Prompt Information Generation Method, Region Adjustment Method and Device

By obtaining the different virtual appearances of virtual characters and their associated skill release differences functions, predicting the difference in skill release and generating prompt information, it solves the problem that users find it difficult to understand the difference in the accuracy of virtual characters' skills release, and improves the control and gaming experience of virtual characters.

CN115040868BActive Publication Date: 2025-06-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210686321.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-16
Publication Date
2025-06-20
Estimated Expiration
2042-06-16

AI Technical Summary

Technical Problem

It is difficult for users to understand the difference in the accuracy of the skills released by virtual characters when using different virtual appearances, which affects the control and gaming experience of virtual characters.

Method used

By obtaining the different virtual appearances of virtual characters and their associated skill release differences functions, we determine the main visual elements and their differences, predict the skill release differences, and generate prompt information to prompt the user to change the skill release accuracy of the virtual characters.

Benefits of technology

Improve users' understanding of the virtual appearance used by virtual characters, help users better control virtual characters and improve game experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Embodiments of the present application disclose a method and device for generating prompt information and a method for region adjustment. Embodiments of the present application can obtain a first virtual appearance and a second virtual appearance of a virtual character, as well as a skill release difference function associated with a user; determine a first element and a second element; determine an element difference, where the element difference is a numerical difference between the second element and the first element; predict a skill release difference according to the skill release difference function and the element difference, where the skill release difference characterizes the accuracy difference in skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance; and generate prompt information according to the skill release difference to prompt the user. In the embodiments of the present application, the user can understand the accuracy difference in skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance, improving the user's understanding of the virtual appearance adopted by the virtual character.
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Description

Technical Field

[0001] This application relates to the field of computers, and particularly to a method and device for generating prompt information and a method and device for area adjustment. Background Art

[0002] A user interface (UI) is a medium for interaction and information exchange between a system and a user, which realizes the conversion between the internal form of information and the form acceptable to humans. For example, a game UI may include skill icons, item icons, etc. Users can control a virtual character to perform specific game behaviors through specific game icons. Among them, the virtual character can adopt a variety of different game skins.

[0003] However, different game skins will affect the user's control of the virtual character, and thus affect the release of the virtual character's skills. Therefore, it is necessary to improve the user's understanding of the virtual appearance adopted by the virtual character. Summary of the Invention

[0004] Embodiments of this application provide a method and device for generating prompt information and a method and device for area adjustment, which can improve the user's understanding of the virtual appearance adopted by the virtual character.

[0005] Embodiments of this application provide a method for generating prompt information. The method is applied to a game, and the game includes a virtual character that is controlled by a user through a terminal device. The method includes:

[0006] Obtain a first virtual appearance and a second virtual appearance of the virtual character, and a skill release difference function associated with the user. The second virtual appearance is used to replace the first virtual appearance;

[0007] Determine a first element and a second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance;

[0008] Determine an element difference, where the element difference is the numerical difference between the second element and the first element;

[0009] Predict a skill release difference based on the skill release difference function and the element difference. The skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance;

[0010] Generate prompt information based on the skill release difference to prompt the user.

[0011] Embodiments of this application also provide a device for generating prompt information. The method is applied to a game, and the game includes a virtual character that is controlled by a user through a terminal device. The device includes:

[0012] A first acquisition unit, configured to acquire a first virtual appearance and a second virtual appearance of a virtual character, and a skill release difference function associated with a user, where the second virtual appearance is used to replace the first virtual appearance;

[0013] An element determination unit, configured to determine a first element and a second element, where the first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance;

[0014] A difference determination unit, configured to determine an element difference, where the element difference is the numerical difference between the second element and the first element;

[0015] A difference prediction unit, configured to predict a skill release difference according to the skill release difference function and the element difference, where the skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance;

[0016] A prompt unit, configured to generate a prompt message according to the skill release difference to prompt the user.

[0017] In some embodiments, the visual elements include pixels. To determine the first element and the second element, the method includes:

[0018] Acquire the color values of all pixels of the first virtual appearance, and the color values of all pixels of the second virtual appearance;

[0019] Determine the first element from all pixels of the first virtual appearance, and the second element from all pixels of the second virtual appearance according to the number of pixels with the same color value.

[0020] In some embodiments, the visual elements include arcs. To determine the first element and the second element, the method includes:

[0021] Acquire the radian values of all arcs forming the contour of the first virtual appearance, and the radian values of all arcs forming the contour of the second virtual appearance;

[0022] Determine the first element from all arcs forming the contour of the first virtual appearance, and the second element from all arcs forming the contour of the second virtual appearance according to the number of arcs with the same radian value.

[0023] In some embodiments, to determine the first element from all arcs forming the contour of the first virtual appearance, and the second element from all arcs forming the contour of the second virtual appearance according to the number of arcs with the same radian value, the method includes:

[0024] Determine a first candidate arc from all arcs forming the contour of the first virtual appearance, and a second candidate arc from all arcs forming the contour of the second virtual appearance according to the number of arcs with the same radian value;

[0025] Determine a first element from the first candidate arcs according to the radian of each first candidate arc;

[0026] Determine a first element from the second candidate arcs according to the radian of all the second candidate arcs.

[0027] In some embodiments, obtaining the radian of all the arcs constituting the first virtual appearance profile and the radian of all the arcs constituting the second virtual appearance profile, the method comprising:

[0028] Obtain an image of the first virtual appearance, an image of the second virtual appearance, and a background image, wherein the image color of the background image is the same as the background color in the image of the first virtual appearance and the image of the second virtual appearance;

[0029] Adopt a preset splitting rule to split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively;

[0030] Determine a first target sub-image from the multiple first sub-images according to the color difference between the first sub-image and the background sub-image, the first sub-image being a sub-image in the image of the first virtual appearance, the background sub-image being a sub-image in the background image, and all the color differences corresponding to the first target sub-image including color differences equal to zero and color differences not equal to zero;

[0031] Determine a second target sub-image from the multiple second sub-images according to the color difference between the second sub-image and the background sub-image, the second sub-image being a sub-image in the image of the second virtual appearance, and all the color differences corresponding to the second target sub-image including color differences equal to zero and color differences not equal to zero;

[0032] Perform angle detection on the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image respectively, to obtain the radian of the arcs constituting the first virtual appearance profile and the radian of the arcs constituting the second virtual appearance profile.

[0033] In some embodiments, the main visual element includes pixels, and the element difference is the color difference of the pixels.

[0034] In some embodiments, the main visual element further includes arcs, and the element difference is the angle difference of the arcs.

[0035] In some embodiments, the skill release difference function includes a first function and a second function. According to the skill release difference function and the element difference, predicting the skill release difference, the method comprising:

[0036] Predict a first skill release difference according to the first function and the color difference of the pixels;

[0037] Predict the difference in the release of the second skill based on the difference in the angle between the second function and the arc.

[0038] Take the difference in the release of the first skill and the difference in the release of the second skill as the difference in the release of the skill.

[0039] In some embodiments, before obtaining the skill release difference function associated with the user, the method further includes:

[0040] Obtain the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time;

[0041] Determine the historical element difference, where the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the first element;

[0042] Determine the historical skill release difference, where the historical skill release difference is the accuracy difference in the skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance;

[0043] Construct a skill release difference function based on the historical skill release difference and the historical element difference.

[0044] In some embodiments, to determine the historical skill release difference, the method includes:

[0045] Obtain the total number and the number of hits of the skill release when the virtual character adopts the first virtual appearance, and the total number and the number of hits of the skill release when the virtual character adopts the historical virtual appearance;

[0046] Determine the accuracy of the skill release when the virtual character adopts the first virtual appearance based on the ratio of the number of hits to the total number of the skill release when the virtual character adopts the first virtual appearance;

[0047] Determine the accuracy of the skill release when the virtual character adopts the historical virtual appearance based on the ratio of the number of hits to the total number of the skill release when the virtual character adopts the historical virtual appearance.

[0048] Determine the historical skill release difference based on the ratio of the accuracy of the skill release when the virtual character adopts the historical virtual appearance to the accuracy of the skill release when the virtual character adopts the first virtual appearance.

[0049] An embodiment of the present application provides a region adjustment method. A graphical user interface is provided through a terminal device. The content of the graphical user interface at least partially includes a game scene and a first virtual character and a second virtual character therein. The first virtual character is a virtual character controlled by the user through the terminal device. The method includes:

[0050] Obtain the skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in any of the hint information generation methods provided by the embodiments of the present application;

[0051] Predict the skill release deviation according to the skill release deviation function and the element difference, where the skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0052] Obtain the direction of releasing the skill by the first virtual character in the game scene when adopting the second virtual appearance, and the target area, where the target area is the skill release area of the first virtual character in the direction when adopting the second virtual appearance;

[0053] Determine the target angle, where the target angle is the included angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the first virtual character and the second virtual character;

[0054] Adjust the target area according to the target angle and the skill release deviation to obtain an updated area, where the updated area enables the first virtual character to release the skill in the direction to hit the second virtual character.

[0055] The embodiments of the present application provide a region adjustment device, which provides a graphical user interface through a terminal device. The content of the graphical user interface at least partially includes the game scene and the first virtual character and the second virtual character therein. The first virtual character is a virtual character controlled by the user through the terminal device. The device includes:

[0056] A second acquisition unit, configured to acquire the skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in any of the hint information generation methods provided by the embodiments of the present application;

[0057] A deviation determination unit, configured to predict the skill release deviation according to the skill release deviation function and the element difference, where the skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0058] A third acquisition unit, configured to acquire the direction of releasing the skill by the first virtual character in the game scene when adopting the second virtual appearance, and the target area, where the target area is the area of the skill release in the direction when the first virtual character adopts the second virtual appearance;

[0059] An angle determination unit, configured to determine the target angle, where the target angle is the included angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the first virtual character and the second virtual character;

[0060] A region adjustment unit, configured to adjust a target region according to a target angle and a skill release deviation, so as to obtain an updated region, where the updated region enables a first virtual character to release a skill in a direction to hit a second virtual character.

[0061] In some embodiments, to determine the target angle, the method includes:

[0062] Determine a first angle, where the first angle is the included angle between a direction and a reference line;

[0063] Determine a second angle, where the second angle is the included angle between the direction and the boundary of the target region;

[0064] Determine the target angle according to the difference between the first angle and the second angle.

[0065] In some embodiments, before obtaining a skill release deviation function associated with a user, the method further includes:

[0066] Obtain a historical virtual appearance and a historical element difference in the prompt information generation method provided by the embodiments of the present application;

[0067] Determine a historical skill release deviation, where the historical skill release deviation is the angular deviation of the skill release region when the first virtual character adopts a historical virtual appearance relative to the skill release region when adopting a first virtual appearance;

[0068] Construct a skill release deviation function according to the historical skill release deviation and the historical element difference.

[0069] Embodiments of the present application further provide an electronic device, including a memory storing multiple instructions; a processor loads the instructions from the memory to execute the steps in any one of the prompt information generation methods and any one of the region adjustment methods provided by the embodiments of the present application.

[0070] Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps in any one of the prompt information generation methods and any one of the region adjustment methods provided by the embodiments of the present application.

