Information prompt method, device and touch terminal in game

By using the graphical user interface of terminal devices and haptic force feedback technology in games, responding to game events and outputting highly targeted haptic prompts, the problem of low effectiveness of existing information prompt methods is solved, and the game experience and information transmission are improved efficiency.

CN113713386BActive Publication Date: 2024-12-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111021651.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-01
Publication Date
2024-12-31
Estimated Expiration
2041-09-01

AI Technical Summary

Technical Problem

Information prompting methods in existing games are not easy to discover, which affects players' visual attention and operations, resulting in low effectiveness of information prompting.

Method used

The terminal device provides a graphical user interface, determine the relative direction in response to game events, obtain touch operation points, and output tactile force feedback prompts based on the relative direction to ensure the pertinence and effectiveness of the prompts.

Benefits of technology

It improves the effectiveness of information prompts in the game, allows players to more intuitively feel the location of the event, reduces the dispersion of visual attention, and improves the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides an information prompt method, device and touch terminal in a game, which relates to the field of game technology and alleviates the technical problem of low effectiveness of information prompts in existing games. The method comprises: in response to a specified game event occurring in the game, determining a first relative direction of the occurrence position corresponding to the specified game event in the game scene relative to the position of a virtual character; obtaining a touch point for a touch operation on a graphical user interface, and determining a second relative direction relative to the touch point in the graphical user interface according to the first relative direction; wherein the first relative direction and the second relative direction are the same; and outputting a prompt of tactile force feedback within a preset range of the touch point based on the second relative direction.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to an information prompting method, device and touch terminal in a game. Background Art

[0002] In existing games, due to factors such as chaotic environment or limitations of game terminals, it is difficult for players to identify the specific location of things happening around them in the game scene (people, vehicles, battles, etc.) by the direction of sound. Of course, the terminal can provide relevant prompts by displaying icons. For example, one existing solution is to use a series of icons (footprints, wheels, bullets, etc.) on a small map to indicate the direction of the sound.

[0003] However, for these existing information prompt methods, the information prompts are not easy to find, which affects the player's visual attention and other operations, resulting in low effectiveness of the information prompts in the game. Summary of the invention

[0004] The purpose of the present application is to provide a method, device and touch terminal for providing information prompts in a game, so as to alleviate the technical problem of low effectiveness of information prompts in existing games.

[0005] In a first aspect, an embodiment of the present application provides an information prompt method in a game, wherein a graphical user interface is provided through a terminal device, and the graphical user interface at least includes a virtual character in a game scene of the game and controlled by a first terminal device, and the method includes:

[0006] In response to a designated game event occurring in the game, determining a first relative direction of an occurrence position corresponding to the designated game event in the game scene relative to a position of the virtual character;

[0007] Acquire a touch point of a touch operation on the graphical user interface, and determine a second relative direction relative to the touch point in the graphical user interface according to the first relative direction; wherein the first relative direction and the second relative direction are the same;

[0008] A prompt of tactile force feedback is output within a preset range of the touch point based on the second relative direction.

[0009] In a possible implementation, the graphical user interface includes a touch control for controlling the virtual character; the step of obtaining a touch point for a touch operation on the graphical user interface, and determining a second relative direction relative to the touch point in the graphical user interface according to the first relative direction includes:

[0010] A touch point of a touch operation on the touch control is acquired, and a second relative direction relative to the touch point is determined in the graphical user interface according to the first relative direction.

[0011] In a possible implementation, the touch control includes any one or more of the following:

[0012] Movement controls, attack controls, status controls, adjustment controls, and skill controls.

[0013] In one possible implementation, the method further includes:

[0014] In response to the specified game event occurring in the game, determining a target event type of the specified game event; each event type corresponds to a strong feedback mode;

[0015] Determine a target force feedback mode corresponding to the target event type;

[0016] The haptic force feedback mode of the prompt is controlled according to the target force feedback mode.

[0017] In a possible implementation, the force feedback mode includes any one or more of the following:

[0018] Force Feedback Cadence, Force Feedback Duration, Force Feedback Interval Duration, and Force Feedback Frequency.

[0019] In one possible implementation, the method further includes:

[0020] In response to the specified game event occurring in the game, determining the importance of the specified game event;

[0021] According to the force feedback strength corresponding to the importance level, the strength of the tactile force feedback of the prompt is controlled.

[0022] In a possible implementation, the importance level includes any one or more of the following:

[0023] The distance between the occurrence location and the location of the virtual character, the preset level of the designated game event in the game, and the severity of the occurrence of the designated game event.

[0024] In a possible implementation, the specified game event includes any one or more of the following:

[0025] Game events to be prompted by sound, game events to be prompted by images, and game events to be prompted by vibration.

[0026] In a possible implementation, the designated game event includes a game event to be prompted by sound; the method further includes:

[0027] In response to a game event to be prompted by a sound in the game, determining a target prompt sound type to be prompted by the sound; each prompt sound type corresponds to a strong feedback mode;

[0028] Determine a target force feedback mode corresponding to the target prompt sound type;

[0029] The haptic force feedback mode of the prompt is controlled according to the target force feedback mode.

