virtual battle, the terminal devices corresponding to the controlled virtual objects participating in the virtual battle will record the operation behaviors of the controlled virtual objects in the virtual battle and upload them to the game server for storage.
[0087] That is, the game server stores an operation database, which includes attribute information of the controller for controlling the controlled virtual object and the operation behavior of the controlled virtual object controlled by the controller under different character attributes.
[0088] Taking the example of the first terminal device recording the operation behavior of the first controlled virtual object in this virtual battle, the process of building the operation database is introduced.
[0089] For example, the first controlled virtual object has a first character attribute. During the virtual battle, the operation behavior of controlling the first controlled virtual object with the first character attribute in the virtual battle is recorded, and the recorded operation behavior is uploaded to the game server for storage. The controller for controlling the controlled virtual object may refer to a user who controls the controlled virtual object through a terminal device, and the attribute information of the controller may include but is not limited to at least one of the following items: user name, user nickname, user ID, user identification, and game account.
[0090] That is to say, the terminal devices corresponding to each controlled virtual object participating in this virtual battle will record the operation behaviors of each controlled virtual object in this virtual battle, so as to predict the operation habits of the controller in manipulating the controlled virtual object with a certain character attribute based on the recorded historical operation behaviors, so as to prepare for the subsequent prediction of the battle behavior in the replayed virtual scene. Exemplarily, the operation behavior may include at least one of the following items: habitual combo method, habit of using health items, habit of using flying wire, use of charging / vibrating knife / general work, success rate of restraint, and reaction speed.
[0091] For example, the player can enable the replay game experience function in the game settings. When the player enables this function, the data of the virtual battle conducted by the player on the first terminal device will be recorded and stored by the first terminal device. The data of the virtual battle recorded here may include the battle status data of the virtual battle, the character status data of each controlled virtual object, the operation behavior of each controlled virtual object in the virtual battle and the corresponding operation timestamp, that is, the data of the virtual battle here can be recorded in the form of a virtual battle timeline.
[0092] When loading and replaying a virtual scene in the graphical user interface, it is necessary to ensure that the battle status data at the starting point of the replay virtual scene is the same as the battle status data recorded by the terminal device corresponding to the playback time point, and the starting position of each controlled virtual object is the same as the geographical location recorded by the terminal device corresponding to the playback time point, etc., so as to achieve the reproduction of the virtual scene of this virtual battle.
[0093] For example, the second controlled virtual object has a second role attribute in this virtual battle. Exemplarily, the battle behavior of the second controlled virtual object in the replayed virtual scene can be predicted in the following manner:
[0094] Determine the attribute information of the target controller who controls the second controlled virtual object, send an information request carrying the attribute information of the target controller to the server, receive from the server the historical operation behavior of the target controller who controls the second controlled virtual object under the second character attribute in response to the information request, and predict the combat behavior of the second controlled virtual object in the replay virtual scene according to the historical operation behavior of the target controller who controls the second controlled virtual object under the second character attribute. Here, various methods can be used to predict the combat behavior of the virtual object in the replay virtual scene based on the historical operation behavior of the virtual object, and this application does not limit this.
[0095] For example, the server stores the historical game data of each player in the virtual battle for each different character attribute, the historical game data including operation behavior data and game battle data, etc., and extracts the operation habit characteristics of the player who controls the second controlled virtual object for the controlled virtual object with the second character attribute. Based on these operation habit characteristics, the player's operation behavior when using the controlled virtual object with the second character attribute can be predicted.
[0096] It is understandable that when players manipulate controlled virtual objects with different character attributes to fight in the game, the combo methods, weapon selection and weapon usage methods may be different. Therefore, it is necessary to extract habit features for different character attributes. When making predictions based on historical operating behaviors, it is necessary to extract the operating habit features of the controller corresponding to the second controlled virtual object manipulating the controlled virtual object with the second character attributes, and make behavior predictions based on this operating habit feature to control the second controlled virtual object to fight against the first controlled virtual object in the playback virtual scene with the predicted combat behavior.