[0071] Embodiments of the present application can obtain the first virtual appearance and the second virtual appearance of a virtual character, as well as a skill release difference function associated with a user, where the second virtual appearance is used to replace the first virtual appearance; determine a first element and a second element, the first element being the main visual element in the first virtual appearance, and the second element being the main visual element in the second virtual appearance, the main visual element being the visual element with the largest proportion; determine an element difference, the element difference being the numerical difference between the second element and the first element; predict a skill release difference based on the skill release difference function and the element difference, the skill release difference characterizing the accuracy difference in skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance; generate a prompt message based on the skill release difference to prompt the user.

[0072] In the present application, the main visual element in the first virtual appearance, i.e., the first element, can be determined, and the main visual element in the second virtual appearance, i.e., the second element, can be determined, and the element difference can be determined through the numerical difference between the second element and the first element. The element difference can reflect the difference between the main visual elements of the two virtual appearances. Through the element difference and the skill release difference function associated with the user, the skill release difference between the two virtual appearances associated with the user can be predicted, and a prompt message for prompting the user can be generated based on the skill release difference. Thus, the user can understand the accuracy difference in skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance, improving the user's understanding of the virtual appearance adopted by the virtual character.

[0073] Embodiments of the present application can obtain a skill release deviation function associated with a user, as well as the first virtual appearance, the second virtual appearance, and the element difference in the method for generating a prompt message provided by the embodiments; predict a skill release deviation based on the skill release deviation function and the element difference, the skill release deviation characterizing the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance; obtain the direction of releasing a skill by the first virtual character in the game scene when adopting the second virtual appearance, and a target area, the target area being the skill release area in the direction when the first virtual character adopts the second virtual appearance; determine a target angle, the target angle being the angle between the boundary of the target area in the game scene and a reference line, the reference line being the connection line between the position of the first virtual character and the position of the second virtual character; adjust the target area based on the target angle and the skill release deviation to obtain an updated area, the updated area enabling the first virtual character to release a skill in the direction to hit the second virtual character.

[0074] In the present application, the angular deviation of the skill release area between two virtual appearances associated with the user can be predicted through the element difference and the skill release deviation function associated with the user, that is, the skill release deviation is predicted. At the same time, the direction of the skill release of the first virtual character and the target area are obtained. The target area is the skill release area in the direction when the first virtual character adopts the second virtual appearance. The angle between the boundary of the target area and the reference line is measured. The reference line is the connection line between the first virtual character and the second virtual character. When the absolute value of the target angle is less than the absolute value of the skill release deviation, the skill release deviation is added to the target area, so as to adjust the area of the target area and obtain the updated area, so that the skill release of the first virtual object adopting the second virtual appearance in the above direction can hit the second virtual character, thereby reducing the influence of the virtual appearance on the skill release of the first virtual character and improving the user's understanding of the virtual appearance adopted by the virtual character. BRIEF DESCRIPTION OF THE DRAWINGS

[0075] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0076] Figure 1a is a schematic diagram of the scenario of the method for generating prompt information provided by the embodiment of the present application;

[0077] Figure 1b is a schematic diagram of the scenario of the area adjustment method provided by the embodiment of the present application;

[0078] Figure 1c is a schematic diagram of the flowchart of the method for generating prompt information provided by the embodiment of the present application;

[0079] Figure 2a is a schematic diagram of the flowchart of the area adjustment method provided by the embodiment of the present application;

[0080] Figure 2b is a schematic diagram of the scenario of the skill release deviation provided by the embodiment of the present application;

[0081] Figure 3 is a schematic diagram of the structure of the prompt information generation device provided by the embodiment of the present application;

[0082] Figure 4 is a schematic diagram of the structure of the area adjustment device provided by the embodiment of the present application;

[0083] Figure 5 is a schematic diagram of the structure of the electronic device provided by the embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0084] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts belong to the scope of protection of the present application.

[0085] The embodiments of the present application provide a method, an apparatus, an electronic device, and a storage medium for generating prompt information.

[0086] Among them, the prompt information generating apparatus can be specifically integrated in an electronic device, and the electronic device can be a device such as a terminal or a server. Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, or a personal computer (PC); the server can be a single server or a server cluster composed of multiple servers.

[0087] In some embodiments, the prompt information generating apparatus can also be integrated in multiple electronic devices. For example, the prompt information generating apparatus can be integrated in multiple servers, and multiple servers are used to implement the prompt information generating method of the present application.

[0088] In some embodiments, the server can also be implemented in the form of a terminal.

[0089] Currently, in an electronic game, the same virtual character can adopt multiple virtual appearances, and different virtual appearances of the virtual character can bring different gaming experiences to users. For example, the gaming experience can refer to the game effect, specifically, the accuracy of skill release. Since different people have different visual sensitivities, the same virtual appearance can bring different gaming experiences to different users. Therefore, when a user controls a virtual character to adopt a new virtual appearance through a terminal device, the user cannot understand the game effect that the virtual appearance can bring, which affects the user's control of the virtual character through the terminal device.

[0090] Since currently users cannot intuitively understand the game effect of the virtual appearance, therefore, this embodiment proposes a method for generating prompt information. The electronic device is a server, and an electronic game can run in the server. The electronic game includes a virtual character, and the virtual character is controlled by a user through a terminal device.

[0091] Then, refer to Figure 1a, the server can obtain the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user through the network. The second virtual appearance is used to replace the first virtual appearance. Determine the first element and the second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance. The main visual element is the visual element with the largest proportion. Determine the element difference, which is the numerical difference between the second element and the first element. According to the skill release difference function and the element difference, predict the skill release difference. The skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance. Generate a prompt message based on the skill release difference to prompt the user.

[0092] Among them, the above method can predict the skill release difference associated with the user. This skill release difference can generate a prompt message to prompt the user, so that the user can understand the accuracy difference of the skill release of the second virtual appearance relative to the first virtual appearance, improving the user's understanding of the second virtual appearance adopted by the virtual character.

[0093] Since it is currently difficult for users to overcome the influence of virtual appearances on skill releases, this embodiment proposes a region adjustment method. The electronic device is a terminal device. An electronic game can run on the terminal device, and a graphical user interface can be displayed on the screen of the terminal device. The content of the graphical user interface at least partially includes a game scene and the first virtual character and the second virtual character therein. The first virtual character is the virtual character controlled by the user through the terminal device.

[0094] Then, refer to Figure 1b , obtain the skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in the prompt message generation method provided by the embodiment. According to the skill release deviation function and the element difference, predict the skill release deviation. The skill release deviation characterizes the angular deviation of the skill release area when the first virtual character 01 adopts the second virtual appearance compared to when it adopts the first virtual appearance. Obtain the direction 02 in which the first virtual character 01 releases the skill, and the target area 03. The target area 03 is the skill release area of the first virtual character in the direction 02 when it adopts the second virtual appearance. Determine the target angle 04. The target angle 04 is the angle between the boundary of the target area 03 in the game scene and the reference line 05. The reference line 05 is the connection line between the first virtual character 01 and the second virtual character 06. According to the target angle 04 and the skill release deviation, adjust the target area 03 to obtain the updated area 07, so that the first virtual character 01 releases the skill in the direction 02 and hits the second virtual character 06.

[0095] Among them, when the absolute value of the target angle is less than the absolute value of the skill release deviation, the above method can add the skill release deviation to the target area, so as to adjust the range of the target area, obtain an updated range, and enable the first virtual object to use the second virtual appearance to release skills in the above direction to hit the second virtual character, thereby reducing the influence of the virtual appearance on the skill release of the first virtual character and improving the user's understanding of the virtual appearance adopted by the virtual character.

[0096] A method for generating prompt information and a method for area adjustment in some embodiments can run in a game on a terminal device or a server, and the game includes a virtual character controlled by a user through the terminal device. When the control method of the virtual object runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0097] In an optional implementation manner, various cloud applications can run under the cloud interaction system, for example: cloud games. 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 running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the character control method are completed on the cloud game server, and the role of the client device is for data reception, sending, and presenting the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a terminal, a television, a computer, a palm computer, etc.; however, the terminal device for character control is the cloud game server in the cloud. When playing the game, the user operates the client device to send an operation instruction to the cloud game server, such as an operation instruction for a touch operation. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.

[0098] In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to the user can include various types. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the user through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0099] A game scene (or virtual scene) is a virtual scene displayed (or provided) when an application runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be either a 2D virtual scene or a 3D virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene where users control virtual characters to complete game logic. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for users to control virtual characters to fight. Exemplary virtual scenes can include at least one of the following elements: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0100] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a graphical user interface for users to interact and a game screen, and the game screen is the screen of the game scene.

[0101] In an alternative embodiment, the UI interface may include game controls (such as skill controls, behavior controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.).

[0102] For example, in some embodiments, the graphical user interface may include prompt information as any control.

[0103] In an alternative embodiment, the game screen is the display screen corresponding to the game scene displayed on the terminal device, and the game screen may include virtual objects such as game objects, NPC characters, and AI characters that execute game logic in the game scene.

[0104] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes the game scene, where the game scene includes at least one game object.

[0105] In some embodiments, the game objects in the game scene include virtual objects controlled by users, that is, the first virtual objects.

[0106] Game objects refer to virtual objects in a virtual scene, including game characters. Game characters are dynamic objects that can be controlled, i.e., dynamic virtual objects. Optionally, the dynamic objects can be virtual characters, virtual animals, cartoon characters, etc. The virtual object is a character controlled by the user through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-virtual character (NPC) set in a virtual scene battle.

[0107] Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiment of the present application.

[0108] In one possible implementation, the user can control the virtual object to perform game behaviors in the virtual scene. Game behaviors may include movement, casting skills, using props, and conversations. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills and virtual props provided by the application to fight with other virtual objects.

[0109] The virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. One game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as game rendering windows to capture and present the screen content of the game world for users. By setting the parameters of the virtual camera, the user's viewing angle of the game world can be adjusted, such as the first-person perspective and the third-person perspective. In an optional implementation, an embodiment of the present invention provides a region adjustment method, which provides a graphical user interface through a touch terminal, wherein the touch terminal can be the local terminal device mentioned above, or it can be a client device in the cloud interactive system mentioned above.

[0110] It should be noted that the serial numbers of the following embodiments are not intended to limit the preferred order of the embodiments.

[0111] In this embodiment, a method for generating prompt information is provided, such as Figure 1c As shown, the specific process of the prompt information generating method can be as follows:

[0112] 110. Obtain a first virtual appearance and a second virtual appearance of the virtual character, and a skill release difference function associated with the user, the second virtual appearance being used to replace the first virtual appearance.

[0113] Among them, the first virtual appearance can be a game skin that the user has used to control the virtual character. For example, the first virtual appearance can be the initial game skin of the virtual character, or the game skin that the user often uses to control the virtual character, or the game skin that the user used to control the virtual character last time, and so on.

[0114] Among them, the second virtual appearance can be a game skin that the virtual character has not used. For example, the second virtual appearance can be a newly adopted game skin by the user to control the virtual character, or a game skin that the user is about to purchase, and so on.

[0115] Among them, the skill release difference function is used to measure the accuracy difference of skill release when the user controls the virtual character to adopt the second virtual appearance compared with adopting the first virtual appearance.

[0116] For example, when the user controls the virtual character to adopt a new game skin, that is, when adopting the second virtual appearance, it is necessary to obtain the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user.

[0117] For example, when the user wants to purchase a game skin, that is, when purchasing the second virtual appearance, it is necessary to obtain the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user.