[0030] In a possible implementation, the designated game event includes a game event to be prompted by sound; the method further includes:

[0031] In response to a game event to be prompted by a sound in the game, determining a volume of a prompt sound to be prompted by the sound;

[0032] According to the force feedback strength corresponding to the prompt sound volume, the strength of the tactile force feedback of the prompt is controlled.

[0033] In a possible implementation, the information of the first relative direction includes: a first angle between a first straight line and a first specific direction of the virtual character; wherein the first straight line is a line connecting the occurrence position and the position of the virtual character;

[0034] The information of the second relative direction includes: a second angle between a second straight line and a second specific direction of the touch point; wherein the second straight line is a line connecting the position of the tactile force feedback and the touch point;

[0035] The first specific direction is the same as the second specific direction;

[0036] The first angle is equal to the second angle.

[0037] In a possible implementation, the step of outputting a prompt of tactile force feedback within a preset range of the touch point based on the second relative direction includes:

[0038] Determine an intersection point between a ray from the touch point along the second relative direction and a preset range boundary of the touch point as a force application point;

[0039] A tactile force feedback prompt is output at the force application point.

[0040] In a second aspect, a device for prompting information in a game is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface at least includes a virtual character in a game scene of the game and controlled by a first terminal device, and the device includes:

[0041] A first determination module, configured to determine, in response to a specified game event occurring in the game, a first relative direction of an occurrence position corresponding to the specified game event in the game scene relative to a position of the virtual character;

[0042] a second determination module, configured to obtain a touch point of a touch operation on the graphical user interface, and determine a second relative direction relative to the touch point in the graphical user interface according to the first relative direction; wherein the first relative direction and the second relative direction are the same;

[0043] An output module is used to output a prompt of tactile force feedback within a preset range of the touch point based on the second relative direction.

[0044] In a third aspect, an embodiment of the present application provides a touch terminal, including a memory and a processor, wherein the memory stores a computer program executable on the processor, and the processor implements the method described in the first aspect when executing the computer program.

[0045] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method described in the first aspect above.

[0046] The embodiments of the present application bring the following beneficial effects:

[0047] The present application provides an information prompt method, device and touch terminal in a game, which can respond to a designated game event in the game, determine the first relative direction of the corresponding occurrence position of the designated game event in the game scene relative to the position of the virtual character, and then obtain the touch point of the touch operation for the graphical user interface, and determine the second relative direction relative to the touch point in the graphical user interface according to the first relative direction, wherein the first relative direction and the second relative direction are the same, so as to output a tactile force feedback prompt within a preset range of the touch point based on the second relative direction. In this solution, since the relative direction of the designated game event occurrence position relative to the position of the virtual character is the same as the relative direction of the tactile force feedback relative to the touch point of the touch operation, the tactile force feedback prompt can be more targeted and more effective to prompt the player with the direction of the designated game event occurrence position relative to the virtual character, thereby improving the effectiveness of information prompts in the game and alleviating the technical problem of low effectiveness of information prompts in existing games. Moreover, the player can intuitively feel the prompt of the tactile force feedback through tactile feedback, and when feeling the prompt, the player's visual focus can still be focused on the scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0048] In order to more clearly illustrate the specific implementation methods of the present application or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0049] Figure 1 A schematic diagram of an application scenario provided for an embodiment of the present application;

[0050] Figure 2 A schematic diagram of the structure of a touch terminal provided in an embodiment of the present application is shown;

[0051] Figure 3 A schematic diagram of a use scenario of a touch terminal provided in an embodiment of the present application;

[0052] Figure 4 A flowchart of an information prompt method in a game provided by an embodiment of the present application;

[0053] Figure 5 A schematic diagram of a touch terminal displaying a graphical user interface provided in an embodiment of the present application;

[0054] Figure 6 A schematic diagram of another touch terminal displaying a graphical user interface provided in an embodiment of the present application;

[0055] Figure 7 A schematic diagram of another touch terminal displaying a graphical user interface provided in an embodiment of the present application;

[0056] Figure 8 A different force feedback mode is intended for the embodiments of the present application;

[0057] Fig. 9 A schematic diagram of another touch terminal displaying a graphical user interface provided in an embodiment of the present application;

[0058] Fig.10 A schematic diagram of the structure of an information prompt device in a game provided in an embodiment of the present application. DETAILED DESCRIPTION

[0059] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution of the present application will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present application.

[0060] The terms "including" and "having" and any variations thereof mentioned in the embodiments of the present application are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units that are not listed, or may optionally include other steps or units that are inherent to these processes, methods, products or devices.

[0061] Currently, in mobile shooting games, it is generally difficult to put players in a relatively quiet environment like on PC and consoles, and to identify the specific location of things happening around them (people, cars, battles, etc.) by the direction of the sound. The more common solution in mobile games is to use a series of icons (footprints, wheels, bullets, etc.) on the small map to indicate the direction of the sound. However, the disadvantage is that it is difficult for players to identify the location by sound, and the direction of the map is inconsistent with the direction the player is facing. If players want to find the specific location of the sound source within the field of vision, they need to observe and think by themselves, and the visual focus point needs to switch back and forth between the small map and the 3D scene, which is inconvenient.

[0062] It can be seen from the above defects that, for the existing information prompt method, the information prompt is not easy to find, resulting in low effectiveness of the information prompt in the game.

