A method, device, equipment and medium for displaying information in a game
By using the graphic user interface in the MOBA or MMORPG games, determine it according to the difficulty of the killing of the hostile virtual character and highlight the target hostile virtual character, and show that the remaining time is solved. Played the game experience.
Patent Information
- Application Number
- CN202111200054.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-14
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2041-10-14
AI Technical Summary
In MOBA or MMORPG games, it is difficult for players to accurately determine the next target to kill during the battle, especially when there are many players, which affects the game experience.
Provide graphic user interface through the terminal device to respond to the target virtual character to meet the continuous killing status. According to the killing of each hostile virtual character in the game scene The role continues to meet the remaining time of continuous killing.
It has improved the accuracy of players' targets that can be killed, and reduce the complexity and time of the player's finding goals in the game, and improve the game experience.
Smart Images

Figure CN113941150B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of information processing, and in particular, to a method, device, equipment and medium for displaying information in a game. Background Art
[0002] As people's quality of life improves, there are more and more ways for them to entertain themselves. Among them, electronic games have gradually become a common form of entertainment in people's lives due to their advantages such as easy operation and wide compatibility with various devices.
[0003] In MOBA (Multiplayer Online Battle Arena) or MMORPG (Massive Multiplayer Online Role-Playing Game), players usually have many targets to attack during the battle. When players determine the next target to kill, they need to have a detailed understanding of each attackable target in the game preparation stage, and then determine the next target to kill according to their own experience during the game. However, this method of determining the target to kill is relatively cumbersome, especially when there are a large number of players participating in the game. Players cannot understand the detailed information of each attack target, and thus cannot accurately determine the next target to be killed, which affects the player's gaming experience. Summary of the invention
[0004] In view of this, the purpose of the present application is to provide a method, device, equipment and medium for displaying information in a game, so as to solve the problem in the prior art of how to improve the accuracy of determining a target hostile virtual character that can be killed.
[0005] In a first aspect, an embodiment of the present application provides a method for displaying information in a game, wherein the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, wherein the graphical user interface at least partially displays the game scene; the method comprises:
[0006] In response to the target virtual character satisfying a continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene;
[0007] The target hostile virtual character is highlighted, and the remaining time for the target virtual character to continue to meet the continuous killing state is displayed in the graphical user interface.
[0008] Optionally, in response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene includes:
[0009] In response to the target virtual character satisfying a continuous killing state, determining, in the game scene, according to the current position of the target virtual character, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement;
[0010] According to the difficulty level of killing each candidate hostile virtual character, a target hostile virtual character is determined from among the candidate hostile virtual characters.
[0011] Optionally, in response to the target virtual character satisfying the continuous killing state, determining, according to the current position of the target virtual character, in the game scene, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement, includes:
[0012] In response to the target virtual character satisfying a continuous killing state, determining a current position and an attack range of the target virtual character;
[0013] According to the current position of the target virtual character, a candidate hostile virtual character located within the attack range of the target virtual character is determined.
[0014] Optionally, in response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene includes:
[0015] In response to the target virtual character satisfying the continuous killing state, determining the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene;
[0016] The hostile virtual character whose killing difficulty meets the preset killing requirement is determined as the target hostile virtual character.
[0017] Optionally, in response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene includes:
[0018] In response to the target virtual character satisfying a continuous killing state, determining a killing time for each hostile virtual character to be killed according to a killing difficulty of each hostile virtual character in the game scene;
[0019] The hostile virtual character whose killing time meets the preset time requirement is determined as the target hostile virtual character.
[0020] Optionally, highlighting the target hostile virtual character includes:
[0021] The connection line between the target virtual character and the target hostile virtual character is displayed in the graphical user interface.
[0022] Optionally, displaying a line between the target virtual character and the target hostile virtual character in the graphical user interface includes:
[0023] Determining an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character;
[0024] The attack route is displayed in the graphical user interface.
[0025] Optionally, displaying the remaining time for the target virtual character to continue to meet the continuous killing state in the graphical user interface includes:
[0026] Displaying the remaining time for the target virtual character to continue to meet the continuous killing state at the edge of the graphical user interface; or,
[0027] Displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target virtual character; or,
[0028] Displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target hostile virtual character; or,
[0029] The remaining time for the target virtual character to continue to satisfy the continuous killing state is displayed near the connection line between the target virtual character and the target hostile virtual character.
[0030] Optionally, in response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene includes:
[0031] In response to the position update of the target virtual character and each hostile virtual character, re-determining the difficulty of killing each hostile virtual character;
[0032] According to the difficulty of killing each hostile virtual character, a target hostile virtual character is determined among the hostile virtual characters.
[0033] Optionally, the attribute information includes any one or more of the following information:
[0034] Current health, recovery information, movement speed, and defense information;
[0035] The status information includes any one or more of the following information:
[0036] The relative moving direction between the hostile virtual character and the target virtual character, the relative moving speed between the hostile virtual character and the target virtual character, the distance between the hostile virtual character and the target virtual character, and the attacking state of the hostile virtual character.