[0118] 120. Determine the first element and the second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance.

[0119] Among them, the first element is the main visual element among all the visual elements that make up the first virtual appearance. For example, the first element can be the main pixel among all the pixels that make up the first virtual appearance, or the main arc among all the arcs that make up the first virtual appearance, and so on.

[0120] Among them, the second element is the main visual element among all the visual elements that make up the second virtual appearance. For example, the second element can be the main pixel among all the pixels that make up the second virtual appearance, or the main arc among all the arcs that make up the second virtual appearance, and so on.

[0121] In some embodiments, considering that the visual elements include pixels, it is necessary to determine the main pixels from the pixels that make up the first virtual appearance and the second virtual appearance respectively, and determine the first element and the second element. The method includes:

[0122] Obtain the color values of all the pixels of the first virtual appearance and the color values of all the pixels of the second virtual appearance;

[0123] Determine a first element from all the pixels of the first virtual appearance and a second element from all the pixels of the second virtual appearance according to the number of pixels with the same color value.

[0124] Among them, the first virtual appearance is displayed on the terminal device through the color values of all the pixels in the first virtual appearance. For example, the color value can be an RGB value, an HSV value, etc.

[0125] Among them, the second virtual appearance is displayed on the terminal device through the color values of all the pixels in the second virtual appearance. For example, the color value can be an RGB value, an HSV value, etc.

[0126] Among them, the first element is the pixel corresponding to the main color value of the first virtual appearance. For example, the first element can be the pixel corresponding to the color value with the largest proportion in the first virtual appearance, or any one of the pixels corresponding to multiple color values with relatively large proportions, etc.

[0127] Among them, the second element is the pixel corresponding to the main color value of the second virtual appearance. For example, the second element can be the pixel corresponding to the color value with the largest proportion in the second virtual appearance, or any one of the pixels corresponding to multiple color values with relatively large proportions, etc. In some embodiments, determining the first element from all the pixels of the first virtual appearance and the second element from all the pixels of the second virtual appearance according to the number of pixels with the same color value includes:

[0128] Determine the color value with the largest number of occurrences in the first virtual appearance, and use the pixel corresponding to the color value with the largest number of occurrences as the first element;

[0129] Determine the color value with the largest number of occurrences in the second virtual appearance, and use the pixel corresponding to the color value with the largest number of occurrences as the second element.

[0130] For example, the color values of all the pixels in the first virtual appearance include color value A, color value B, color value C, color value D..., and the number of pixels corresponding to color value A in the first virtual appearance is 100, the number of pixels corresponding to color value B is 80, the number of pixels corresponding to color value C is 60..., among which the number of pixels corresponding to color value A is the largest, then the pixel corresponding to color value A is used as the first element.

[0131] In some embodiments, considering that the visual element includes an arc, in order to determine the main visual element from all the arcs in the contours of the first virtual appearance and the second virtual appearance, when determining the first element and the second element, the method includes:

[0132] Obtain the radian of all the arcs forming the contour of the first virtual appearance and the radian of all the arcs forming the contour of the second virtual appearance;

[0133] Determine a first element from all the arcs that make up the first virtual appearance contour and a second element from all the arcs that make up the second virtual appearance contour according to the number of arcs with the same radian.

[0134] Among them, the first virtual appearance contour is composed of all the arcs in the contour of the first virtual appearance. For example, the radian of the arc can be any degree between 0 - 360°.

[0135] Among them, the second virtual appearance contour is composed of all the arcs in the contour of the second virtual appearance. For example, the radian of the arc can be any degree between 0 - 360°.

[0136] Among them, the first element can be the arc to which the main radian of the first virtual appearance contour corresponds. For example, the first element can be the arc corresponding to the largest proportion of the radian, or any one of the arcs corresponding to multiple relatively large proportions of the radian.

[0137] Among them, the second element can be the arc to which the main radian of the second virtual appearance contour corresponds. For example, the second element can be the arc corresponding to the largest proportion of the radian, or any one of the arcs corresponding to multiple relatively large proportions of the radian.

[0138] In some embodiments, in order to determine the main visual elements from all the arcs in the contours of the first virtual appearance and the second virtual appearance, determine a first element from all the arcs that make up the first virtual appearance contour and a second element from all the arcs that make up the second virtual appearance contour according to the number of arcs with the same radian. The method includes:

[0139] Determine a first candidate arc from all the arcs that make up the first virtual appearance contour and a second candidate arc from all the arcs that make up the second virtual appearance contour according to the number of arcs with the same radian;

[0140] Determine the first element from the first candidate arcs according to the radian of each first candidate arc;

[0141] Determine the first element from the second candidate arcs according to the radian of all the second candidate arcs. Among them, the first candidate arc is the arc corresponding when the number of arcs with the same radian in the first virtual appearance meets the preset number. For example, if the preset number is 10, the number of arcs with a radian of 44° is 11, the number of arcs with a radian of 45° is 11, and the number of arcs with a radian of 46° is 12, then the arcs corresponding to 44°, 45°, and 46° are used as the first candidate arcs.

[0142] Among them, the second candidate arc is the arc corresponding to the case where the number of arcs with the same radian in the second virtual appearance meets the preset number. For example, if the preset number is 10, the number of arcs with a radian of 30° is 11, the number of arcs with a radian of 32° is 14, and the number of arcs with a radian of 34° is 12, then the arcs corresponding to 30°, 32°, and 34° are taken as the second candidate arcs.

[0143] For example, the number of arcs with the same radian is determined from the radian of all arcs in the first virtual appearance contour. When the number of arcs with the same radian meets the preset number, the arc corresponding to this radian is taken as the first candidate arc. For example, if the radian of the first candidate arc includes 44°, 45°, and 46°, then the average value can be 45°, and the arc corresponding to 45° is taken as the first element. It can also be the arc corresponding to a radian randomly selected from 44°, 45°, and 46° as the first element, or the arc corresponding to the median (45°) of 44°, 45°, and 46°, and so on.

[0144] For example, the number of arcs with the same radian is determined from the radian of all arcs in the second virtual appearance contour. When the number of arcs with the same radian meets the preset number, the arc corresponding to this radian is taken as the second candidate arc. For example, if the radian of the second candidate arc includes 30°, 32°, and 34°, then the average value can be 32°, and the arc corresponding to 32° is taken as the second element. It can also be the arc corresponding to a radian randomly selected from 30°, 32°, and 34° as the second element, or the arc corresponding to the median (32°) of 30°, 32°, and 34°, and so on.

[0145] In some embodiments, considering that the visual elements include arcs, in order to determine the main arcs from all the arcs that make up the first virtual appearance contour and the second virtual appearance contour, and determine the first element and the second element, the method includes:

[0146] Obtain the radian of all arcs that make up the first virtual appearance contour, and the radian of all arcs that make up the second virtual appearance contour;

[0147] Determine the radian with the largest number of occurrences among the radian of all arcs in the first virtual appearance contour, and take the arc corresponding to the radian with the largest number of occurrences as the first element;

[0148] Determine the radian with the largest number of occurrences among the radian of all arcs in the second virtual appearance contour, and take the pixel corresponding to the radian with the largest number of occurrences as the second element.

[0149] For example, if the radian with the largest number of occurrences among all the arcs that make up the first virtual appearance contour is 45°, then the arc corresponding to 45° is the first element.

[0150] For example, if the most common radian among all the arcs forming the first virtual appearance contour is 32°, then the arc corresponding to this 32° is the second element.

[0151] In some embodiments, considering that the visual element can be an arc forming the contour of the virtual appearance, to obtain the radian of all the arcs forming the contour of the first virtual appearance and the radian of all the arcs forming the contour of the second virtual appearance, the method includes:

[0152] Obtain an image of the first virtual appearance, an image of the second virtual appearance, and a background image, where the image color of the background image is the same as the background color in the image of the first virtual appearance and the image of the second virtual appearance;

[0153] Adopt a preset splitting rule to split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively;

[0154] According to the color difference between the first sub-image and the background sub-image, determine the first target sub-image from multiple said first sub-images. The first sub-image is a sub-image in the image of the first virtual appearance, and the background sub-image is a sub-image in the background image. All the color differences corresponding to the first target sub-image include color differences equal to zero and color differences not equal to zero;

[0155] According to the color difference between the second sub-image and the background sub-image, determine the second target sub-image from multiple said second sub-images. The second sub-image is a sub-image in the image of the second virtual appearance, and all the color differences corresponding to the second target sub-image include color differences equal to zero and color differences not equal to zero;

[0156] Respectively perform angle detection on the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image to obtain the radian of the arcs forming the contour of the first virtual appearance and the radian of the arcs forming the contour of the second virtual appearance.

[0157] Among them, the image of the first virtual appearance includes the first virtual appearance. The image of the first virtual appearance can be a front screenshot of the first virtual appearance, or a back screenshot of the first virtual appearance, or a side screenshot of the first virtual appearance, and so on.

[0158] Among them, the image of the second virtual appearance includes the second virtual appearance. The image of the second virtual appearance can be a front screenshot of the second virtual appearance, or a back screenshot of the second virtual appearance, or a side screenshot of the second virtual appearance, and so on.

[0159] Among them, the color in the background image can be the same as the background colors in the images of the first virtual appearance and the second virtual appearance. For example, if the background colors in the images of the first virtual appearance and the second virtual appearance are pure white, then the color in the background image is also pure white. Also, for example, if the background colors in the images of the first virtual appearance and the second virtual appearance are gradient colors, then the color in the background image is also the same as the gradient colors, and so on.

[0160] Among them, the preset splitting rule is the rule for splitting an image into multiple sub-images. For example, the preset splitting rule can split an image into multiple sub-images of the same size, or it can also be splitting an image into sub-images of different sizes. Among them, the sub-images of the image of the first virtual appearance, the sub-images of the image of the second virtual appearance, and the sub-images of the background image are of the same size and corresponding.

[0161] Among them, the background sub-image is the sub-image obtained by splitting the background image. For example, if the background image is a solid color image, then the colors of each background sub-image are the same. For example, if the background image is a gradient color image, then after splicing and restoring the background sub-images, the color in its background image can correspond to the background colors in the images of the first virtual appearance and the second virtual appearance.

[0162] Among them, the first sub-image is the sub-image obtained by splitting the image of the first virtual appearance.

[0163] Among them, the second sub-image is the sub-image obtained by splitting the image of the second virtual appearance.

[0164] Among them, the color difference between the first sub-image and the background sub-image is the color value of the pixels in the first sub-image minus the color value of the pixels in the background sub-image. For example, if the first sub-image includes an arc in the contour of the first virtual appearance, then the color difference between the first sub-image and the background sub-image includes values with a color value of zero and non-zero values. If the first sub-image forms the interior of the first virtual appearance and does not include an arc in the contour of the first virtual appearance, then the color difference between the first sub-image and the background sub-image only includes non-zero values.

[0165] Among them, the color differences corresponding to the first target sub-image include color differences equal to zero and non-zero color differences.

[0166] Among them, the color difference between the second sub-image and the background sub-image is the color value of the pixels in the second sub-image minus the color value of the pixels in the background sub-image. For example, if the second sub-image includes an arc in the contour of the second virtual appearance, the color difference between the second sub-image and the background sub-image includes values with a color value of zero and non-zero values. If the second sub-image forms the interior of the second virtual appearance and does not include an arc in the contour of the second virtual appearance, the color difference between the second sub-image and the background sub-image only includes non-zero values.