[0063] Based on this, the embodiments of the present application provide a method, device and touch terminal for information prompting in a game. The method can replace prompts such as sound and icons through tactile directional force feedback, which can alleviate the technical problem of low effectiveness of information prompts in existing games.

[0064] In one embodiment of the present application, the information prompt method in the game can be run on a local terminal device or a server. When the information prompt method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0065] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information prompt method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0066] In an optional embodiment, taking a game as an example, a 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 through a conventional touch 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 the display screen of the terminal, 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 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.

[0067] In a possible implementation, an embodiment of the present application provides an information prompt method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.

[0068] For example, Figure 1 As shown, Figure 1 Schematic diagram of an application scenario provided by an embodiment of the present application. The application scenario may include a touch terminal (e.g., a mobile phone 102) and a server 101, and the touch terminal may communicate with the server 101 via a wired network or a wireless network. The touch terminal is used to run a virtual desktop, through which the virtual desktop may interact with the server 101 to control virtual objects in the server 101.

[0069] The touch terminal of this embodiment is described by taking the mobile phone 102 as an example. The mobile phone 102 may include user input sensors, such as force sensors, touch sensors, motion sensors and other input components. In order to provide output to the user, the device may have a visual output component, such as a display, an audio output component and a tactile output component. The tactile output component may apply force in a given direction on the surface of the device housing relative to the side wall surface or other device surface. The control circuit in the device may guide the tactile output component to generate force in a direction perpendicular to the housing surface or tangential to the housing surface. When the control circuit guides the display to provide visual content to the user based on the user input, force may be provided as feedback. It is based on the principle of electrovibration. The periodic static electricity generated during operation may give a finger thrust during the contact process. Simply put, it is an illusion of touching a physical object brought by an electronic device with directional tactile output.

[0070] The mobile phone 102 also includes components such as a radio frequency (RF) circuit 210, a memory 220, a touch screen 230, and a processor 240. Those skilled in the art will appreciate that Figure 2 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine some components, or separate some components, or arrange the components differently. Those skilled in the art will understand that the touch screen 230 belongs to the user interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown in the figure.

[0071] The RF circuit 210 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0072] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 220 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0073] The touch screen 230 may be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 230 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel may collect user contact or non-contact operations on or near it (e.g., Figure 3 As shown, the user uses any suitable object or accessory such as a finger 301, a stylus, etc. to operate on or near the touch panel), and generates a pre-set operation instruction. In addition, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation and posture, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into information that the processor can process, and then sends it to the processor 240, and can receive the command sent by the processor 240 and execute it. In addition, the touch panel can be implemented by various types such as resistive, capacitive, infrared and surface acoustic waves, and any technology developed in the future can be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covered on the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it is transmitted to the processor 240 to determine the user input, and then the processor 240 provides corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.

[0074] Processor 240 is the control center of mobile phone 102. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 102 and processes data by running or executing software programs and / or modules stored in memory 220, and calling data stored in memory 220, thereby monitoring the mobile phone as a whole.

[0075] The embodiments of the present application are further described below in conjunction with the accompanying drawings.

[0076] Figure 4 The present invention provides a flowchart of a method for providing information prompts in a game according to an embodiment of the present invention. The method can be applied to a terminal device (such as a computer) that can present a graphical user interface. Figure 2 The mobile phone 102 shown in the figure provides a graphical user interface through the terminal device, and the graphical user interface at least includes a virtual character in the game scene of the game and controlled by the first terminal device. Figure 4 As shown, the method includes:

[0077] Step S410, in response to a designated game event occurring in the game, determining a first relative direction of an occurrence position of the designated game event in the game scene relative to a position of the virtual character.

[0078] For example, Figure 5 As shown, virtual character 501 is a virtual character controlled by a player, and an enemy 502 is approaching in the distance. The event of enemy 502 approaching can be one of the specified game events. The line connecting the event occurrence position and the virtual character position is shown by dotted line 504, the direction the virtual character is facing is shown by dotted line 505, and the angle between the two directions is shown by angle 503, so that the first relative direction of the occurrence position corresponding to the specified game event in the game scene relative to the virtual character position can be determined.

[0079] Step S420: Acquire a touch point of a touch operation on the graphical user interface, and determine a second relative direction relative to the touch point in the graphical user interface according to the first relative direction.

[0080] The first relative direction and the second relative direction are the same.

[0081] For example, Figure 6 As shown, the system detects that the finger touches the graphical user interface, and the position of the touch point 601 is shown as a shaded circle. The second relative direction of the touch point relative to the touch operation can be determined according to the first relative direction, that is, the direction indicated by the dotted line 602. The angle 603 is equal to Figure 5 The angle of the middle angle is 503.

[0082] Step S430: outputting a prompt of tactile force feedback within a preset range of the touch point based on the second relative direction.

[0083] For example, Figure 6As shown, in the graphical user interface, a circular area 604 is set up with the touch point 601 as the center, and the circular area 604 can be a preset range, so that a prompt of tactile force feedback is output within the range.