[0037] In a second aspect, an embodiment of the present application provides a method for displaying information in a game, wherein the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, wherein the graphical user interface at least partially displays the game scene; comprising:
[0038] A response module, configured to respond to the target virtual character satisfying a continuous killing state, and determine a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene;
[0039] The target hostile virtual character is highlighted, and the remaining time for the target virtual character to continue to meet the continuous killing state is displayed in the graphical user interface.
[0040] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above method when executing the computer program.
[0041] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method are executed.
[0042] The method for displaying information in a game provided by the present application firstly, in response to the target virtual character satisfying a continuous killing state, a target hostile virtual character is determined among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene; finally, the target hostile virtual character is highlighted, and the remaining time for the target virtual character to continue to satisfy the continuous killing state is displayed in the graphical user interface.
[0043] In some embodiments, when the target virtual character satisfies the continuous killing state, in the graphical user interface, a target hostile virtual character whose killing difficulty meets the preset killing requirements is determined, and the target hostile virtual character is highlighted, and the remaining time that the target virtual character can continue to meet the continuous killing state is displayed. By highlighting the target hostile virtual character and displaying the remaining time, the target player is reminded to kill the target hostile virtual character as soon as possible within the remaining time, so that the target virtual character can continue to meet the continuous killing state. The target player does not need to determine the next target hostile virtual character to be killed based on his own experience, and the target hostile virtual character determined based on the corresponding killing difficulty of the hostile virtual character is more accurate than the target hostile virtual character determined by the target player based on his own experience. In addition, the remaining time that the target virtual character can continue to meet the continuous killing state is also displayed in the graphical user interface, which reduces the situation where the target virtual character fails to kill the target hostile virtual character in time, resulting in the target virtual character being unable to continue to meet the continuous killing state.
[0044] 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
[0045] 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.
[0046] Figure 1 A flowchart of a method for displaying information in a game provided by an embodiment of the present application;
[0047] Figure 2 A schematic diagram of a first image user interface provided in an embodiment of the present application;
[0048] Figure 3 A schematic diagram of a second image user interface provided in an embodiment of the present application;
[0049] Figure 4 A schematic diagram of a third graphical user interface provided in an embodiment of the present application;
[0050] Figure 5 A schematic diagram of a fourth image user interface provided in an embodiment of the present application;
[0051] Figure 6A schematic diagram of a fifth image user interface provided in an embodiment of the present application;
[0052] Figure 7 A schematic diagram of a sixth image user interface provided in an embodiment of the present application;
[0053] Figure 8 A schematic diagram of a seventh image user interface provided in an embodiment of the present application;
[0054] Fig. 9 A schematic diagram of a device for displaying information in a game provided by an embodiment of the present application;
[0055] Fig.10 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0056] 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 part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally 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, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0057] In MOBA (Multiplayer Online Battle Arena) or MMORPG (Massive Multiplayer Online Role-Playing Game) games, there is a prompt function, that is, when a target virtual character kills at least two hostile virtual characters in succession, and the time difference between the killing moments of the two killed hostile virtual characters is not greater than a preset time threshold, there will be a corresponding prompt each time the target virtual character kills a hostile virtual character, such as "double kill", "triple kill", etc. In this continuous killing process, if the player wants to maintain this continuous killing state, he needs to judge which hostile virtual character in the game screen is easy to be killed, which affects the game experience.
[0058] Based on the above defects, the embodiment of the present application provides a method for displaying information in a game, such as Figure 1As shown, the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays the game scene; including:
[0059] S101, in response to the target virtual character satisfying a continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene;
[0060] S102, highlighting the target hostile virtual character, and displaying the remaining time for the target virtual character to continue to meet the continuous killing state in the graphical user interface.
[0061] The method for displaying information in the game in the embodiment of the present application can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for displaying information in the game is run on a server, it can be a cloud game.
[0062] In an optional implementation, cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating entity of the game program and the subject of the game screen presentation are separated. The storage and operation of the message sending method in the game are completed on the cloud gaming server. The cloud gaming terminal device is used for receiving and sending data and presenting the game screen. For example, the cloud gaming terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the target player operates the cloud gaming terminal device to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming terminal device through the network. Finally, the cloud gaming terminal device decodes and outputs the game screen.
[0063] In an optional embodiment, the terminal device may be a local terminal device. 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 target player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the target 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 target 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 portion of a game scene, 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.