[0097] In the above example, the combat behavior of the second controlled virtual object in the playback virtual scene is obtained through prediction. In a preferred embodiment of the present application, at the beginning of entering the playback virtual scene, the second virtual object can be controlled to fight with the recorded operation behavior in this virtual battle. When the conversion condition is met, the second controlled virtual object can be controlled to fight in the playback virtual scene with the predicted combat behavior.
[0098] See also Figure 2 , is a flowchart of a step of controlling a second controlled virtual object's combat behavior in a replay virtual scene provided by an embodiment of the present application, wherein the second controlled virtual object's combat behavior in the replay virtual scene is controlled by the following steps:
[0099] Step S201: Control the second controlled virtual object to fight with the recorded operation behavior in the playback virtual scene according to the recorded operation timestamp, starting from the playback time point.
[0100] Step S202: In response to detecting that the operation behavior of the first controlled virtual object and / or the second controlled virtual object in the playback virtual scene meets the conversion condition, the second controlled virtual object is controlled to fight in the playback virtual scene using the predicted fighting behavior.
[0101] In step S201, the first terminal device obtains the operation behavior of the second controlled virtual object corresponding to the playback time point from the data of this virtual battle stored locally, and when entering the playback virtual scene, controls the second virtual object to fight with the recorded operation behavior in this virtual battle. At this time, the combat status of this virtual battle at the moment corresponding to the playback time point is completely and truly restored.
[0102] In step S202, after the player starts playing the game in the replay virtual scene, the first controlled virtual object and the second controlled virtual object fight in the replay virtual scene. The first controlled virtual object is controlled by the first user through the first terminal device, and the initial action of the second controlled virtual object is the operation action of the second controlled virtual object at the moment corresponding to the replay time point in this virtual battle, thereby ensuring that the game replay battle performed by the player is consistent with the game battle scene when the player is killed.
[0103] When the operating behavior of the first controlled virtual object and / or the second controlled virtual object in the playback virtual scene meets the conversion conditions, it is necessary to change the control method for the second controlled virtual object, that is, switch from the method of copying the operating behavior of the second controlled virtual object in this virtual battle to the method of predicting the combat behavior of the second controlled virtual object.
[0104] Exemplarily, the above-mentioned conversion conditions may include but are not limited to at least one of the following items: one of the first controlled virtual object and the second controlled virtual object imposes an attack behavior on the other of the first controlled virtual object and the second controlled virtual object; the operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation record time point corresponding to the release moment of the attack behavior; the attack behavior imposed by the second controlled virtual object on the first controlled virtual object does not change the character state data of the first controlled virtual object.
[0105] Exemplarily, the inconsistent operating behaviors in the above-mentioned second situation may include but are not limited to at least one of the following items: the attack behavior imposed by the first controlled virtual object on the second controlled virtual object did not occur at the corresponding moment in this virtual battle, the first controlled virtual object blocked the attack behavior imposed by the second controlled virtual object, and the first controlled virtual object did not block the attack behavior in this virtual battle.
[0106] In an optional example, the battle status data of the virtual battle and the character status data of the first virtual object and the second virtual object are stored locally on the terminal device. In this way, when loading and replaying the virtual scene, and when controlling the battle behavior of the second controlled virtual object at the initial stage of entering the replay virtual scene, the relevant data can be directly obtained locally without loading data from the game server, thereby improving the loading speed of the replay virtual scene and the control efficiency of the second controlled virtual object.
[0107] In an optional example, for a case where the playback time point is a time point corresponding to a first predetermined moment before the first controlled virtual object suffers the last attack behavior, the playback virtual scene corresponding to the playback time point can be loaded in the following manner: displaying prompt information indicating that the playback virtual scene is about to be entered; in response to the condition indicated in the prompt information being met, loading the playback virtual scene corresponding to the playback time point.