[0084] In actual applications, when a sound appears around the virtual character, the player can feel the force from the direction of the sound source by placing his finger within the preset range. The magnitude of the force is consistent with the sound. Different types of sounds have different force patterns for a single reminder, and the small icon prompts on the map are still retained.

[0085] It should be noted that the preset range can be a relatively large area range on the graphical user interface, or a relatively small area range on the graphical user interface. The preset range can be square, rectangular, annular, or other shapes (such as a circle, etc.), which is not limited in this exemplary embodiment.

[0086] In the embodiment of the present application, by specifying the relative direction of the location where the game event occurs relative to the location of the virtual character, which is the same as the relative direction of the tactile force feedback relative to the touch point of the touch operation, the tactile force feedback prompt can be more targeted and more effective in prompting the player of the direction of the location where the specified game event occurs relative to his or her own virtual character, thereby improving the effectiveness of information prompts in the game and alleviating the technical problem of low effectiveness of information prompts in existing games.

[0087] The above steps are described in detail below.

[0088] In some embodiments, the preset range may be a display range of a touch control in a graphical user interface, so that the player can receive a tactile force feedback prompt while controlling the virtual character through operation. As an example, the graphical user interface includes a touch control for controlling the virtual character; the above step S420 may specifically include the following steps:

[0089] Step a), obtaining a touch point of a touch operation on a touch control, and determining a second relative direction relative to the touch point in a graphical user interface according to the first relative direction.

[0090] For example, Figure 6 As shown, there is a touch control in the graphical user interface, and the touch control can overlap with the circular area 604. After the player touches the control, the system detects that the finger touches the graphical user interface. The position of the touch point 601 is shown as the shaded circle. The second relative direction relative to the touch point of the touch operation can be determined according to the first relative direction, that is, the direction indicated by the dotted line 602. The angle 603 is equal to Figure 5 The angle of the middle angle is 503.

[0091] If the player clicks on an area in the graphical user interface that does not contain a touch control to receive a tactile force feedback prompt, for example, the player uses his thumb to click on a preset area, the player's thumb will not be able to operate while receiving the prompt, affecting the player's game operation. By setting the display range of the touch control in the graphical user interface to the preset range, the player can receive the tactile force feedback prompt while operating, which does not affect the player's operation and improves the player's gaming experience.

[0092] Based on the above step a), the touch control may include multiple types to achieve more flexible prompts for outputting tactile force feedback. As an example, the touch control includes any one or more of the following:

[0093] Movement controls, attack controls, status controls, adjustment controls, and skill controls.

[0094] For example, Figure 7 As shown, there are multiple touch controls in the graphical user interface, including but not limited to the displayed skill controls 701, movement controls 702, status controls 703, and attack controls 704.

[0095] In actual applications, due to the diverse gameplay, there are many types of touch controls in the graphical user interface, and the total area of ​​the graphical user interface occupied is not small. Therefore, the display range of the touch controls can be set to a preset range to output tactile force feedback prompts in a larger range. Players can also perform operations while receiving tactile force feedback prompts, without affecting each other, thereby improving the player's gaming experience.

[0096] In some embodiments, different game event types may correspond to different target force feedback modes to provide players with a variety of different and differentiated prompts. As an example, the method may also include the following steps:

[0097] Step b), in response to a specified game event occurring in the game, determining a target event type of the specified game event;

[0098] Step c), determining a target force feedback mode corresponding to the target event type;

[0099] Step d), controlling the prompted tactile force feedback mode according to the target force feedback mode.

[0100] For the above step b), each event type corresponds to a force feedback mode.

[0101] For example, there may be multiple target event types in the game, such as other virtual characters walking nearby, teammates fighting with enemies nearby, etc. Different target force feedback modes may be set according to the target event type of the specified game event. For example, for other virtual characters walking nearby, the corresponding force feedback mode may be a slow-paced force application; for teammates fighting with enemies nearby, the corresponding force feedback mode may be a fast-paced force application.

[0102] By setting different target force feedback modes corresponding to different target event types, the tactile force feedback prompts can be distinguished, so that players can distinguish what events have occurred through the prompts, and more in-game information can be provided to players in a timely and accurate manner.

[0103] Based on the above steps b), c) and d), the force feedback mode may include multiple modes, and more flexible and distinguishable prompts can be achieved by controlling the rhythm and duration of the force. As an example, the force feedback mode includes any one or more of the following:

[0104] Force Feedback Cadence, Force Feedback Duration, Force Feedback Interval Duration, and Force Feedback Frequency.

[0105] For example, Figure 8 As shown in the figure, it shows the force feedback modes corresponding to different event types, where the solid line represents the duration of force application, and the gap represents the duration of no force application. Different modes are formed by different interval ratios, which can be understood as force feedback modes of different frequencies. For example, a high-frequency force feedback mode corresponds to other virtual characters fighting nearby; a medium-frequency force feedback mode corresponds to other virtual characters walking nearby; and a low-frequency force feedback mode corresponds to other virtual vehicles moving nearby.

[0106] By controlling the force feedback rhythm, force feedback duration, force feedback interval duration, force feedback frequency, etc., different target event types can have corresponding unique target force feedback modes, and the tactile force feedback prompts can be distinguished, so that players can distinguish what events have occurred through the prompts, and more accurate game information can be provided to players.