[0167] Among them, the color differences corresponding to the second target sub-image include color differences equal to zero and non-zero color differences.

[0168] For example, when the background image is a solid-color image and the splitting rule is used to split the image into multiple sub-images of the same size, the first sub-image, the second sub-image, and the background sub-image are of the same size. Subtract the color value of the pixels in the background sub-image from the color value of the pixels in the first sub-image. If the color difference includes values with a color value of zero and non-zero values, then the first sub-image is the first target sub-image containing an arc, and perform an angle detection on the region corresponding to the non-zero value in the first target sub-image to obtain the radian of the arc in the contour of the first virtual appearance. Subtract the color value of the pixels in the background sub-image from the color value of the pixels in the second sub-image. If the color difference includes values with a color value of zero and non-zero values, then the second sub-image is the second target sub-image containing an arc, and perform an angle detection on the region corresponding to the non-zero value in the second target sub-image to obtain the radian of the arc in the contour of the second virtual appearance.

[0169] For example, when the background image is a gradient image and the splitting rule is used to split the image into multiple sub-images of the same size, the first sub-image, the second sub-image, and the background sub-image are of the same size. Subtract the color value of the pixels in the corresponding background sub-image from the color value of the pixels in the first sub-image, and subtract the color value of the pixels in the corresponding background sub-image from the color value of the pixels in the second sub-image. The positions of the first sub-image, the second sub-image, and the corresponding background sub-image in the image are the same.

[0170] For example, when the background image is a solid-color image or a gradient image and the splitting rule is used to split the image into multiple sub-images of different sizes, subtract the color value of the pixels in the corresponding background sub-image from the color value of the pixels in the first sub-image, and subtract the color value of the pixels in the corresponding background sub-image from the color value of the pixels in the second sub-image. The positions of the first sub-image, the second sub-image, and the corresponding background sub-image in the image are the same.

[0171] 130. Determine the element difference, where the element difference is the numerical difference between the second element and the first element.

[0172] Among them, the element difference is the numerical difference between the main visual elements in the second virtual appearance and the main visual elements in the first virtual appearance. For example, if the visual element is a pixel, the element difference is the color difference between the main pixels in the second virtual appearance and the main pixels in the first virtual appearance; if the visual element is an arc, the element difference is the angle difference between the main arcs in the second virtual appearance and the main arcs in the first virtual appearance, and so on.

[0173] In some embodiments, the main visual elements include pixels, and the element difference is the color difference of the pixels.

[0174] In some embodiments, the main visual elements further include arcs, and the element difference is the angle difference of the arcs.

[0175] In some embodiments, considering that different people have different sensitivities to different visual elements, that is, different users have different game effects when controlling the virtual character to adopt the same virtual appearance. The game effect can specifically refer to the accuracy of skill release. In order to measure the relationship between the accuracy of skill release associated with the user and the visual elements, before obtaining the skill release difference function associated with the user, the method further includes:

[0176] Obtain the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time;

[0177] Determine the historical element difference, where the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the first element;

[0178] Determine the historical skill release difference, where the historical skill release difference is the accuracy difference of the skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance;

[0179] Construct a skill release difference function according to the historical skill release difference and the historical element difference.

[0180] Among them, the historical virtual appearance can be the game skin adopted by the user when controlling the virtual character at a historical time. For example, the historical virtual appearance can be the game skin that the user has adopted when controlling the virtual character, and this historical virtual appearance and the first virtual appearance are two different virtual appearances.

[0181] Among them, the historical time is the time before obtaining the second virtual appearance of the virtual character. For example, the historical time is the time before the user controls the virtual character to adopt the second virtual appearance, and it can also be the time before the user buys the second virtual appearance, and so on.

[0182] Among them, the main visual elements in the historical virtual appearance are the main visual elements among all the visual elements that make up the historical virtual appearance. For example, the main visual elements in the historical virtual appearance can be the main pixels among all the pixels that make up the historical virtual appearance, or the main arcs among all the arcs that make up the historical virtual appearance, and so on.

[0183] Among them, the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the main visual elements in the first virtual appearance. For example, the historical element difference can be the pixel difference between the main pixels in the historical virtual appearance and the main pixels in the first virtual appearance, or the radian difference between the main arcs in the historical virtual appearance and the main arcs in the first virtual appearance, and so on.

[0184] Among them, the historical skill release difference is the accuracy difference in the skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance. For example, the accuracy of the skill release when the virtual character adopts the historical virtual appearance can be 0.6, and the accuracy of the skill release when it adopts the first virtual appearance can be 0.5, then the historical skill release difference is 0.1.

[0185] Among them, the skill release difference function can characterize the relationship between the historical pixel difference and the historical skill release difference, where the historical pixel difference is the color value difference between the main pixels in the historical virtual appearance and the main pixels in the first virtual appearance.

[0186] The skill release difference function can also characterize the relationship between the historical radian difference and the historical skill release difference, where the historical radian difference is the radian difference between the main arcs in the historical virtual appearance and the main arcs in the first virtual appearance.

[0187] In some embodiments, considering that when constructing the skill release difference function associated with the user, it is necessary to determine the historical skill release difference through the difference between the accuracy of the skill release when the virtual character adopts the historical virtual appearance and the accuracy of the skill release when the virtual character adopts the first virtual appearance. The method includes:

[0188] Obtain the total number and the number of hits of the skill release when the virtual character adopts the first virtual appearance, and the total number and the number of hits of the skill release when the virtual character adopts the historical virtual appearance;

[0189] Determine the accuracy of the skill release when the virtual character adopts the first virtual appearance according to the ratio of the number of hits to the total number of the skill release when the virtual character adopts the first virtual appearance;

[0190] Determine the accuracy of the skill release when the virtual character adopts the historical virtual appearance according to the ratio of the number of hits to the total number of the skill release when the virtual character adopts the historical virtual appearance.

[0191] Determine the historical skill release difference based on the ratio of the accuracy of skill release when the virtual character adopts the historical virtual appearance to the accuracy of skill release when the virtual character adopts the first virtual appearance.

[0192] For example, the total number of skill releases when the virtual character adopts the first virtual appearance is the total number of skill releases when the user controls the virtual character to attack the enemy virtual character in the first virtual appearance.

[0193] The number of hits of skill release when the virtual character adopts the first virtual appearance is the number of skill releases when the user controls the virtual character to hit the enemy virtual character in the first virtual appearance.

[0194] The total number of skill releases when the virtual character adopts the historical virtual appearance is the total number of skill releases when the user controls the virtual character to attack the enemy virtual character in the historical virtual appearance.

[0195] The number of hits of skill release when the virtual character adopts the historical virtual appearance is the number of skill releases when the user controls the virtual character to hit the enemy virtual character in the historical virtual appearance.

[0196] The accuracy of skill release when the virtual character adopts the first virtual appearance is the value obtained by dividing the number of hits of skill release when the virtual character adopts the first virtual appearance by the total number of skill releases when the virtual character adopts the first virtual appearance. For example, if the number of hits is 10 and the total number is 50, the accuracy is 0.2.

[0197] The accuracy of skill release when the virtual character adopts the historical virtual appearance is the value obtained by dividing the number of hits of skill release when the virtual character adopts the historical virtual appearance by the total number of skill releases when the virtual character adopts the historical virtual appearance.

[0198] 140. Predict the skill release difference based on the skill release difference function and the element difference. The skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance.

[0199] Among them, the skill release difference is the value obtained by substituting the element difference into the skill release difference function.

[0200] For example, the skill release difference function is used to characterize the functional relationship between the color difference of pixels and the skill release difference. If the element difference is the color difference of pixels, then the color difference of this pixel can be substituted into the skill release difference function, and the skill release difference corresponding to the color difference of this pixel can be found from the skill release difference function.

[0201] For example, the skill release difference function is used to characterize the functional relationship between the angular difference of the arc and the skill release difference. If the element difference is the angular difference of the arc, then the angular difference of the arc can be substituted into the skill release difference function, and the skill release difference corresponding to the angular difference of the arc can be found from the skill release difference function.

[0202] In some embodiments, considering that the visual elements may include pixels and arcs, the element difference may be the color difference of the pixels and the angular difference of the arcs. Then, there are also two types of predicted skill release differences. The skill release difference function includes a first function and a second function. According to the skill release difference function and the element difference, predicting the skill release difference, the method includes:

[0203] Predict the first skill release difference according to the first function and the color difference of the pixels;

[0204] Predict the second skill release difference according to the second function and the angular difference of the arc;

[0205] Take the first skill release difference and the second skill release difference as the skill release difference.

[0206] Among them, the first function is used to characterize the functional relationship between the color difference of the pixels and the skill release difference.

[0207] Among them, the first skill release difference is the skill release difference associated with the color difference of the pixels.

[0208] Among them, the second function is used to characterize the functional relationship between the angular difference of the arc and the skill release difference.

[0209] Among them, the second skill release difference is the skill release difference associated with the angular difference of the arc.

[0210] 150. Generate a prompt message according to the skill release difference to prompt the user.

[0211] Among them, the prompt message is the prompt message of the skill release difference associated with the user. For example, the prompt message can be displayed on the purchase interface of the second virtual appearance, or can be displayed in the game interface where the virtual character adopts the new second virtual appearance, or can be displayed when the virtual character releases a skill using the second virtual appearance, and so on.

[0212] It can be understood that in the specific implementation of the present application, data related to the first virtual appearance, historical virtual appearance, etc. adopted by the user to control the virtual character is involved. When the above embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.

[0213] As can be seen from the above, the embodiments of the present application can be applied to a game. The game includes virtual characters, and the virtual characters are controlled by users through a terminal device. The method includes: obtaining a first virtual appearance and a second virtual appearance of the virtual character, and a skill release difference function associated with the user, where the second virtual appearance is used to replace the first virtual appearance; determining a first element and a second element, where the first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance; determining an element difference, where the element difference is the numerical difference between the second element and the first element; predicting a skill release difference according to the skill release difference function and the element difference, where the skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance; and generating a prompt message according to the skill release difference to prompt the user.

[0214] Therefore, this solution can determine the main visual element in the first virtual appearance, that is, the first element, and determine the main visual element in the second virtual appearance, that is, the second element, and determine the element difference through the numerical difference between the second element and the first element. The element difference can reflect the difference between the main visual elements of the two virtual appearances. Through the element difference and the skill release difference function associated with the user, the skill release difference between the two virtual appearances associated with the user is predicted, and a prompt message for prompting the user is generated according to the skill release difference, so that the user can understand the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance, improving the user's understanding of the virtual appearance adopted by the virtual character.

[0215] In this embodiment, a method for area adjustment is provided. A graphical user interface is provided through a terminal device. The content of the graphical user interface at least partially includes a game scene and a first virtual character and a second virtual character therein. The first virtual character is a virtual character controlled by the user through the terminal device. As Figure 2a shown, the specific process of this area adjustment method can be as follows:

[0216] 210. Obtain a skill release deviation function associated with the user, and the first virtual appearance, the second virtual appearance, and the element difference in any of the prompt message generation methods provided in the embodiments of the present application.

[0217] Among them, the skill release deviation function is used to measure the angular deviation of the skill release area when the user controls the first virtual character to adopt the second virtual appearance compared to when it adopts the first virtual appearance.