[0064] The present application is described by running a method for displaying information in a game on a terminal device, wherein the terminal device is an electronic device with a touch function, such as a smart phone. A graphical user interface is provided by the terminal device, and the graphical user interface refers to an interface for human-computer interaction rendered on the display screen of the terminal device, which includes a touch control for game control, and the content displayed in the graphical user interface also includes a game screen, and the game screen can be part of the game scene. The graphical user interface also includes a mobile control, and the terminal device can respond to the touch operation of the mobile control in the graphical user interface to control the virtual character to perform virtual actions in the game scene, such as moving in the game scene, or releasing skills, etc. The game scene may include any one or more of the following game elements: landforms, rocks, flowers, rivers, buildings, virtual objects, game props, etc. The virtual object includes a target virtual character and at least one hostile virtual character, and the hostile virtual character may be a virtual character controlled by other players and not belonging to the same battle camp as the target virtual character, or a virtual character controlled by artificial intelligence and not belonging to the same battle camp as the target virtual character. The virtual object also includes a virtual character belonging to the same battle camp as the target virtual character. Generally speaking, a virtual camera is set in the game scene, and the game screen displayed on the graphical user interface is part of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (e.g., eye position) of the target virtual character controlled by the target player, and the virtual camera moves with the movement of the target virtual character, and the direction of the virtual camera rotates with the rotation of the virtual body, so the game screen presented on the graphical user interface is part of the game scene within a preset range in front of the target virtual character. For another example, in a third-person game, the virtual camera can be set just above or above the target virtual character controlled by the target player, so the game screen presented on the graphical user interface is part of the game scene including the target virtual character. If the target virtual character's account is logged in on the terminal device, the target virtual character is controlled by the terminal device. A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The target virtual character is a character controlled by the target player through a terminal device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the target virtual character is a virtual person competing in a virtual scene.
[0065] The method for controlling props in the game in the embodiment of the present application can be applied in a real-time combat mode. In the real-time combat mode, the target player controls the target virtual character to act in the game scene through real-time instructions. During the battle, the target player can control the target virtual character to fight according to his own ideas.
[0066] The following further describes the steps of the method for displaying information in a game according to the exemplary embodiment in conjunction with the accompanying drawings.
[0067] S101, in response to the target virtual character satisfying a continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty level of killing each hostile virtual character in the game scene.
[0068] In the above step S101, the target virtual character satisfies the continuous killing state, which means that in the process of the target virtual character continuously killing at least two hostile virtual characters, the time difference between the killing moments of two consecutively killed hostile virtual characters is not greater than the preset time threshold. The preset time threshold can be set manually, such as 8 seconds, 10 seconds, etc. The difficulty of killing refers to the difficulty of successfully killing the hostile virtual character, which can be characterized by the time required for the hostile virtual character to be successfully killed, or by the energy consumed by the target virtual character to successfully kill the hostile virtual character, or can be characterized based on the time required for the hostile virtual character to be successfully killed and the energy consumed by the target virtual character to successfully kill the hostile virtual character. In order to maintain the target virtual character's continuous killing state, the target virtual character is about to kill the hostile virtual character. The target hostile virtual character may be a hostile virtual character whose killing difficulty meets the preset killing requirements. The hostile virtual character that meets the preset killing requirements may be the hostile virtual character with the lowest killing difficulty, or may be multiple hostile virtual characters whose killing difficulty is less than a specified value.
[0069] In a specific implementation, the continuous killing state is a time period, so when executing step S101, the above step S101 can be executed immediately when the continuous killing state is satisfied, or it can be executed at any time when the continuous killing state is satisfied. The target hostile virtual character determined in the above step S101 is the hostile virtual character that is about to be killed by the target virtual character, so when calculating the difficulty of killing each hostile virtual character, the killing difficulty is calculated relative to the target virtual character.
[0070] S102, highlighting the target hostile virtual character, and displaying the remaining time for the target virtual character to continue to meet the continuous killing state in the graphical user interface.
[0071] In the above step S102, highlighting includes any one of the following display modes: reducing transparency, increasing color saturation, switching colors, highlighting, drawing a frame, adding a highlight mark, displaying a line between the target virtual character and the target hostile virtual character in the graphical user interface, etc. Among them, adding a highlight mark can be adding a preset mark near the target hostile virtual character, and the preset mark can be a dot, a triangle, etc. (such as Figure 2 As shown, a triangle is displayed above the head of the target hostile virtual character). The remaining time for the target virtual character to continue to meet the continuous killing state is to remind the target player that if the target virtual character continues to meet the continuous killing state, the target virtual character needs to kill the next hostile virtual character within the above remaining time.
[0072] In a specific implementation, after the target hostile virtual character is determined through the above step S101, in order to let the user know as soon as possible which hostile virtual character is most likely to be killed to continue to satisfy the continuous killing state, the target hostile virtual character will be highlighted. Moreover, for the target hostile virtual character to satisfy the continuous killing state, it is necessary to ensure that the difference between the killing times of two consecutively killed hostile virtual characters is not greater than a preset time threshold. Therefore, in order for the target virtual character to kill the target hostile virtual character within the preset time threshold, the remaining time for the target virtual character to continue to satisfy the continuous killing state will also be displayed in the graphical user interface to prompt the target player and reduce the timeout in killing the target hostile virtual character, which causes the target virtual character to be unable to continue to satisfy the continuous killing state.
[0073] The method for displaying information in the game provided by the present application, through the above two steps, when the target virtual character meets the continuous killing state, in the graphical user interface, determines the target hostile virtual character whose killing difficulty meets the preset killing requirements, and highlights the target hostile virtual character, and displays the remaining time that the target virtual character can continue to meet the continuous killing state. By highlighting the target hostile virtual character and displaying the remaining time, the target player is reminded to kill the target hostile virtual character as soon as possible within the remaining time, so that the target virtual character can continue to meet the continuous killing state. The target player does not need to determine the next target hostile virtual character to be killed based on his own experience, and the target hostile virtual character determined based on the corresponding killing difficulty of the hostile virtual character is more accurate than the target hostile virtual character determined by the target player based on his own experience. In addition, the remaining time that the target virtual character can continue to meet the continuous killing state is also displayed in the graphical user interface, which reduces the situation where the target virtual character fails to kill the target hostile virtual character in time and the target virtual character cannot continue to meet the continuous killing state.