[0108] For example, after the player is killed in this virtual battle, he or she replays the game and selects the replay time point as the last hit. The replay time point is usually close to the release moment of the last attack behavior. At this time, when the replay virtual scene corresponding to the last attack behavior is loaded through the graphical user interface, before loading the replay virtual scene, a prompt message is displayed through the graphical user interface to inform the player that the replay virtual scene battle is about to begin, so that the player can be prepared.
[0109] Exemplarily, the prompt information here may be in the form of a countdown animation, and the condition indicated in the prompt information being met may indicate the end of the countdown time.
[0110] Based on the same application concept, the embodiment of the present application also provides an information display device 400 in the game corresponding to the method provided in the above embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the information display method in the game of the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0111] See also Figure 3 , Figure 3 The structure diagram of an information display device in a game provided by an embodiment of the present application. The game includes a virtual scene of the virtual battle and a first controlled virtual object located in the virtual scene, such as Figure 3 As shown in , the information display device 400 in the game includes:
[0112] The first control module 410 controls the first controlled virtual object to perform a virtual battle with the second controlled virtual object in the virtual scene in response to the first battle control instruction, wherein the first controlled virtual object and the second controlled virtual object belong to different camps;
[0113] The data recording module 420 records the battle status data and the character status data of the first controlled virtual object and the second controlled virtual object during the virtual battle;
[0114] The replay trigger module 430, after the virtual battle ends, responds to the replay trigger instruction for the virtual battle and determines the replay time point for the virtual battle;
[0115] The scene loading module 440 loads the playback virtual scene corresponding to the playback time point according to the battle status data and character status data of the current virtual battle corresponding to the playback time point;
[0116] The second control module 450 controls the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene in response to the second battle control instruction.
[0117] In an optional example, the combat behavior of the second controlled virtual object in the replayed virtual scene is predicted based on the historical operation behavior of the second virtual object.
[0118] In an optional example, the information display device further includes:
[0119] A recording module, used to record the operation behavior of the second controlled virtual object in this virtual battle and the corresponding operation timestamp;
[0120] A first playback control module is used to control the second controlled virtual object to fight with the recorded operation behavior starting from the playback time point in the playback virtual scene according to the recorded operation timestamp after loading the playback virtual scene corresponding to the playback time point;
[0121] The detection module is used to control the second controlled virtual object to fight in the replay virtual scene with the predicted fighting behavior in response to detecting that the operation behavior of the first controlled virtual object and / or the second controlled virtual object in the replay virtual scene meets the conversion condition.
[0122] The conversion condition includes at least one of the following items:
[0123] One of the first controlled virtual object and the second controlled virtual object applies an attack behavior to the other of the first controlled virtual object and the second controlled virtual object;
[0124] The operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation record time point corresponding to the release moment of the attack behavior;
[0125] The attacking behavior imposed by the second controlled virtual object on the first controlled virtual object does not change the character state data of the first controlled virtual object.
[0126] In an optional example, the first controlled virtual object has a first role attribute, and the information display device further includes:
[0127] A first recording module, used for recording the operation behavior of controlling the first controlled virtual object with the first character attribute in the current virtual battle;
[0128] The storage module is used to upload the recorded operation behaviors to the server for storage, wherein the server stores the attribute information of the controller for controlling the controlled virtual object and the operation behaviors of the controlled virtual object controlled by the controller under different role attributes.
[0129] In an optional example, the second controlled virtual object has a second character attribute, and the information display device further includes a prediction submodule, which is used to predict the combat behavior of the second controlled virtual object in the replay virtual scene in the following manner:
[0130] Determining attribute information of a target controller controlling a second controlled virtual object;
[0131] Sending an information request carrying attribute information of the target controller to the server;
[0132] receiving from the server a historical operation behavior of the target controller controlling the second controlled virtual object under the second character attribute in response to the information request feedback from the server;
[0133] According to the historical operation behavior of the target controller controlling the second controlled virtual object under the second character attribute, the combat behavior of the second controlled virtual object in the replayed virtual scene is predicted.