[0218] Among them, the skill release area is the area where the skill released by the first virtual character in the virtual appearance hits the second virtual character. For example, when the second virtual character is directly in front of the first virtual character and the first virtual character releases a skill at the second virtual character in the first virtual appearance, as long as the direction of the released skill is within the skill release area, the skill released by the first virtual character can hit the second virtual character.

[0219] In some embodiments, the shape of the skill release area is one of a sector, a circle, and a rectangle.

[0220] Among them, the relationship between the second virtual character and the first virtual character is a hostile relationship. For example, the second virtual character can be a virtual character of the enemy, or an NPC in the game that can cause damage to the player, and so on.

[0221] In some embodiments, considering that users have different sensitivities to different visual elements, that is, users have different game effects when controlling the first virtual character to adopt different virtual appearances, and this game effect can specifically affect the skill release area of the first virtual character. In order to measure the relationship between the skill release area associated with the user and the visual elements, before obtaining the skill release deviation function associated with the user, the method further includes:

[0222] Obtain the historical virtual appearance and the historical element difference in the prompt information generation method provided by the embodiments of the present application;

[0223] Determine the historical skill release deviation, where the historical skill release deviation is the angular deviation of the skill release area when the first virtual character adopts the historical virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0224] For example, the second virtual character is directly in front of the first virtual character, and the direct front is 0°. The skill release area where the first virtual character hits the second virtual character when adopting the historical virtual appearance is within the range of (-5° _ +5°), and the skill release area where the first virtual character hits the second virtual character when adopting the first virtual appearance is within the range of (-3° _ +3°), then the historical skill release deviation is -2° and +2°.

[0225] Construct a skill release deviation function according to the historical skill release deviation and the historical element difference.

[0226] For example, the skill release deviation function can characterize the relationship between the historical pixel difference and the historical skill release deviation, where the historical pixel difference is the color value difference between the main pixels in the historical virtual appearance and the main pixels in the first virtual appearance.

[0227] The skill release deviation function can also characterize the relationship between the historical radian difference and the historical skill release difference, where the historical radian difference is the radian difference between the main arc in the historical virtual appearance and the main arc in the first virtual appearance.

[0228] 220. Predict the skill release deviation according to the skill release deviation function and the element difference. The skill release deviation characterizes the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance.

[0229] Among them, the skill release deviation is the value obtained by substituting the element difference into the skill release deviation function.

[0230] For example, if the skill release deviation function is used to characterize the functional relationship between the color difference of pixels and the skill release deviation, and the element difference is the color difference of pixels, then the color difference of the pixels can be substituted into the skill release deviation function, and the skill release deviation corresponding to the color difference of the pixels can be found from the skill release deviation function.

[0231] For example, if the skill release deviation function is used to characterize the functional relationship between the angular difference of arcs and the skill release deviation, and the element difference is the angular difference of arcs, then the angular difference of the arcs can be substituted into the skill release deviation function, and the skill release deviation corresponding to the angular difference of the arcs can be found from the skill release deviation function.

[0232] For example, as Figure 2b shown, the skill release deviation characterizes the angular deviation C of the skill release area A when the first virtual character adopts the second virtual appearance relative to the skill release area B when adopting the first virtual appearance.

[0233] 230. Obtain the direction of releasing the skill by the first virtual character in the game scene when adopting the second virtual appearance, and the target area, where the target area is the skill release area in the direction when the first virtual character adopts the second virtual appearance.

[0234] For example, when the first virtual character releases a skill to the second virtual character, the direction of the first virtual character releasing the skill can be obtained.

[0235] Among them, the target area is the skill release area in the direction when the first virtual character adopts the second virtual appearance.

[0236] 240. Determine the target angle, where the target angle is the included angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the first virtual character and the second virtual character.

[0237] Wherein, the target angle is the included angle between the boundary of the target area in the game scene and the reference line. For example, when the target angle is in the clockwise direction of the reference line, the target angle is a positive value; when the target angle is in the counterclockwise direction of the reference line, the target angle is a negative value.

[0238] Wherein, the reference line is the connection line between the first virtual character and the second virtual character, and the angle of this connection line is zero.

[0239] In some embodiments, in order to determine the distance between the target area and the second virtual character and determine the target angle, the method includes:

[0240] Determine the first angle, where the first angle is the included angle between the direction and the reference line;

[0241] Determine the second angle, where the second angle is the included angle between the direction and the boundary of the target area;

[0242] Determine the target angle according to the difference between the first angle and the second angle.

[0243] Wherein, the first character is used to represent the distance between the direction and the reference line. For example, if the direction is 0°, and the reference line is 10° in the counterclockwise direction of the direction, then the first angle is -10°.

[0244] The second character is used to represent the distance between the direction and the boundary of the target area. For example, if the direction is 0°, the first boundary of the target area is 7° in the counterclockwise direction of the direction, then the second angle corresponding to the first boundary of the target area is -7°; the second boundary of the target area is 7° in the clockwise direction of the direction, then the second angle corresponding to the second boundary of the target area is +7°.

[0245] The target angle is the included angle between the boundary of the target area adjacent to the reference line and the reference line. For example, if the first angle is -10°, and the second angle corresponding to the first boundary of the target area is -7°, then (-10°)-(-7°)=-3°; the second angle corresponding to the second boundary of the target area is +7°, then (-10°)-(+7°)=-17°. Since the absolute value of -3 is less than the absolute value of -17, the target angle is -3°.

[0246] 250. According to the target angle and the skill release deviation, perform area adjustment on the target area to obtain an updated area, and the updated area enables the first virtual character to release a skill in the direction to hit the second virtual character.

[0247] For example, when the target angle is -3°, the skill release deviation corresponding to the first virtual character adopting the second virtual appearance is -3° and +3°. When the absolute value of the target angle is less than the absolute value of the skill release deviation, the target angle is within the range of the skill release deviation of -3° and +3°, and the target area is expanded. That is, the first boundary of the target area is added with -3° in the counterclockwise direction, and the second boundary of the target area is added with 3° in the clockwise direction to obtain an updated area. The updated area is within the range of (-10°_+10°), so that the first virtual character can hit the second virtual character not in the target area in this direction.

[0248] As can be seen from the above, the embodiment of the present application obtains a skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in the method for generating the prompt information provided by the embodiment; predicts the skill release deviation according to the skill release deviation function and the element difference, and the skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance; obtains the direction of releasing the skill of the first virtual character in the game scene when adopting the second virtual appearance, and the target area, where the target area is the skill release area of the first virtual character in the direction when adopting the second virtual appearance; determines the target angle, where the target angle is the angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the positions of the first virtual character and the second virtual character; adjusts the target area according to the target angle and the skill release deviation to obtain an updated area, and the updated area enables the first virtual character to release a skill in the direction to hit the second virtual character.

[0249] Therefore, this solution can predict the angular deviation of the skill release area between two virtual appearances associated with the user through the element difference and the skill release deviation function associated with the user, that is, predict the skill release deviation. At the same time, obtain the direction of the first virtual character releasing the skill and the target area. The target area is the skill release area of the first virtual character in the direction when adopting the second virtual appearance. Measure the angle between the boundary of the target area and the reference line. The reference line is the connection line between the first virtual character and the second virtual character. When the absolute value of the target angle is less than the absolute value of the skill release deviation, add the skill release deviation to the target area to adjust the target area and obtain an updated area, so that the skill released by the first virtual object adopting the second virtual appearance in the above direction can hit the second virtual character, thereby reducing the influence of the virtual appearance on the skill release of the first virtual character and improving the user's understanding of the virtual appearance adopted by the virtual character.

[0250] According to the method described in the above embodiments, the following will be further described in detail.

[0251] In this embodiment, taking the construction of a skill release difference function associated with a user as an example, a method for generating a prompt message according to an embodiment of the present application will be described in detail.

[0252] The specific process of this method is as follows:

[0253] (1). Obtain the accuracy of the skill release of the virtual character with the first virtual appearance.

[0254] (2). Obtain the accuracy of the skill release of the virtual character with the historical virtual appearance.

[0255] (3). Determine the historical skill release difference, where the historical skill release difference is the accuracy difference between the skill release of the virtual character with the historical virtual appearance and the skill release with the first virtual appearance.

[0256] (4). Obtain the color values of all pixels in the first virtual appearance and the color values of the pixels in the historical virtual appearance.

[0257] (5). Take the pixels corresponding to the color value with the largest number of occurrences in the first virtual appearance as the first element, and take the pixels corresponding to the color value with the largest number of occurrences in the historical virtual appearance as the main visual elements in the historical virtual appearance.

[0258] (6). Obtain the radian of all the arcs in the contour forming the first virtual appearance and the radian of all the arcs in the contour forming the second virtual appearance.

[0259] (7). Take the arc corresponding to the radian with the largest number of occurrences in the first virtual appearance as the first element, and take the arc corresponding to the radian with the largest number of occurrences in the historical virtual appearance as the main visual elements in the historical virtual appearance.

[0260] In some embodiments, obtaining the radian of all the arcs in the contour forming the first virtual appearance and the radian of all the arcs in the contour forming the second virtual appearance includes:

[0261] Obtain the image of the first virtual appearance, the image of the second virtual appearance, and the background image, where the image color of the background image is the same as the background color in the images of the first virtual appearance and the second virtual appearance;

[0262] Adopt a preset splitting rule to split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively;

[0263] Determine a first target sub-image from multiple said first sub-images according to the color difference between the first sub-image and the background sub-image, and determine a second target sub-image containing an arc according to the color difference between the second sub-image and the background sub-image. All color differences corresponding to the first target sub-image and the second target sub-image include color differences equal to zero and non-zero color differences;

[0264] Detect the angles of the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image respectively, to obtain the radian of the arc forming the first virtual appearance contour and the radian of the arc forming the second virtual appearance contour.

[0265] (VIII). Determine the historical element difference, where the historical element difference is the numerical difference between the main visual element in the historical virtual appearance and the first element.

[0266] (IX). Construct a skill release difference function according to the historical skill release difference and the historical element difference.

[0267] (X). Determine the element difference, where the element difference is the numerical difference between the main visual element in the second virtual appearance and the first element;

[0268] (XI). Predict the skill release difference according to the skill release difference function and the element difference;

[0269] (XII). Generate a prompt message according to the skill release difference to prompt the user about the accuracy difference in skill release when the virtual character adopts the second virtual appearance compared to when adopting the first virtual appearance.

[0270] (XIII). Obtain the preset skill release difference;

[0271] (XIV). Determine the predicted element difference according to the skill release difference function and the preset skill release difference, to provide a reference for designing a new second virtual appearance.

[0272] As can be seen from the above, it is possible to improve the user's understanding of the virtual appearance adopted by the virtual character, and it can also provide a reference for designing a new second virtual appearance.

[0273] According to the method described in the above embodiments, further detailed description will be given below.

[0274] In this embodiment, taking the construction of a skill release deviation function associated with the user as an example, a region adjustment method of an embodiment of the present application will be described in detail.

[0275] The specific process of this method is as follows:

[0276] (I). Obtain the skill release regions where the first virtual character adopts the first virtual appearance at different angles.

[0277] For example, when the character is facing 0°, in all historical data, the area where the first virtual character releases a skill using the first virtual appearance ranges from -5° to +5°.

[0278] (2) Obtain the skill release area where the first virtual character uses the historical virtual appearance at the same angle but with different virtual appearances.