[0074] When determining the target hostile virtual character, it will be determined based on the difficulty of killing each hostile virtual character in the game scene. However, there are multiple hostile virtual characters in the game scene. If the difficulty of killing each hostile virtual character is calculated, the amount of calculation is large and there will be certain calculation redundancy. Therefore, in order to reduce the amount of calculation, the distance between the hostile virtual character and the target virtual character can be used to reduce the number of hostile virtual characters whose difficulty of killing needs to be calculated. That is, step S101 includes:
[0075] Step 1011, in response to the target virtual character satisfying the continuous killing state, determining, in the game scene, according to the current position of the target virtual character, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement;
[0076] Step 1012: determining a target hostile virtual character from among the candidate hostile virtual characters according to the difficulty level of killing each candidate hostile virtual character.
[0077] In the above step 1011, the preset distance requirement can be a distance range set in advance by humans, that is, the preset distance requirement is the hostile virtual character within the above distance range; the preset distance requirement can also be determined based on the attack range of the target virtual character itself, that is, the preset distance requirement is the hostile virtual character within the attack range of the target virtual character itself.
[0078] In the specific implementation, only when the distance to the target virtual character is close enough can the target virtual character kill the corresponding hostile virtual character. Therefore, when determining the candidate hostile virtual character that meets the preset distance requirements, it is necessary to know the current position of the target virtual character. Therefore, as long as the target virtual character meets the continuous killing state, it is necessary to determine the current position of the target virtual character, and then based on the current position of the target virtual character, the candidate hostile virtual character whose distance to the target virtual character meets the preset distance requirements can be determined.
[0079] When the preset distance requirement is determined according to the attack range of the target virtual character itself, step 1011 includes:
[0080] Step 10111, in response to the target virtual character satisfying the continuous killing state, determining the current position and attack range of the target virtual character;
[0081] Step 10112: Determine, based on the current position of the target virtual character, candidate hostile virtual characters that are within the attack range of the target virtual character.
[0082] In the above steps 10111 to 10112, if the candidate hostile virtual character is determined by the attack range of the target virtual character, when the target virtual character satisfies the continuous killing state, while determining the current position of the target virtual character, it is also necessary to determine the attack range of the target virtual character, and then determine the candidate hostile virtual character within the attack range of the target virtual character according to the current position of the target virtual character. The attack range of each virtual character is different. If the preset distance requirement is set to a fixed distance range, it is possible that the position of the candidate hostile virtual character that meets the preset requirements is a position that the attack range of the target hostile virtual character cannot reach. If the candidate virtual character at the position that the attack range of the target hostile virtual character cannot reach is determined as the target hostile virtual character, it will cause the target virtual character to be unable to attack the target hostile virtual character, and then it is impossible to kill the target hostile virtual character within the preset killing time, and then it will cause the target virtual character to be unable to continue to meet the continuous killing state.
[0083] In some cases, the target virtual character may have multiple skills, and the attack range corresponding to each skill may be different. Then, when the target virtual character includes multiple attack ranges, when determining the candidate hostile virtual character according to the attack range of the target virtual character, step 10111 includes:
[0084] Step 101111, in response to the target virtual character satisfying the continuous killing state, determining the current position of the target virtual character and an attack range that meets preset requirements;
[0085] Step 10112 includes:
[0086] Step 101121, based on the current position of the target virtual character, determine the candidate hostile virtual characters that are within the attack range of the target virtual character that meets the preset requirements.
[0087] In the above steps 101111 and 101121, the attack range that meets the preset requirements can be the minimum attack range of the target virtual character, so that the candidate hostile virtual characters within the minimum attack range can be hit by any attack skill of the target virtual character, increasing the probability of killing the candidate hostile virtual characters. The attack range that meets the preset requirements can be the maximum attack range of the target virtual character, so that there will be more candidate hostile virtual characters within the maximum attack range, and a target hostile virtual character with the least difficulty in killing can be screened out as much as possible, increasing the probability of the target hostile virtual character being killed.
[0088] In the above step 1012, after the candidate hostile virtual characters are determined, the target hostile virtual character is determined from the candidate hostile virtual characters only based on the difficulty of killing the candidate hostile virtual characters. There is no need to calculate the difficulty of killing redundant hostile virtual characters, thereby reducing the amount of data processing.
[0089] The difficulty of killing each hostile virtual character can be determined according to the state information and attribute information of the hostile virtual character itself. Therefore, step S101 includes:
[0090] Step 1013, in response to the target virtual character satisfying the continuous killing state, determining the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene;
[0091] Step 1014, determining the hostile virtual character whose killing difficulty meets the preset killing requirement as the target hostile virtual character.