[0107] In some embodiments, the importance of the game event may correspond to the strength of the tactile force feedback prompted, such as the strength of the tactile force feedback prompted may be adjusted according to the importance of the game event. As an example, the method may also include the following steps:

[0108] Step e), in response to a specified game event occurring in the game, determining the importance of the specified game event;

[0109] Step f), controlling the strength of the tactile force feedback of the prompt according to the force feedback strength corresponding to the importance.

[0110] For example, the two events "enemies belonging to different camps are fighting nearby" and "teammates nearby are fighting enemies" belong to the same event type, namely, "other virtual characters are fighting nearby". However, the importance of teammates fighting enemies is obviously higher than the importance of enemies fighting each other. Therefore, the strength of the tactile force feedback of the prompt can be controlled to make it distinguishable, that is, the strength of the tactile force feedback corresponding to teammates fighting enemies can be larger, and the strength of the tactile force feedback corresponding to enemies fighting each other can be smaller.

[0111] By adjusting the strength of the tactile force feedback prompt according to the importance of the designated game event and the corresponding force feedback strength, players can distinguish the importance of game events and provide players with more comprehensive in-game information. This helps players accurately obtain game information and make strategic game deployments based on relevant information, thereby improving players' gaming experience.

[0112] Based on the above steps e) and f), the importance of the game event can include multiple levels to make the setting of the game prompt more flexible. As an example, the importance includes any one or more of the following:

[0113] The distance between the occurrence location and the location of the virtual character, the preset level of the specified game event in the game, and the severity of the occurrence of the specified game event.

[0114] For example, the two events "enemies belonging to different camps are fighting nearby" and "teammates nearby are fighting enemies" belong to the same event type, namely, "other virtual characters are fighting nearby". However, the importance of "teammates nearby are fighting enemies" is higher than the importance of "enemies belonging to different camps nearby are fighting". Therefore, the strength of the tactile force feedback corresponding to the battle between teammates and enemies can be larger, and the strength of the tactile force feedback corresponding to the battle between enemies can be smaller.

[0115] As another example, the two events "other virtual characters are moving within 10 meters nearby" and "other virtual characters are moving within 20 meters nearby" belong to the same event type, namely, the event type of "other virtual characters are moving nearby". However, the preset level of "other virtual characters are moving within 10 meters nearby" is higher than the preset level of "other virtual characters are moving within 20 meters nearby" because other virtual characters that are close are more threatening. Therefore, the strength of the tactile force feedback corresponding to "other virtual characters are moving within 10 meters nearby" can be controlled to be stronger, and the strength of the tactile force feedback corresponding to "other virtual characters are moving within 20 meters nearby" can be controlled to be weaker.

[0116] As another example, for the event type "teammate is hurt", the severity of "losing 50% of health" is higher than the severity of "losing 10% of health". Therefore, the strength of the haptic force feedback corresponding to the teammate's "losing 50% of health" can be greater, and the strength of the haptic force feedback corresponding to the teammate's "losing 10% of health" can be smaller.

[0117] By dividing the importance of the specified game event according to conditions such as the distance between the location where the specified game event occurs and the location of the virtual character, the preset level of the specified game event in the game, and the severity of the occurrence of the specified game event, tactile force feedback prompts of different intensities are given, so that the prompts are distinguishable and the player can obtain details of the relevant information.

[0118] In some embodiments, the specified game events may include multiple events, so that the prompts of the tactile force feedback can be adapted to multiple game events. As an example, the specified game events include any one or more of the following:

[0119] Game events to be prompted by sound, game events to be prompted by images, and game events to be prompted by vibration.

[0120] Exemplarily, "there are other virtual characters walking nearby" can be used as a game event to be prompted by sound. When there are other virtual characters walking nearby, there can be footsteps as a prompt to remind the player that there are other virtual characters walking nearby.

[0121] As another example, "there are other virtual characters fighting nearby" can be used as a game event to be prompted by an image. When there are other virtual characters fighting nearby, there can be a bullet image as a prompt on the small map in the graphical user interface to remind the player in which direction the other virtual characters are fighting nearby.

[0122] As another example, "a virtual vehicle is moving nearby" can be used as a game event to be vibrated. When a virtual vehicle is moving nearby, the game device can vibrate as a prompt to remind the player that a virtual vehicle is moving nearby.

[0123] By making this information prompt method adaptable to a variety of game events, players can obtain various information within the game simply by touching the screen with their fingers. Players can still obtain information within the game even if they cannot hear the game sounds. Players can also focus on the content in the main game screen and avoid being distracted by observing the small map, thereby improving the player's gaming experience.

[0124] In some embodiments, for a game event to be prompted by sound, the target prompt sound type to be prompted by sound corresponds to the tactile force feedback mode of the prompt. As an example, the designated game event includes the game event to be prompted by sound; the method may also include the following steps:

[0125] Step g), in response to a game event to be prompted by a sound occurring in the game, determining a target prompt sound type to be prompted by the sound;

[0126] Step h), determining a target force feedback mode corresponding to the target prompt sound type;

[0127] Step i), controlling the prompted tactile force feedback mode according to the target force feedback mode.

[0128] For the above step g), each prompt sound type corresponds to a force feedback mode.