[0279] For example, when the character is facing 0°, in all historical data, the area where the first virtual character releases a skill using the historical virtual appearance ranges from -7° to +7°.

[0280] (3) Calculate the historical skill release deviation, where the historical skill release deviation is the angular deviation between the skill release area where the first virtual character uses the historical virtual appearance and the skill release area where the first virtual character uses the first virtual appearance.

[0281] (4) Associate the historical skill release deviation with the historical element difference in a method for generating a prompt message in an embodiment of the present application to obtain a skill release deviation function.

[0282] (5) When the user controls the first virtual character to adopt the second virtual appearance, obtain the element difference in a method for generating a prompt message in an embodiment of the present application.

[0283] (6) Predict the skill release deviation according to the skill release deviation function and the element difference.

[0284] (7) Obtain the direction of releasing the skill by the first virtual character in the game scene when adopting the second virtual appearance, and the target area, where the target area is the skill release area in the direction when the first virtual character adopts the second virtual appearance.

[0285] (8) Determine the target angle, where the target angle is the included angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the first virtual character and the second virtual character.

[0286] (9) Adjust the target area according to the target angle and the skill release deviation to obtain an updated area, where the updated area enables the first virtual character to release a skill in the direction to hit the second virtual character.

[0287] As can be seen from the above, the skill released by the first virtual object adopting the second virtual appearance in the above direction can hit the second virtual character, thereby reducing the impact of the virtual appearance on the skill release of the first virtual character and improving the user's understanding of the virtual appearance adopted by the virtual character.

[0288] To better implement the above method, an embodiment of the present application further provides a prompt information generation device. This prompt information generation device can be specifically integrated in an electronic device, which can be a device such as a terminal, a server, etc. Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.

[0289] For example, in this embodiment, taking the prompt information generation device being specifically integrated in an electronic device as an example, the method of the embodiment of the present application will be described in detail.

[0290] For instance, as Figure 3 shown, the prompt information generation device may include a first acquisition unit 310, an element determination unit 320, a difference determination unit 330, a difference prediction unit 340, and a prompt unit 350, as follows:

[0291] (1). First acquisition unit 310.

[0292] The acquisition unit 310 is configured to acquire the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user, where the second virtual appearance is used to replace the first virtual appearance.

[0293] In some embodiments, before acquiring the skill release difference function associated with the user, the method further includes:

[0294] Acquiring the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time;

[0295] Determining the historical element difference, where the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the first element;

[0296] Determining the historical skill release difference, where the historical skill release difference is the accuracy difference of the skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance;

[0297] Constructing an objective function based on the historical skill release difference and the historical element difference.

[0298] In some embodiments, to determine the historical skill release difference, the method includes:

[0299] Acquiring the total number and the number of hits of the skill release when the virtual character adopts the first virtual appearance, and the total number and the number of hits of the skill release when the virtual character adopts the historical virtual appearance;

[0300] Determine the accuracy of the skill release when the virtual character adopts the first virtual appearance according to the ratio between the number of hits and the total number of hits in the skill release when the virtual character adopts the first virtual appearance;

[0301] Determine the accuracy of the skill release when the virtual character adopts the historical virtual appearance according to the ratio between the number of hits and the total number of hits in the skill release when the virtual character adopts the historical virtual appearance.

[0302] Determine the historical skill release difference according to the ratio of the accuracy of the skill release when the virtual character adopts the historical virtual appearance to the accuracy of the skill release when the virtual character adopts the first virtual appearance.

[0303] (2). Element determination unit 320.

[0304] The element determination unit 320 is used to determine a first element and a second element, where the first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance.

[0305] In some embodiments, the visual element includes pixels. To determine the first element and the second element, the method includes:

[0306] Obtain the color values of all pixels of the first virtual appearance and the color values of all pixels of the second virtual appearance;

[0307] Determine the first element from all the pixels of the first virtual appearance and the second element from all the pixels of the second virtual appearance according to the number of pixels with the same said color value.

[0308] In some embodiments, the visual element includes arcs. To determine the first element and the second element, the method includes:

[0309] Obtain the radian of all arcs forming the contour of the first virtual appearance and the radian of all arcs forming the contour of the second virtual appearance;

[0310] Determine the first element from all the arcs forming the contour of the first virtual appearance and the second element from all the arcs forming the contour of the second virtual appearance according to the number of arcs with the same radian.

[0311] In some embodiments, to determine the first element from all the arcs forming the contour of the first virtual appearance and the second element from all the arcs forming the contour of the second virtual appearance according to the number of arcs with the same radian, the method includes:

[0312] Determine a first candidate arc from all the arcs forming the contour of the first virtual appearance and a second candidate arc from all the arcs forming the contour of the second virtual appearance according to the number of the arcs with the same said radian;

[0313] Determine the first element from the first candidate arcs according to the radian of each first candidate arc;

[0314] Determine the second element from the second candidate arcs according to the radian of each second candidate arc.

[0315] In some embodiments, obtaining the radian of all arcs constituting the first virtual appearance contour and the radian of all arcs constituting the second virtual appearance contour, the method includes:

[0316] Obtain an image of the first virtual appearance, an image of the second virtual appearance, and a background image, where the image color of the background image is the same as the background color in the image of the first virtual appearance and the image of the second virtual appearance;

[0317] Adopt a preset splitting rule to split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively;

[0318] Determine a first target sub-image from the multiple first sub-images according to the color difference between the first sub-image and the background sub-image, the first sub-image is a sub-image in the image of the first virtual appearance, the background sub-image is a sub-image in the background image, and all the color differences corresponding to the first target sub-image include color differences equal to zero and color differences not equal to zero;

[0319] Determine a second target sub-image from the multiple second sub-images according to the color difference between the second sub-image and the background sub-image, the second sub-image is a sub-image in the image of the second virtual appearance, and all the color differences corresponding to the second target sub-image include color differences equal to zero and color differences not equal to zero;

[0320] Perform angle detection on the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image respectively, to obtain the radian of the arcs constituting the first virtual appearance contour and the radian of the arcs constituting the second virtual appearance contour.

[0321] (III), Difference Determination Unit 330.

[0322] The difference determination unit 330 is used to determine an element difference, and the element difference is the numerical difference between the second element and the first element.

[0323] In some embodiments, the main visual element includes pixels, and the element difference is the color difference of the pixels.

[0324] In some embodiments, the main visual element further includes arcs, and the element difference is the angle difference of the arcs.

[0325] (IV), Difference Prediction Unit 340.

[0326] A difference prediction unit 340 is configured to predict a skill release difference according to a skill release difference function and an element difference. The skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance relative to the skill release when adopting the first virtual appearance.

[0327] In some embodiments, the skill release difference function includes a first function and a second function. Predicting the skill release difference according to the skill release difference function and the element difference, the method includes:

[0328] Predicting a first skill release difference according to the first function and the color difference of pixels;

[0329] Predicting a second skill release difference according to the second function and the angle difference of the arc;

[0330] Taking the first skill release difference and the second skill release difference as the skill release difference.

[0331] (5). A prompt unit 350.

[0332] The prompt unit 350 is configured to generate a prompt message according to the skill release difference to prompt the user.

[0333] In specific implementation, each of the above units can be implemented as an independent entity, or can be combined arbitrarily to be implemented as the same or several entities. For the specific implementation of each of the above units, reference can be made to the foregoing method embodiments, which will not be elaborated herein.

[0334] As can be seen from the above, the prompt message generation device in this embodiment obtains the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user through the acquisition unit. The second virtual appearance is used to replace the first virtual appearance; the element determination unit determines the first element and the second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance; the difference determination unit determines the element difference, and the element difference is the numerical difference between the second element and the first element; the difference prediction unit predicts the skill release difference according to the skill release difference function and the element difference. The skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance relative to the skill release when adopting the first virtual appearance; the prompt unit generates a prompt message according to the skill release difference to prompt the user.

[0335] Thus, the embodiment of the present application can improve the user's understanding of the virtual appearance adopted by the virtual character.

[0336] To better implement the above method, an embodiment of the present application further provides a region adjustment device, which can be specifically integrated in an electronic device, and the electronic device can be a device such as a terminal or a server. Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, or a personal computer; the server can be a single server or a server cluster composed of multiple servers.

[0337] For example, in this embodiment, taking the region adjustment device specifically integrated in the electronic device as an example, the method of the embodiment of the present application will be described in detail.

[0338] For example, as Figure 4 shown, the region adjustment device provides a graphical user interface through a terminal device. The content of the graphical user interface at least partially includes a game scene and the first virtual character and the second virtual character therein. The first virtual character is a virtual character controlled by the user through the terminal device. The device may include a second acquisition unit 410, a deviation determination unit 420, a third acquisition unit 430, an angle determination unit 440, and a region adjustment unit 450, as follows:

[0339] (1). The second acquisition unit 410.

[0340] The second acquisition unit 410 is configured to acquire a skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference value in any of the hint information generation methods provided by the embodiment of the present application.

[0341] In some embodiments, before acquiring the skill release deviation function associated with the user, the method further includes:

[0342] acquiring the historical virtual appearance and the historical element difference value in any of the hint information generation methods provided by the embodiment of the present application;

[0343] determining the historical skill release deviation, where the historical skill release deviation is the angular deviation of the skill release area when the first virtual character adopts the historical virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0344] constructing a skill release deviation function according to the historical skill release deviation and the historical element difference value.

[0345] (2). The deviation determination unit 420.

[0346] The deviation determination unit 420 is configured to predict the skill release deviation according to the skill release deviation function and the element difference value. The skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance.

[0347] (3). The third acquisition unit 430.

[0348] The third acquisition unit 430 is configured to acquire the direction of skill release and the target area of the first virtual character in the game scene when adopting the second virtual appearance, where the target area is the area of skill release in the direction when the first virtual character adopts the second virtual appearance.

[0349] (4). The angle determination unit 440.

[0350] The angle determination unit 440 is configured to determine the target angle, where the target angle is the included angle between the boundary of the target area and the reference line in the game scene, and the reference line is the connection line between the first virtual character and the second virtual character.

[0351] In some embodiments, to determine the target angle, the method includes:

[0352] Determine the first angle, where the first angle is the included angle between the direction and the reference line;

[0353] Determine the second angle, where the second angle is the included angle between the direction and the boundary of the target area;

[0354] Determine the target angle according to the difference between the first angle and the second angle.

[0355] (5). The area adjustment unit 450.

[0356] The area adjustment unit 450 is configured to adjust the target area according to the target angle and the skill release deviation to obtain an updated area, where the updated area enables the first virtual character to release a skill in the direction and hit the second virtual character.

[0357] As can be seen from the above, in this embodiment, the second acquisition unit acquires the skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in any of the prompt information generation methods provided by this application embodiment; the deviation determination unit predicts the skill release deviation according to the skill release deviation function and the element difference, and the skill release deviation represents the angular deviation of the skill release area of the first virtual character when adopting the second virtual appearance relative to the skill release area when adopting the first virtual appearance; the third acquisition unit acquires the direction of skill release and the target area of the first virtual character in the game scene when adopting the second virtual appearance, where the target area is the area of skill release in the direction when the first virtual character adopts the second virtual appearance; the angle determination unit determines the target angle, where the target angle is the included angle between the boundary of the target area and the reference line in the game scene, and the reference line is the connection line between the first virtual character and the second virtual character; the area adjustment unit adjusts the target area according to the target angle and the skill release deviation to obtain an updated area, where the updated area enables the first virtual character to release a skill in the direction and hit the second virtual character.