[0092] In the above step 1013, the state information of the hostile virtual character is used to characterize the state presented by the hostile virtual character in the game scene, and the state information of the hostile virtual character includes any one or more of the following information: the relative moving direction between the hostile virtual character and the target virtual character, the relative moving speed between the hostile virtual character and the target virtual character, the distance between the hostile virtual character and the target virtual character, and the combat state of the hostile virtual character. The combat state of the hostile virtual character includes an attacking state and a non-attacking state. The attacking state of the hostile virtual character can also be divided into a state in which the hostile virtual character attacks the target virtual character and a state in which the hostile virtual character attacks other virtual characters except the target virtual character. In the three states of the hostile virtual character attacking the target virtual character, the hostile virtual character attacking other virtual characters except the target virtual character, and the non-attack state, the order of the hostile virtual character's attention concentration relative to the target virtual character is: the hostile virtual character attacks the target virtual character > the non-attack state > the hostile virtual character attacks other virtual characters except the target virtual character, wherein the higher the hostile virtual character's attention concentration relative to the target virtual character, the less likely it is to be attacked by the target virtual character, and the lower the hostile virtual character's attention concentration relative to the target virtual character, the easier it is to be attacked by the target virtual character. The relative moving direction between the hostile virtual character and the target virtual character includes the same moving direction and the opposite moving direction. If it is the same moving direction, it means that the distance between the hostile virtual character and the target virtual character may be getting closer and closer, and the hostile virtual character is more likely to be attacked by the target virtual character. If it is the opposite moving direction, it means that the distance between the hostile virtual character and the target virtual character may be getting farther and farther, and the hostile virtual character is less likely to be attacked by the target virtual character. The relative moving speed between the hostile virtual character and the target virtual character includes: the moving speed of the hostile virtual character is less than the moving speed of the target virtual character and the moving speed of the hostile virtual character is not less than the moving speed of the target virtual character. If the moving speed of the hostile virtual character is less than the moving speed of the target virtual character, it means that the distance between the hostile virtual character and the target virtual character may be getting closer and closer, and the possibility that the hostile virtual character can be attacked by the target virtual character is higher. If the moving speed of the hostile virtual character is not less than the moving speed of the target virtual character, it means that the distance between the hostile virtual character and the target virtual character may be getting farther and farther, and the possibility that the hostile virtual character can be attacked by the target virtual character is lower. The farther the distance between the hostile virtual character and the target virtual character, the lower the possibility that the hostile virtual character can be attacked by the target virtual character. The closer the distance between the hostile virtual character and the target virtual character, the higher the possibility that the hostile virtual character can be attacked by the target virtual character.
[0093] The attribute information of the hostile virtual character is information used to characterize the hostile virtual character's own defense. The attribute information of the hostile virtual character includes any one or more of the following information: current health, recovery information, movement speed, and defense information. Recovery information is the recovery speed of each attribute value of the hostile virtual character when it is not full, such as blood recovery speed, mana recovery speed, etc. Movement speed is the movement speed of the hostile virtual character in the game scene. Defense information is the defense information generated when the hostile virtual character is attacked, such as spell defense information, physical defense information, etc.
[0094] In the above steps 1013 and 1014, when the target virtual character meets the continuous killing state, the difficulty of killing relative to the target virtual character can be determined based on the state information and attribute information of the hostile virtual character itself, and then the hostile virtual character whose killing difficulty meets the preset killing requirements is determined as the target hostile virtual character.
[0095] Similarly, the method for processing the difficulty level of killing the candidate hostile virtual character in the above step 1012 can refer to the above step 1013.
[0096] Each virtual character may have multiple attack skills, and each attack skill corresponds to a different attack capability. Thus, different attack skills correspond to different degrees of difficulty in killing the hostile virtual character. Therefore, step 1013 includes:
[0097] Step 10131, in response to the target virtual character satisfying the continuous killing state, the difficulty of killing each hostile virtual character is determined according to the state information and attribute information of each hostile virtual character in the game scene, and the attack skills currently possessed by the target virtual character.
[0098] In the above step 10131, the attack skill of the virtual character may include one or more of the following attribute information: attack range, attack quantity, skill aiming accuracy, etc. The skill aiming accuracy of different virtual characters is different. For example, some skills can attack the hostile virtual character 100%, and the skill aiming accuracy of this skill is high, while some skills require the target player to aim manually, and the skill aiming accuracy of this skill is low. If the skill aiming accuracy is high, the hostile virtual character with the smallest defense within the attack range is most likely to be killed. There is no special requirement for the distance between the hostile virtual character with the smallest defense and the target virtual character, as long as it is within the attack range of the attack skill. If the skill aiming accuracy is low, in order to improve the skill aiming accuracy, the target virtual character needs to attack the hostile virtual character that is closer to itself, so the hostile virtual character that is closer to the target virtual character and has a lower defense is most likely to be killed.
[0099] In a specific implementation, when the target virtual character meets the continuous killing state, it is necessary to determine the difficulty of killing the hostile virtual character relative to the target virtual character based on the state information, attribute information of the hostile virtual character, and the attack skills currently possessed by the target virtual character.