[0134] In an optional example, the battle status data of the current virtual battle, and the character status data of the first virtual object and the second virtual object are stored locally on the terminal device.
[0135] In an optional example, the playback trigger module specifically includes:
[0136] A first response module is used to respond to the replay trigger instruction for the current virtual battle and display at least one candidate time point, wherein the at least one candidate time point includes a time point corresponding to a first predetermined time before the first controlled virtual object is subjected to the last attack behavior and a time point corresponding to a second predetermined time after entering the current virtual battle, wherein the last attack behavior refers to an attack behavior that causes the game state of the first controlled virtual object to change from a live state to a dead state;
[0137] The second response module is used to respond to the selection of any candidate time point among the at least one candidate time point and determine the selected candidate time point as the playback time point.
[0138] In an optional example, the playback time point is a time point corresponding to a first predetermined moment before the first controlled virtual object undergoes the last attack behavior, and the first response module is further used to: load the playback virtual scene corresponding to the playback time point in the following manner:
[0139] Displaying a prompt message indicating that a virtual playback scene is about to be entered;
[0140] In response to the condition indicated in the prompt information being met, a playback virtual scene corresponding to the playback time point is loaded.
[0141] See also Figure 4 , Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 4 As shown in , the electronic device 800 includes a processor 810 , a memory 820 , and a bus 830 .
[0142] The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 is running, the processor 810 communicates with the memory 820 through the bus 830. When the machine-readable instructions are executed by the processor 810, the steps of the information display method in the game in any of the above embodiments can be executed. The specific implementation method can be found in the method embodiment, which will not be repeated here.
[0143] An embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information display method in the game in any of the above embodiments can be executed. The specific implementation method can be found in the method embodiment, which will not be repeated here.
[0144] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0145] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0146] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0147] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0148] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable memory that can be executed by a processor. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a memory and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned memory includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0149] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A method for displaying information in a game, characterized in that: The game includes a virtual scene of the current virtual battle and a first controlled virtual object located in the virtual scene, and the information display method includes: In response to a first battle control instruction issued by the first user, controlling the first controlled virtual object to perform a virtual battle with the second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different camps, and in the virtual battle, the second controlled virtual object is controlled by the second user; Recording battle status data, and respective character status data of the first controlled virtual object and the second controlled virtual object during the virtual battle; In response to the game state of the first controlled virtual object being in a dead state, triggering a replay trigger instruction for the current virtual battle to determine a replay time point for the current virtual battle; According to the battle status data and character status data of the current virtual battle corresponding to the playback time point, loading the playback virtual scene corresponding to the playback time point, wherein the battle status data of the playback virtual scene and the battle status data of the current virtual battle are consistent during the playback process, and when entering the playback virtual scene, controlling the second virtual object to fight with the recorded operation behavior of the second virtual object in the current virtual battle; In response to the second battle control instruction, the first controlled virtual object is controlled to fight against the second controlled virtual object in the playback virtual scene, wherein, when the operation behavior of the first controlled virtual object and / or the second controlled virtual object in the playback virtual scene meets the conversion condition, the second controlled virtual object is controlled to fight against the first controlled virtual object in the playback virtual scene with the predicted combat behavior.
2. The information display method according to claim 1, characterized in that: The combat behavior of the second controlled virtual object in the replay virtual scene is predicted based on the historical operation behavior of the second virtual object.
3. The information display method according to claim 1, characterized in that: Also includes: Record the operation behavior of the second controlled virtual object in this virtual battle and the corresponding operation timestamp, After loading the playback virtual scene corresponding to the playback time point, the method further includes: The second controlled virtual object is controlled in the playback virtual scene to fight with the recorded operation behavior starting from the playback time point according to the recorded operation timestamp.