[0358] Thus, the embodiments of the present application can reduce the impact of the virtual appearance on the skill release of the first virtual character, and can improve the user's understanding of the virtual appearance adopted by the virtual character.

[0359] Correspondingly, the embodiments of the present application further provide an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer, a personal digital assistant (Personal Digital Assistant, PDA), etc.

[0360] As Figure 5 shown, Figure 5 is a schematic structural diagram of the electronic device provided by the embodiments of the present application. The electronic device 500 includes a processor 510 with one or more processing cores, a memory 520 with one or more computer-readable storage media, and a computer program stored on the memory 520 and executable on the processor. Among them, the processor 510 is electrically connected to the memory 520. Those skilled in the art can understand that the structural diagram of the electronic device shown in the figure does not limit the electronic device, and it may include more or fewer components than shown, or combine some components, or arrange different components.

[0361] The processor 510 is the control center of the electronic device 500, connecting various parts of the entire electronic device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 520, and calling data stored in the memory 520, it executes various functions of the electronic device 500 and processes data, thereby monitoring the entire electronic device 500.

[0362] In the embodiments of the present application, the processor 510 in the electronic device 500 will load the instructions corresponding to the processes of one or more application programs into the memory 520 according to the following steps, and the processor 510 will run the application programs stored in the memory 520 to implement various functions in a prompt information generation method or a region adjustment method:

[0363] A prompt information generation method, the method includes:

[0364] Obtain the first virtual appearance and the second virtual appearance of the virtual character, and the skill release difference function associated with the user. The second virtual appearance is used to replace the first virtual appearance;

[0365] Determine the first element and the second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance;

[0366] Determine the element difference, where the element difference is the numerical difference between the second element and the first element;

[0367] Predict the skill release difference based on the skill release difference function and the element difference, where the skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when adopting the first virtual appearance;

[0368] Generate a prompt message based on the skill release difference to prompt the user.

[0369] In some embodiments, the visual element includes pixels. To determine the first element and the second element, the method includes:

[0370] Obtain the color values of all the pixels of the first virtual appearance and the color values of all the pixels of the second virtual appearance;

[0371] Determine the first element from all the pixels of the first virtual appearance and the second element from all the pixels of the second virtual appearance according to the number of pixels with the same color value.

[0372] In some embodiments, the visual element includes arcs. To determine the first element and the second element, the method includes:

[0373] Obtain the radian measures of all the arcs that make up the contour of the first virtual appearance and the radian measures of all the arcs that make up the contour of the second virtual appearance;

[0374] Determine the first element from all the arcs that make up the contour of the first virtual appearance and the second element from all the arcs that make up the contour of the second virtual appearance according to the number of arcs with the same radian measure.

[0375] In some embodiments, the method of determining the first element from all the arcs that make up the contour of the first virtual appearance and the second element from all the arcs that make up the contour of the second virtual appearance according to the number of arcs with the same radian measure includes:

[0376] Determine the first candidate arcs from all the arcs that make up the contour of the first virtual appearance and the second candidate arcs from all the arcs that make up the contour of the second virtual appearance according to the number of arcs with the same radian measure;

[0377] Determine the first element from the first candidate arcs according to the radian measure of each first candidate arc;

[0378] Determine the first element from the second candidate arcs according to the radian measures of all the second candidate arcs.

[0379] In some embodiments, the method of obtaining the radian measures of all the arcs that make up the contour of the first virtual appearance and the radian measures of all the arcs that make up the contour of the second virtual appearance includes:

[0380] Obtain an image of a first virtual appearance, an image of a second virtual appearance, and a background image, where the image color of the background image is the same as the background color in the images of the first virtual appearance and the second virtual appearance;

[0381] Using a preset splitting rule, split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively;

[0382] According to the color difference between the first sub-image and the background sub-image, determine a first target sub-image from multiple said first sub-images. The first sub-image is a sub-image in the image of the first virtual appearance, and the background sub-image is a sub-image in the background image. All color differences corresponding to the first target sub-image include color differences equal to zero and color differences not equal to zero;

[0383] According to the color difference between the second sub-image and the background sub-image, determine a second target sub-image from multiple said second sub-images. The second sub-image is a sub-image in the image of the second virtual appearance, and all color differences corresponding to the second target sub-image include color differences equal to zero and color differences not equal to zero;

[0384] Detect the angles of the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image respectively, to obtain the radian of the arc forming the contour of the first virtual appearance and the radian of the arc forming the contour of the second virtual appearance.

[0385] In some embodiments, the main visual elements include pixels, and the element difference is the color difference of the pixels.

[0386] In some embodiments, the main visual elements further include arcs, and the element difference is the angle difference of the arcs.

[0387] In some embodiments, the skill release difference function includes a first function and a second function. According to the skill release difference function and the said element difference, predict the skill release difference. The method includes:

[0388] Predict a first skill release difference according to the first function and the color difference of the pixels;

[0389] Predict a second skill release difference according to the second function and the angle difference of the arcs;

[0390] Take the first skill release difference and the second skill release difference as the skill release difference.

[0391] In some embodiments, before obtaining the skill release difference function associated with the user, the method further includes:

[0392] Obtain the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time;

[0393] Determine the historical element difference, where the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the first element;

[0394] Determine the historical skill release difference, where the historical skill release difference is the accuracy difference of the skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance;

[0395] Construct a skill release difference function based on the historical skill release difference and the historical element difference.

[0396] In some embodiments, to determine the historical skill release difference, the method includes:

[0397] Obtain the total number and the number of hits of the skill release when the virtual character adopts the first virtual appearance, and the total number and the number of hits of the skill release when the virtual character adopts the historical virtual appearance;

[0398] Determine the accuracy of the skill release when the virtual character adopts the first virtual appearance based on the ratio between the number of hits and the total number of the skill release when the virtual character adopts the first virtual appearance;

[0399] Determine the accuracy of the skill release when the virtual character adopts the historical virtual appearance based on the ratio between the number of hits and the total number of the skill release when the virtual character adopts the historical virtual appearance.

[0400] Determine the historical skill release difference based on the ratio of the accuracy of the skill release when the virtual character adopts the historical virtual appearance to the accuracy of the skill release when the virtual character adopts the first virtual appearance.

[0401] A method for area adjustment, the method includes:

[0402] Obtain the skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in any of the method for generating a prompt message provided in the embodiments of the present application;

[0403] Predict the skill release deviation based on the skill release deviation function and the element difference, where the skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance compared to the skill release area when it adopts the first virtual appearance;

[0404] Obtain the direction of releasing the skill in the game scene when the first virtual character adopts the second virtual appearance, and the target area, where the target area is the area of the skill release in the direction when the first virtual character adopts the second virtual appearance;

[0405] Determine the target angle, where the target angle is the angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the first virtual character and the second virtual character;

[0406] According to the target angle and the skill release deviation, adjust the target area to obtain an updated area, so that the first virtual character releases the skill in a direction to hit the second virtual character.

[0407] In some embodiments, determining the target angle includes the following steps:

[0408] Determine the first angle, where the first angle is the angle between the direction and the reference line;

[0409] Determine the second angle, where the second angle is the angle between the direction and the boundary of the target area;

[0410] Determine the target angle according to the difference between the first angle and the second angle.

[0411] In some embodiments, before obtaining the skill release deviation function associated with the user, the method further includes:

[0412] Obtain the historical virtual appearance and the historical element difference in any of the prompt information generation methods provided in the embodiments of the present application;

[0413] Determine the historical skill release deviation, where the historical skill release deviation is the angular deviation of the skill release area when the first virtual character adopts the historical virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0414] Construct a skill release deviation function according to the historical skill release deviation and the historical element difference.

[0415] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated here.

[0416] Optionally, as Figure 5 shown, the computer device 500 further includes: a touch display screen 530, a radio frequency circuit 540, an audio circuit 550, an input unit 560, and a power supply 570. Among them, the processor 510 is electrically connected to the touch display screen 530, the radio frequency circuit 540, the audio circuit 550, the input unit 560, and the power supply 570 respectively. Those skilled in the art can understand that Figure 5 the computer device structure shown in

[0417] The touch display screen 530 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 530 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using any suitable object or accessory such as a finger or a stylus on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 510, and can receive and execute the commands sent by the processor 510. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 510 to determine the type of touch event. Subsequently, the processor 510 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 530 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 530 can also be used as part of the input unit 560 to implement the input function.

[0418] The radio frequency circuit 540 can be used to receive and transmit radio frequency signals to establish wireless communication with a network device or other computer devices through wireless communication, and receive and transmit signals with the network device or other computer devices.

[0419] The audio circuit 550 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 550 can transmit the electrical signal after converting the received audio data to the speaker, and the speaker converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 550 and then converted into audio data. After the audio data is output to the processor 510 for processing, it is sent to another computer device through the radio frequency circuit 540, or the audio data is output to the memory 520 for further processing. The audio circuit 550 may also include an earphone jack to provide communication between a peripheral earphone and the computer device.

[0420] The input unit 560 can be used to receive input digital, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0421] The power supply 570 is used to supply power to each component of the computer device 500. Optionally, the power supply 570 can be logically connected to the processor 510 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 570 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0422] Although Figure 5 not shown in the figure, the computer device 500 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0423] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0424] As can be seen from the above, the computer device provided in this embodiment can obtain the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user. The second virtual appearance is used to replace the first virtual appearance; determine the first element and the second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance. The main visual element is the visual element with the largest proportion; determine the element difference, and the element difference is the numerical difference between the second element and the first element; according to the skill release difference function and the element difference, predict the skill release difference. The skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance; generate a prompt message according to the skill release difference to prompt the user.

[0425] Thus, the embodiments of the present application can improve the user's understanding of the virtual appearance adopted by the virtual character.

[0426] Those of ordinary skill in the art can understand that all or part of the steps in the above various methods can be completed by instructions or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0427] To this end, an embodiment of the present application provides a computer-readable storage medium, which stores multiple computer programs that can be loaded by a processor to execute the steps in any one of the prompt information generation methods or area adjustment methods provided by the embodiments of the present application. For example, the computer program can execute the following steps:

[0428] A prompt information generation method, the method includes:

[0429] Obtain the first virtual appearance and the second virtual appearance of the virtual character, and the skill release difference function associated with the user, where the second virtual appearance is used to replace the first virtual appearance;

[0430] Determine the first element and the second element, where the first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance;

[0431] Determine the element difference, where the element difference is the numerical difference between the second element and the first element;

[0432] Predict the skill release difference according to the skill release difference function and the element difference, where the skill release difference characterizes the accuracy difference of the skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance;

[0433] Generate prompt information according to the skill release difference to prompt the user.

[0434] In some embodiments, the visual element includes pixels. To determine the first element and the second element, the method includes:

[0435] Obtain the color values of all pixels of the first virtual appearance and the color values of all pixels of the second virtual appearance;

[0436] Determine the first element from all pixels of the first virtual appearance and the second element from all pixels of the second virtual appearance according to the number of pixels with the same color value.