[0100] When a virtual character kills a hostile virtual character, it may not be possible to kill the hostile virtual character immediately by using an attack skill once. It may be necessary to use the attack skill multiple times to kill the hostile virtual character. When the skills are used multiple times to kill the hostile virtual character, the killing time will increase. In order to keep the target virtual character able to continue to meet the continuous killing state, the time difference between the killing moments of two consecutively killed hostile virtual characters is limited in this application. In order to avoid the situation where the target virtual character cannot continue to meet the continuous killing state due to a long killing time, when determining the target hostile virtual character, the time taken to kill the hostile virtual character is considered. Step S101 includes:
[0101] Step 1015, in response to the target virtual character satisfying the continuous killing state, determining the killing time of each hostile virtual character according to the difficulty of killing each hostile virtual character in the game scene;
[0102] Step 1016, determining the hostile virtual character whose killing time meets the preset time requirement as the target hostile virtual character.
[0103] In the above step 1015, when the target virtual character meets the continuous killing state, the attack skill currently possessed by the target virtual character will be determined, and then, according to the attack skill of the target virtual character and the difficulty of killing each hostile virtual character, the killing time of the hostile virtual character is determined.
[0104] In the above step 1016, the preset time requirement is not to exceed the remaining time for the target virtual character to continue to meet the continuous killing state. That is, as long as the killing time of the hostile virtual character meets the preset time requirement, it means that the hostile virtual character may be killed by the target virtual character within the remaining time for the target virtual character to continue to meet the continuous killing state. Therefore, as long as the killing time of the hostile virtual character meets the preset time requirement, it can be determined as the target hostile virtual character, and then the target virtual character can continue to meet the continuous killing state after killing the target hostile virtual character.
[0105] When highlighting the target hostile virtual character, a line between the target virtual character and the target hostile virtual character may be directly displayed in the graphical user interface, wherein the line may be a straight line connecting the target virtual character and the target hostile virtual character, or the line may be an attack route that the target virtual character needs to take when attacking the target hostile virtual character. That is, when highlighting the target hostile virtual character, the following steps are included:
[0106] Step 1017, determining an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character;
[0107] Step 1018: Display the attack route in the graphical user interface.
[0108] In the above step 1017, in addition to the virtual characters, there may be other virtual objects in the game scene that cannot be moved and cannot be penetrated by the target virtual character, such as walls, stones, houses, cars, etc. Therefore, if there are other virtual objects that cannot be moved and cannot be penetrated by the target virtual character and the target hostile virtual character, the target virtual character needs to bypass the other virtual characters and then attack the target hostile virtual character. In order to provide the target player with an opportunity to find the target hostile virtual character as quickly as possible, an attack route that enables the target virtual character to attack the target hostile virtual character can be displayed in the graphic user interface, so that the target virtual character can find the target hostile virtual character along the attack route, thereby improving the attack efficiency of the target virtual character on the target hostile virtual character.
[0109] In a specific implementation, after the target hostile virtual character is determined, the attack route between the target virtual character and the target hostile virtual character can be determined based on the position of the target virtual character and the position of the target hostile virtual character, and then step 1018 is executed. Since the attack route directly connects the target virtual character and the target hostile virtual character, the target hostile virtual character can be highlighted.
[0110] The remaining time for the target virtual character in this solution to continue to meet the continuous killing state will be displayed in the graphical user interface, and its display position includes any one of the following positions:
[0111] Step 103, displaying the remaining time for the target virtual character to continue to meet the continuous killing state at the edge of the graphical user interface; or,
[0112] Step 104, displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target virtual character; or,
[0113] Step 105, displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target hostile virtual character; or,
[0114] Step 106 , display the remaining time for the target virtual character to continue to satisfy the continuous killing state near the line between the target virtual character and the target hostile virtual character.
[0115] In the above steps 103 to 106, the remaining time for the target virtual character to continue to meet the continuous killing state is mainly to remind the target player not to kill the target virtual character for more than the remaining time. Therefore, it is sufficient to display the remaining time for the target virtual character to continue to meet the continuous killing state in a more conspicuous place. The display position of the remaining time can be the edge position of the graphical user interface (such as Figure 3 As shown, the remaining time is displayed at the right edge of the graphical user interface). The remaining time can be displayed near the target virtual character (such as Figure 4 As shown, the remaining time is displayed above the target virtual character's head, and a triangle is displayed above the target hostile virtual character's head). The remaining time can be displayed near the target hostile virtual character (such as Figure 5 As shown in FIG. 1 , the remaining time is displayed above the head of the target hostile virtual character, and a triangle is displayed above the head of the target hostile virtual character). The target hostile virtual character can be further highlighted by the remaining time. The display position of the remaining time can be near the line connecting the target hostile virtual character and the target hostile virtual character (such as Figure 6 As shown, the remaining time is displayed above the line between the target virtual character and the target hostile virtual character).
[0116] In the game scene, both the hostile virtual character and the target virtual character can move freely. After determining a target hostile virtual character, a target hostile virtual character that is more likely to be killed by the target virtual character can be re-determined according to the new position information of each hostile virtual character, and then the target hostile virtual character is updated. That is, step S101 includes:
[0117] Step 1019, in response to the position update of the target virtual character and each hostile virtual character, re-determine the difficulty of killing each hostile virtual character;
[0118] Step 1010: determining a target hostile virtual character from among the hostile virtual characters according to the difficulty level of killing each hostile virtual character.