[0129] For example, Figure 8 As shown in the figure, it shows the force feedback modes corresponding to different target prompt sound types to be prompted by sound, where the solid line represents the duration of force application, and the gap represents the duration of no force application. Different modes are formed by different interval ratios, which can be understood as force application modes of different frequencies. For example, the sound of gunfire corresponds to a high-frequency force application mode; the sound of footsteps corresponds to a medium-frequency force application mode; and the sound of cars corresponds to a low-frequency force application mode.

[0130] By controlling the force feedback rhythm, force feedback duration, force feedback interval duration, force feedback frequency, etc., different target prompt sound types to be prompted by sound have corresponding unique target force feedback modes, so that the tactile force feedback prompts are distinguishable, replacing the sound prompts in a more comprehensive and complete way. Even if the player cannot hear the game sound, he can still distinguish what event has occurred through the tactile force feedback prompts, and can provide players with more game information in a timely and accurate manner.

[0131] In some embodiments, for a game event to be prompted by sound, the volume of the prompt sound to be prompted by sound corresponds to the strength of the tactile force feedback of the prompt. As an example, the designated game event includes the game event to be prompted by sound; the method may also include the following steps:

[0132] Step j), in response to a game event to be prompted by a sound in the game, determining a volume of a prompt sound to be prompted by the sound;

[0133] Step k), controlling the force of the tactile force feedback of the prompt according to the force feedback force corresponding to the volume of the prompt sound.

[0134] For example, for the two events "there are other virtual characters moving within 10 meters nearby" and "there are other virtual characters moving within 20 meters nearby", the footsteps of other virtual characters moving within 10 meters nearby are higher than the footsteps of other virtual characters moving within 20 meters nearby. Therefore, the strength of the tactile force feedback corresponding to "there are other virtual characters moving within 10 meters nearby" can be controlled to be stronger, and the strength of the tactile force feedback corresponding to "there are other virtual characters moving within 20 meters nearby" can be controlled to be weaker.

[0135] By controlling the strength of the tactile force feedback of the prompt according to the volume of the prompt sound and the force feedback strength corresponding to the prompt sound volume, tactile force feedback prompts of different strengths are performed, so that the prompts have distinction, and the player can feel the size of the sound according to the different strengths, so as to replace the sound prompts in a more comprehensive and complete way. Even if the player cannot hear the game sound, the player can still distinguish the size of the sound through the strength of the tactile force feedback, and can provide the player with more comprehensive in-game information in a timely and accurate manner.

[0136] In some embodiments, the direction of the sound source relative to the virtual character in the game is consistent with the direction of the tactile force relative to the touch point. This relative direction can be represented by an angle, which improves the accuracy of the relative direction and the convenience of data processing. As an example, the information of the first relative direction includes: the first angle between the first straight line and the first specific direction of the virtual character; wherein the first straight line is the line between the occurrence position and the virtual character position;

[0137] The information of the second relative direction includes: a second angle between the second straight line and the second specific direction of the touch point; wherein the second straight line is a line connecting the position of the tactile force feedback and the touch point;

[0138] The first specific direction is the same as the second specific direction;

[0139] The first included angle is equal to the second included angle.

[0140] For example, Figure 5 and Figure 6 As shown, virtual character 501 is a virtual character controlled by a player. There is an enemy 502 approaching from a distance. Enemy 502 makes footsteps due to its movement. The line connecting the sound source position and the virtual character position is shown by dotted line 504. The direction in which the virtual character is facing is shown by dotted line 505. The angle between the two directions is shown by angle 503. Thus, the first relative direction of the corresponding position of the sound source in the game scene relative to the virtual character position can be determined. Figure 6 As shown, the system detects that a finger touches the graphical user interface, and the position of the touch point 601 is shown as a shaded circle. The second relative direction of the touch point relative to the touch operation can be determined according to the first relative direction, that is, the direction indicated by the dotted line 602. The angle 603 is equal to Figure 5 The angle of the middle angle is 503.

[0141] In practical applications, such as Fig. 9 As shown, virtual character 901 is a character controlled by the player, and virtual character 902 is the sound source of footsteps. First, the system detects the sounds generated around the game scene. According to the existing technology, the sound source type, the sound source position and the angle Ri between the player's position and the direction the current player is facing, and the sound size Vi that can be received are recorded. Then the system detects that a finger is pressing the touch control, and applies force to the finger with the contact point 903 as the center of the circle. The angle between the direction of the force and the vertical direction of the touch control is Ri, and the size of the force is Fi=a*Vi (a is a preset constant).

[0142] By making the direction of the feedback force correspond to the direction of the sound source in the game scene, the tactile force feedback prompt can accurately indicate the direction of the sound source, allowing the player to accurately obtain relevant information about the game events to be prompted by sound in the game.

[0143] In some embodiments, the tactile force can be transmitted from the preset range boundary to the touch point along the second relative direction, so that the player can accurately determine the direction according to the force application point. As an example, the above step S430 can specifically include the following steps:

[0144] Step 1) determining the intersection of a ray from the touch point along the second relative direction and a preset range boundary of the touch point as a force application point;

[0145] Step m), outputting a tactile force feedback prompt at the force application point.