4. The information display method according to claim 3, characterized in that: The conversion condition includes at least one of the following items: One of the first controlled virtual object and the second controlled virtual object applies an attack behavior to the other of the first controlled virtual object and the second controlled virtual object; The operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation record time point corresponding to the release moment of the attack behavior; The attacking behavior imposed by the second controlled virtual object on the first controlled virtual object does not change the character state data of the first controlled virtual object.
5. The information display method according to claim 2 or 3, characterized in that: The first controlled virtual object has a first character attribute, Also includes: Recording the operation behavior of controlling the first controlled virtual object with the first character attribute in the current virtual battle; The recorded operation behaviors are uploaded to a server for storage, wherein the server stores attribute information of a controller for controlling a controlled virtual object and operation behaviors of the controlled virtual object controlled by the controller under different role attributes.
6. The information display method according to claim 5, characterized in that: The second controlled virtual object has a second character attribute, The combat behavior of the second controlled virtual object in the replay virtual scene is predicted in the following manner: Determining attribute information of a target controller controlling a second controlled virtual object; Sending an information request carrying attribute information of the target controller to a server; receiving from the server a historical operation behavior of the target controller controlling the second controlled virtual object under the second character attribute, which is fed back by the server in response to the information request; According to the historical operation behavior of the target controller controlling the second controlled virtual object under the second character attribute, the combat behavior of the second controlled virtual object in the playback virtual scene is predicted.
7. The information display method according to claim 1, characterized in that: The battle status data of the virtual battle and the character status data of the first virtual object and the second virtual object are stored locally on the terminal device.
8. The information display method according to claim 1, characterized in that: The steps of triggering a replay trigger instruction for the virtual battle to determine the replay time point for the virtual battle include: In response to a replay trigger instruction for the current virtual battle, at least one candidate time point is displayed, the at least one candidate time point comprising a time point corresponding to a first predetermined time before the first controlled virtual object is subjected to a last attack behavior and a time point corresponding to a second predetermined time after entering the current virtual battle, the last attack behavior being an attack behavior that causes the game state of the first controlled virtual object to change from a live state to a dead state; In response to selection of any one of the at least one candidate time point, the selected candidate time point is determined as a playback time point.
9. The information display method according to claim 8, characterized in that: The playback time point is a time point corresponding to a first predetermined moment before the first controlled virtual object is subjected to the last attack behavior, and the playback virtual scene corresponding to the playback time point is loaded in the following manner: Displaying a prompt message indicating that a virtual playback scene is about to be entered; In response to the condition indicated in the prompt information being met, a playback virtual scene corresponding to the playback time point is loaded.
10. An information display device in a game, characterized in that: The game includes a virtual scene of the current virtual battle and a first controlled virtual object located in the virtual scene, and the information display device includes: a first control module, in response to a first battle control instruction issued by a first user, controlling a first controlled virtual object to perform a virtual battle with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different camps, and in the virtual battle, the second controlled virtual object is controlled by the second user; A data recording module, recording battle status data during the virtual battle, and respective character status data of the first controlled virtual object and the second controlled virtual object; A replay trigger module, in response to the game state of the first controlled virtual object being in a dead state, triggers a replay trigger instruction for the current virtual battle to determine a replay time point for the current virtual battle; A scene loading module, which loads a replay virtual scene corresponding to the replay time point according to the battle situation status data and character status data of the current virtual battle corresponding to the replay time point, wherein the battle situation status data of the replay virtual scene and the battle situation status data of the current virtual battle are consistent during the replay process, and when entering the replay virtual scene, controls the second virtual object to fight with the recorded operation behavior of the second virtual object in the current virtual battle; The second control module controls the first controlled virtual object to fight against the second controlled virtual object in the playback virtual scene in response to the second battle control instruction, wherein when the operation behavior of the first controlled virtual object and / or the second controlled virtual object in the playback virtual scene meets the conversion condition, the second controlled virtual object is controlled to fight against the first controlled virtual object in the playback virtual scene with the predicted combat behavior.
11. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the information display method in the game as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the information display method in a game as described in any one of claims 1 to 9 are executed.