[0119] In the above steps 1019 to 1010, when the positions of the target virtual character and each hostile virtual character are updated, the relative position and distance between the target virtual character and each hostile virtual character will change, so the difficulty of killing each hostile virtual character will also change. The processing method for re-determining the difficulty of killing the hostile virtual character can refer to the above step 1013. Then, the target hostile virtual character is determined according to the difficulty of killing each hostile virtual character.
[0120] For example, in Figure 7 The target virtual character A originally corresponds to the target hostile virtual character B (a triangle is displayed above the head of the hostile virtual character B). After the positions of the target virtual character and each hostile virtual character in the game scene are updated, Figure 8 As shown, the hostile virtual character C is closer to the target virtual character A, and the difficulty of killing the hostile virtual character C calculated based on the updated position information is less than the difficulty of killing the hostile virtual character B. Therefore, the hostile virtual character C is determined as the new target hostile virtual character (a triangle is displayed above the head of the hostile virtual character C, and the triangle displayed above the head of the hostile virtual character is cancelled).
[0121] The present application embodiment provides a method for displaying information in a game, such as Fig. 9 As shown, the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays the game scene; including:
[0122] A response module 901 is used for responding to the target virtual character satisfying the continuous killing state, and determining a target hostile virtual character from the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene;
[0123] The display module 902 is used to highlight the target hostile virtual character and display the remaining time for the target virtual character to continue to meet the continuous killing state in the graphical user interface.
[0124] Optional, response module, including:
[0125] A first response unit, configured to respond to the target virtual character satisfying a continuous killing state, and determine, in the game scene, according to the current position of the target virtual character, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement;
[0126] The first determining unit is used to determine a target hostile virtual character from among the candidate hostile virtual characters according to the difficulty of killing each candidate hostile virtual character.
[0127] Optionally, the first response unit comprises:
[0128] A first response subunit, configured to respond to the target virtual character satisfying a continuous killing state and determine a current position and an attack range of the target virtual character;
[0129] The first determining subunit is used to determine a candidate hostile virtual character within the attack range of the target virtual character according to the current position of the target virtual character.
[0130] Optional, response module, including:
[0131] A second response unit is used to respond to the target virtual character meeting the continuous killing state, and determine the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene;
[0132] The second determining unit is used to determine the hostile virtual character whose killing difficulty meets the preset killing requirement as the target hostile virtual character.
[0133] Optional, response module, including:
[0134] A third response unit is used to respond to the target virtual character meeting the continuous killing state, and determine the killing time of each hostile virtual character according to the difficulty of killing each hostile virtual character in the game scene;
[0135] The third determining unit is used to determine the hostile virtual character whose killing time meets the preset time requirement as the target hostile virtual character.
[0136] Optional, display module, including:
[0137] The first display unit is used to display a connection line between the target virtual character and the target hostile virtual character in the graphical user interface.
[0138] Optionally, the first display unit includes:
[0139] A second determining subunit is used to determine an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character;
[0140] The display subunit is used to display the attack route in the graphical user interface.
[0141] Optional, display module, including:
[0142] A second display unit is used to display the remaining time for the target virtual character to continue to meet the continuous killing state at the edge of the graphical user interface; or,
[0143] A third display unit is used to display the remaining time for the target virtual character to continue to meet the continuous killing state near the target virtual character; or,
[0144] A fourth display unit is used to display the remaining time for the target virtual character to continue to meet the continuous killing state near the target hostile virtual character; or,
[0145] The fifth display unit is used to display the remaining time for the target virtual character to continue to meet the continuous killing state near the connection line between the target virtual character and the target hostile virtual character.
[0146] Optional, response module, including:
[0147] A fourth response unit, configured to respond to the position update of the target virtual character and each hostile virtual character, and re-determine the difficulty level of killing each hostile virtual character;
[0148] The fourth determining unit is used to determine a target hostile virtual character from among the hostile virtual characters according to the difficulty level of killing each hostile virtual character.
[0149] Optionally, the attribute information includes any one or more of the following information:
[0150] Current health, recovery information, movement speed, and defense information;
[0151] The status information includes any one or more of the following information:
[0152] The relative moving direction between the hostile virtual character and the target virtual character, the relative moving speed between the hostile virtual character and the target virtual character, the distance between the hostile virtual character and the target virtual character, and the attacking state of the hostile virtual character.
[0153] Corresponds to Figure 1 The present application also provides a computer device 1000, such as Fig.10 As shown, the device includes a memory 1001, a processor 1002, and a computer program stored in the memory 1001 and executable on the processor 1002, wherein the processor 1002 implements the method for displaying information in the game when executing the computer program.
[0154] Specifically, the above-mentioned memory 1001 and processor 1002 can be general-purpose memory and processor, which are not specifically limited here. When the processor 1002 runs the computer program stored in the memory 1001, it can execute the above-mentioned method of displaying information in the game, solving the problem in the prior art of how to improve the accuracy of determining the target hostile virtual character that can be killed.