[0146] For example, Fig. 9As shown, the intersection 904 between the ray from the touch point along the second relative direction and the preset range boundary of the touch point is the force application point. The force mode is to vibrate at the force application point. The force modes of different sound source types are different (indicated by force duration and interval time). The force modes are mainly characterized by the duration and interval of force application. And if the player's finger is subjected to forces from different directions at the same time, since the different force application points do not affect each other, the player can clearly distinguish the multiple prompts provided by multiple forces.

[0147] Fig.10 A schematic diagram of the structure of an information prompt device 1000 in a game is provided. The device can be applied to a touch terminal that can run a game program, and the graphical user interface at least includes a virtual character in a game scene and controlled by a first terminal device. Fig.10 As shown, the information prompting device 1000 in the game includes:

[0148] A first determination module 1001 is used to determine, in response to a specified game event occurring in the game, a first relative direction of an occurrence position of the specified game event in the game scene relative to a position of the virtual character;

[0149] A second determination module 1002 is used to obtain a touch point of a touch operation on a graphical user interface, and determine a second relative direction relative to the touch point in the graphical user interface according to the first relative direction; wherein the first relative direction and the second relative direction are the same;

[0150] The output module 1003 is configured to output a prompt of tactile force feedback within a preset range of the touch point based on the second relative direction.

[0151] In some embodiments, the graphical user interface includes a touch control for controlling the virtual character; the second determination module 1002 is specifically used to:

[0152] A touch point of a touch operation on a touch control is acquired, and a second relative direction relative to the touch point is determined in a graphical user interface according to the first relative direction.

[0153] In some embodiments, the touch control includes any one or more of the following:

[0154] Movement controls, attack controls, status controls, adjustment controls, and skill controls.

[0155] In some embodiments, the apparatus further comprises:

[0156] A third determination module is used to determine a target event type of the specified game event in response to the specified game event occurring in the game; each event type corresponds to a strong feedback mode;

[0157] A fourth determination module, used to determine a target force feedback mode corresponding to the target event type;

[0158] The first control module is used to control the prompted tactile force feedback mode according to the target force feedback mode.

[0159] In some embodiments, the force feedback mode includes any one or more of the following:

[0160] Force Feedback Cadence, Force Feedback Duration, Force Feedback Interval Duration, and Force Feedback Frequency.

[0161] In some embodiments, the apparatus further comprises:

[0162] A fifth determination module, configured to determine the importance of a specified game event in response to the specified game event occurring in the game;

[0163] The second control module is used to control the strength of the tactile force feedback of the prompt according to the force feedback strength corresponding to the importance.

[0164] In some embodiments, the importance level includes any one or more of the following:

[0165] The distance between the occurrence location and the location of the virtual character, the preset level of the specified game event in the game, and the severity of the occurrence of the specified game event.

[0166] In some embodiments, the specified game event includes any one or more of the following:

[0167] Game events to be prompted by sound, game events to be prompted by images, and game events to be prompted by vibration.

[0168] In some embodiments, the designated game event includes a game event to be sound-prompted; the device further comprises:

[0169] A sixth determination module is used to determine a target prompt sound type to be prompted by sound in response to a game event to be prompted by sound in the game; each prompt sound type corresponds to a strong feedback mode;

[0170] A seventh determination module, used to determine a target force feedback mode corresponding to the target prompt sound type;

[0171] The third control module is used to control the prompted tactile force feedback mode according to the target force feedback mode.

[0172] In some embodiments, the designated game event includes a game event to be sound-prompted; the device further comprises:

[0173] An eighth determination module, configured to determine a volume of a prompt sound to be prompted in response to a game event to be prompted by a sound occurring in the game;

[0174] The fourth control module is used to control the strength of the tactile force feedback of the prompt according to the force feedback strength corresponding to the volume of the prompt sound.

[0175] In some embodiments, the information of the first relative direction includes: a first angle between a first straight line and a first specific direction of the virtual character; wherein the first straight line is a line connecting the occurrence position and the position of the virtual character;

[0176] The information of the second relative direction includes: a second angle between the second straight line and the second specific direction of the touch point; wherein the second straight line is a line connecting the position of the tactile force feedback and the touch point;

[0177] The first specific direction is the same as the second specific direction;

[0178] The first included angle is equal to the second included angle.

[0179] In some embodiments, the output module 1003 is specifically used to:

[0180] Determine the intersection of a ray from the touch point along the second relative direction and a preset range boundary of the touch point as a force application point;

[0181] Output tactile force feedback prompts at the force application point.

[0182] The information prompt device in the game provided by the embodiment of the present application has the same technical features as the information prompt method in the game provided by the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0183] Corresponding to the information prompt method in the above-mentioned game, an embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps of the information prompt method in the above-mentioned game.

[0184] The information prompt device provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.

[0185] In the embodiments provided in the present application, it should be understood that the disclosed 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 the devices or units can be electrical, mechanical or other forms.

[0186] For another example, the flowchart and block diagram in the accompanying drawings show the possible architecture, function and operation of the device, method and computer program product according to multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of the code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or the flowchart, and the combination of the boxes in the block diagram and / or the flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.

[0187] 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.

[0188] In addition, each functional unit in the embodiments provided in 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.