[0155] Corresponds to Figure 1 The method for displaying information in the game, the embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the method for displaying information in the game are executed.
[0156] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the method for displaying information in the above-mentioned game, solving the problem of how to improve the accuracy of determining the target hostile virtual character that can be killed in the prior art. When the target virtual character meets the continuous killing state, the application determines the target hostile virtual character whose killing difficulty meets the preset killing requirements in the graphical user interface, highlights the target hostile virtual character, and displays the remaining time that the target virtual character can continue to meet the continuous killing state. By highlighting the target hostile virtual character and displaying the remaining time, the accuracy of determining the target hostile virtual character that can be killed is improved. The target player is reminded to kill the target hostile virtual character as soon as possible within the remaining time, so that the target virtual character can continue to meet the continuous killing state. The target player does not need to determine the next target hostile virtual character to be killed based on his own experience, and the target hostile virtual character determined based on the corresponding difficulty level of killing the hostile virtual character is more accurate than the target hostile virtual character determined by the target player based on his own experience. In addition, the remaining time that the target virtual character can continue to meet the continuous killing state is also displayed in the graphical user interface, which reduces the situation where the target virtual character cannot continue to meet the continuous killing state due to the target virtual character not killing the target hostile virtual character in time.
[0157] In the embodiments provided in the present application, it should be understood that the disclosed methods and devices 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, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0158] 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.
[0159] 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.
[0160] 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 computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium 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 methods described in each embodiment of the present application. The aforementioned storage medium 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.
[0161] 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.
[0162] 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. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims
1. A method for displaying information in a game, characterized in that: The game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays the game scene; including: In response to the target virtual character satisfying a continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene; Highlighting the target hostile virtual character, and displaying in the graphical user interface the remaining time for the target virtual character to continue to meet the continuous killing state; In response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, including: In response to the target virtual character satisfying the continuous killing state, determining the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene; The hostile virtual character whose killing difficulty meets the preset killing requirement is determined as the target hostile virtual character.
2. The display method according to claim 1, characterized in that: In response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, including: In response to the target virtual character satisfying a continuous killing state, determining, in the game scene, according to the current position of the target virtual character, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement; According to the difficulty level of killing each candidate hostile virtual character, a target hostile virtual character is determined from among the candidate hostile virtual characters.
3. The display method according to claim 2, characterized in that: In response to the target virtual character satisfying the continuous killing state, determining, in the game scene, according to the current position of the target virtual character, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement, comprising: In response to the target virtual character satisfying a continuous killing state, determining a current position and an attack range of the target virtual character; According to the current position of the target virtual character, a candidate hostile virtual character located within the attack range of the target virtual character is determined.
4. The display method according to claim 1, characterized in that: In response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, including: In response to the target virtual character satisfying a continuous killing state, determining a killing time for each hostile virtual character to be killed according to a killing difficulty of each hostile virtual character in the game scene; The hostile virtual character whose killing time meets the preset time requirement is determined as the target hostile virtual character.
5. The display method according to claim 1, characterized in that: The target hostile virtual character is highlighted, including: The connection line between the target virtual character and the target hostile virtual character is displayed in the graphical user interface.
6. The display method according to claim 5, characterized in that: Displaying a connection line between the target virtual character and the target hostile virtual character in the graphical user interface includes: Determining an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character; The attack route is displayed in the graphical user interface.
7. The display method according to claim 1, characterized in that: Displaying the remaining time for the target virtual character to continue to meet the continuous killing state in the graphical user interface includes: Displaying the remaining time for the target virtual character to continue to meet the continuous killing state at the edge of the graphical user interface; or, Displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target virtual character; or, Displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target hostile virtual character; or, The remaining time for the target virtual character to continue to satisfy the continuous killing state is displayed near the connection line between the target virtual character and the target hostile virtual character.
8. The display method according to claim 1, characterized in that: In response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, including: In response to the position update of the target virtual character and each hostile virtual character, re-determining the difficulty of killing each hostile virtual character; According to the difficulty of killing each hostile virtual character, a target hostile virtual character is determined among the hostile virtual characters.
9. The display method according to claim 1, characterized in that: The attribute information includes any one or more of the following information: Current health, recovery information, movement speed, and defense information; The status information includes any one or more of the following information: The relative moving direction between the hostile virtual character and the target virtual character, the relative moving speed between the hostile virtual character and the target virtual character, the distance between the hostile virtual character and the target virtual character, and the attacking state of the hostile virtual character.
10. A method for displaying information in a game, characterized in that: The game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays the game scene; including: A response module, configured to respond to the target virtual character satisfying a continuous killing state, and determine a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene; Highlighting the target hostile virtual character, and displaying in the graphical user interface the remaining time for the target virtual character to continue to meet the continuous killing state; The response module comprises: A second response unit is used to respond to the target virtual character meeting the continuous killing state, and determine the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene; The second determining unit is used to determine the hostile virtual character whose killing difficulty meets the preset killing requirement as the target hostile virtual character.
11. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable 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 9 are implemented.
12. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 9 are performed.
Citation Information
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