[0189] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. 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 storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the information prompt method in the game described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., and other media that can store program codes.

[0190] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0191] 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 solution of the present application, rather than to limit it. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solution recorded in the aforementioned 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 solution deviate from the scope of the technical solution of the embodiment of the present application. They should all 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 prompting information in a game, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface at least including a virtual character in a game scene of the game and controlled by a first terminal device, the method comprising: In response to a designated game event occurring in the game, determining a first relative direction of an occurrence position corresponding to the designated game event in the game scene relative to a position of the virtual character; Acquire a touch operation on a touch control in the graphical user interface, determine a touch point where a finger of a player touches the graphical user interface, and determine a second relative direction relative to the touch point in the graphical user interface according to the first relative direction; wherein the first relative direction and the second relative direction are the same; While the player is controlling the virtual character through touch operations on the touch control, a tactile force feedback prompt is output within a preset range of the touch point based on the second relative direction; wherein the direction of the feedback force of the tactile force feedback is consistent with the direction in which a designated game event occurs in the game scene; and the preset range is the display range of the touch control in the graphical user interface.

2. The method according to claim 1, characterized in that The graphical user interface includes a touch control for controlling the virtual character; the step of obtaining a touch point for a touch operation on the graphical user interface, and determining a second relative direction relative to the touch point in the graphical user interface according to the first relative direction includes: A touch point of a touch operation on the touch control is acquired, and a second relative direction relative to the touch point is determined in the graphical user interface according to the first relative direction.

3. The method according to claim 2, characterized in that The touch control includes any one or more of the following: Movement controls, attack controls, status controls, adjustment controls, and skill controls.

4. The method according to claim 1, characterized in that The method further comprises: In response to the specified game event occurring in the game, determining a target event type of the specified game event; each event type corresponds to a strong feedback mode; Determine a target force feedback mode corresponding to the target event type; The haptic force feedback mode of the prompt is controlled according to the target force feedback mode.

5. The method according to claim 4, characterized in that The force feedback mode includes any one or more of the following: Force Feedback Cadence, Force Feedback Duration, Force Feedback Interval Duration, and Force Feedback Frequency.

6. The method according to claim 1, characterized in that The method further comprises: In response to the specified game event occurring in the game, determining the importance of the specified game event; According to the force feedback strength corresponding to the importance level, the strength of the tactile force feedback of the prompt is controlled.

7. The method according to claim 6, characterized in that The degree of importance includes any one or more of the following: The distance between the occurrence location and the location of the virtual character, the preset level of the designated game event in the game, and the severity of the occurrence of the designated game event.

8. The method according to claim 1, characterized in that The specified game events include any one or more of the following: Game events to be prompted by sound, game events to be prompted by images, and game events to be prompted by vibration.

9. The method according to claim 1, characterized in that: The specified game event includes a game event to be prompted by sound; the method further includes: In response to a game event to be prompted by a sound in the game, determining a target prompt sound type to be prompted by the sound; each prompt sound type corresponds to a strong feedback mode; Determine a target force feedback mode corresponding to the target prompt sound type; The haptic force feedback mode of the prompt is controlled according to the target force feedback mode.

10. The method according to claim 1, characterized in that The specified game event includes a game event to be prompted by sound; the method further includes: In response to a game event to be prompted by a sound in the game, determining a volume of a prompt sound to be prompted by the sound; According to the force feedback strength corresponding to the prompt sound volume, the strength of the tactile force feedback of the prompt is controlled.

11. The method according to claim 1, characterized in that: The information of the first relative direction includes: a first angle between a first straight line and a first specific direction of the virtual character; wherein the first straight line is a line connecting the occurrence position and the position of the virtual character; The information of the second relative direction includes: a second angle between a second straight line and a second specific direction of the touch point; wherein the second straight line is a line connecting the position of the tactile force feedback and the touch point; The first specific direction is the same as the second specific direction; The first angle is equal to the second angle.

12. The method according to claim 1, characterized in that The step of outputting a prompt of tactile force feedback within a preset range of the touch point based on the second relative direction comprises: Determine an intersection point between a ray from the touch point along the second relative direction and a preset range boundary of the touch point as a force application point; A tactile force feedback prompt is output at the force application point.

13. An information prompting device in a game, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface at least including a virtual character in a game scene of the game and controlled by a first terminal device, the apparatus comprising: A first determination module, configured to determine, in response to a specified game event occurring in the game, a first relative direction of an occurrence position corresponding to the specified game event in the game scene relative to a position of the virtual character; a second determination module, configured to obtain a touch operation on a touch control in the graphical user interface, determine a touch point where a finger of a player touches the graphical user interface, and determine a second relative direction relative to the touch point in the graphical user interface according to the first relative direction; wherein the first relative direction and the second relative direction are the same; An output module is used to output a tactile force feedback prompt within a preset range of the touch point based on the second relative direction while the player controls the virtual character through a touch operation on the touch control; wherein the direction of the feedback force of the tactile force feedback is consistent with the direction in which a specified game event occurs in the game scene; and the preset range is the display range of the touch control in the graphical user interface.

14. A touch terminal, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, characterized in that: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 12 are implemented.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method according to any one of claims 1 to 12.