[0437] In some embodiments, the visual element includes arcs. To determine the first element and the second element, the method includes:

[0438] Obtain the radian values of all arcs that make up the contour of the first virtual appearance and the radian values of all arcs that make up the contour of the second virtual appearance;

[0439] Determine the first element from all arcs that make up the contour of the first virtual appearance and the second element from all arcs that make up the contour of the second virtual appearance according to the number of arcs with the same radian value.

[0440] In some embodiments, according to the number of arcs with the same radian, a first element is determined from all the arcs constituting the first virtual appearance contour, and a second element is determined from all the arcs constituting the second virtual appearance contour. The method includes:

[0441] According to the number of arcs with the same radian, a first candidate arc is determined from all the arcs constituting the first virtual appearance contour, and a second candidate arc is determined from all the arcs constituting the second virtual appearance contour;

[0442] According to the radian of each first candidate arc, a first element is determined from the first candidate arcs;

[0443] According to the radian of all the second candidate arcs, a first element is determined from the second candidate arcs.

[0444] In some embodiments, obtaining the radian of all the arcs constituting the first virtual appearance contour and the radian of all the arcs constituting the second virtual appearance contour. The method includes:

[0445] Obtain an image of the first virtual appearance, an image of the second virtual appearance, and a background image, where the image color of the background image is the same as the background color in the images of the first virtual appearance and the second virtual appearance;

[0446] Adopt a preset splitting rule to split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively;

[0447] According to the color difference between the first sub-image and the background sub-image, a first target sub-image is determined from the multiple first sub-images. The first sub-image is a sub-image in the image of the first virtual appearance, and the background sub-image is a sub-image in the background image. All the color differences corresponding to the first target sub-image include color differences equal to zero and color differences not equal to zero;

[0448] According to the color difference between the second sub-image and the background sub-image, a second target sub-image is determined from the multiple second sub-images. The second sub-image is a sub-image in the image of the second virtual appearance, and all the color differences corresponding to the second target sub-image include color differences equal to zero and color differences not equal to zero;

[0449] Angle detection is respectively performed on the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image to obtain the radian of the arcs constituting the first virtual appearance contour and the radian of the arcs constituting the second virtual appearance contour.

[0450] In some embodiments, the main visual element includes pixels, and the element difference is the color difference of the pixels.

[0451] In some embodiments, the main visual element further includes an arc, and the element difference is the angular difference of the arc.

[0452] In some embodiments, the skill release difference function includes a first function and a second function. According to the skill release difference function and the element difference, to predict the skill release difference, the method includes:

[0453] Predict the first skill release difference according to the first function and the color difference of the pixels;

[0454] Predict the second skill release difference according to the second function and the angular difference of the arc;

[0455] Take the first skill release difference and the second skill release difference as the skill release difference.

[0456] In some embodiments, before obtaining the skill release difference function associated with the user, the method further includes:

[0457] Obtain the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time;

[0458] Determine the historical element difference, where the historical element difference is the numerical difference between the main visual element in the historical virtual appearance and the first element;

[0459] Determine the historical skill release difference, where the historical skill release difference is the accuracy difference of the skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance;

[0460] Construct a skill release difference function according to the historical skill release difference and the historical element difference.

[0461] In some embodiments, to determine the historical skill release difference, the method includes:

[0462] Obtain the total number and the number of hits of the skill release when the virtual character adopts the first virtual appearance, and the total number and the number of hits of the skill release when the virtual character adopts the historical virtual appearance;

[0463] Determine the accuracy of the skill release when the virtual character adopts the first virtual appearance according to the ratio of the number of hits to the total number of the skill release when the virtual character adopts the first virtual appearance;

[0464] Determine the accuracy of the skill release when the virtual character adopts the historical virtual appearance according to the ratio of the number of hits to the total number of the skill release when the virtual character adopts the historical virtual appearance.

[0465] Determine the historical skill release difference according to the ratio of the accuracy of the skill release when the virtual character adopts the historical virtual appearance to the accuracy of the skill release when the virtual character adopts the first virtual appearance.

[0466] A method for area adjustment, the method comprising:

[0467] Obtain a skill release deviation function associated with the user, as well as a first virtual appearance, a second virtual appearance, and an element difference in any of the prompt information generation methods provided in the embodiments of the present application;

[0468] Predict a skill release deviation according to the skill release deviation function and the element difference, where the skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0469] Obtain the direction of releasing the skill by the first virtual character with the second virtual appearance in the game scene, and a target area, where the target area is the skill release area in the direction when the first virtual character adopts the second virtual appearance;

[0470] Determine a target angle, where the target angle is the included angle between the boundary of the target area and a reference line in the game scene, and the reference line is the connection line between the first virtual character and the second virtual character;

[0471] Adjust the target area according to the target angle and the skill release deviation to obtain an updated area, where the updated area enables the first virtual character to release the skill in the direction to hit the second virtual character.

[0472] In some embodiments, to determine the target angle, the method comprises:

[0473] Determine a first angle, where the first angle is the included angle between the direction and the reference line;

[0474] Determine a second angle, where the second angle is the included angle between the direction and the boundary of the target area;

[0475] Determine the target angle according to the difference between the first angle and the second angle.

[0476] In some embodiments, before obtaining the skill release deviation function associated with the user, the method further comprises:

[0477] Obtain a historical virtual appearance and a historical element difference in any of the prompt information generation methods provided in the embodiments of the present application;

[0478] Determine a historical skill release deviation, where the historical skill release deviation is the angular deviation of the skill release area when the first virtual character adopts the historical virtual appearance relative to the skill release area when adopting the first virtual appearance;

[0479] Construct a skill release deviation function according to the historical skill release deviation and the historical element difference.

[0480] For the specific implementation of each of the above operations, reference may be made to the foregoing embodiments, which will not be elaborated herein.

[0481] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, etc.

[0482] Since the computer program stored in the storage medium can execute the steps in any of the prompt information generation methods provided in the embodiments of the present application, the beneficial effects achievable by any of the prompt information generation methods provided in the embodiments of the present application can be realized. For details, refer to the foregoing embodiments, which will not be elaborated herein.

[0483] The above has introduced in detail a prompt information generation method, an area adjustment method and a device provided by the embodiments of the present application. Specific examples are used herein to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A method for generating prompt information, characterized in that, The method is applied to a game, which includes virtual characters controlled by a user through a terminal device. The method includes: Obtain the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time; Determine the historical element difference, which is the numerical difference between the main visual elements in the historical virtual appearance and the first element; Determine the historical skill release difference, which is the accuracy difference in skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance; Construct a skill release difference function based on the historical skill release difference and the historical element difference; Obtain the first virtual appearance and the second virtual appearance of the virtual character, as well as the skill release difference function associated with the user. The second virtual appearance is used to replace the first virtual appearance, and the skill release difference function is used to measure the functional relationship between the accuracy differences in skill release when the user controls the virtual character to adopt the second virtual appearance compared to the first virtual appearance; Determine the first element and the second element. The first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance; Determine the element difference, which is the numerical difference between the second element and the first element; Predict the skill release difference based on the skill release difference function and the element difference. The skill release difference represents the accuracy difference in skill release when the virtual character adopts the second virtual appearance compared to when it adopts the first virtual appearance; Generate a prompt message based on the skill release difference to prompt the user.

2. The method for generating prompt information according to claim 1, characterized in that, The visual elements include pixels. When determining the first element and the second element, the method includes: obtaining the color values of all the pixels in the first virtual appearance and the color values of all the pixels in the second virtual appearance; Determine the first element from all the pixels in the first virtual appearance and the second element from all the pixels in the second virtual appearance according to the number of pixels with the same color value.

3. The method for generating prompt information according to claim 1 or 2, characterized in that, The visual elements include arcs. When determining the first element and the second element, the method includes: Obtain the radian values of all the arcs that make up the contour of the first virtual appearance and the radian values of all the arcs that make up the contour of the second virtual appearance; Determine the first element from all the arcs that make up the contour of the first virtual appearance and the second element from all the arcs that make up the contour of the second virtual appearance according to the number of arcs with the same radian value.

4. The method for generating prompt information according to claim 3, characterized in that, The method of determining the first element from all the arcs that make up the contour of the first virtual appearance and the second element from all the arcs that make up the contour of the second virtual appearance according to the number of arcs with the same radian value includes: Determine a first candidate arc from all the arcs constituting the first virtual appearance contour and a second candidate arc from all the arcs constituting the second virtual appearance contour according to the number of the arcs with the same radian; Determine the first element from the first candidate arcs according to the radian of each first candidate arc; Determine the second element from the second candidate arcs according to the radian of each second candidate arc.

5. The method for generating prompt information according to claim 3, characterized in that, The method for obtaining the radian of all the arcs constituting the first virtual appearance contour and the radian of all the arcs constituting the second virtual appearance contour includes: Obtain an image of a first virtual appearance, an image of a second virtual appearance, and a background image, where the image color of the background image is the same as the background color in the image of the first virtual appearance and the image of the second virtual appearance; Use a preset splitting rule to split the image of the first virtual appearance, the image of the second virtual appearance, and the background image into multiple sub-images respectively; Determine a first target sub-image from multiple first sub-images according to the color difference between the first sub-image and the background sub-image, where the first sub-image is a sub-image in the image of the first virtual appearance, the background sub-image is a sub-image in the background image, and all the color differences corresponding to the first target sub-image include color differences equal to zero and color differences not equal to zero; Determine a second target sub-image from multiple second sub-images according to the color difference between the second sub-image and the background sub-image, where the second sub-image is a sub-image in the image of the second virtual appearance, and all the color differences corresponding to the second target sub-image include color differences equal to zero and color differences not equal to zero; Perform angle detection on the regions corresponding to the non-zero color differences in the first target sub-image and the second target sub-image respectively to obtain the radian of the arcs constituting the first virtual appearance contour and the radian of the arcs constituting the second virtual appearance contour.

6. The method for generating prompt information according to claim 1, characterized in that, The main visual element includes pixels, and the element difference is the color difference of the pixels.

7. The method for generating prompt information according to claim 6, characterized in that, The main visual element further includes arcs, and the element difference is the angle difference of the arcs.

8. The method for generating prompt information according to claim 7, characterized in that, The skill release difference function includes a first function and a second function. The method for predicting the skill release difference according to the skill release difference function and the element difference includes: Predict a first skill release difference according to the first function and the color difference of the pixels; Predict a second skill release difference according to the second function and the angle difference of the arcs; Use the first skill release difference and the second skill release difference as the skill release difference.

9. The prompting information generating method according to claim 1, wherein, The method for determining the historical skill release difference includes: Obtain the total number and the number of hits of the skill releases when the virtual character adopts the first virtual appearance, and the total number and the number of hits of the skill releases when the virtual character adopts the historical virtual appearance; Determine the accuracy of skill release when the virtual character adopts the first virtual appearance according to the ratio between the number of hits and the total number of skill releases when the virtual character adopts the first virtual appearance; Determine the accuracy of skill release when the virtual character adopts the historical virtual appearance according to the ratio between the number of hits and the total number of skill releases when the virtual character adopts the historical virtual appearance; Determine the historical skill release difference according to the ratio of the accuracy of skill release when the virtual character adopts the historical virtual appearance to the accuracy of skill release when the virtual character adopts the first virtual appearance; 10. A region adjustment method, wherein, Provide a graphical user interface through a terminal device, and the content of the graphical user interface at least partially includes a game scene and a first virtual character and a second virtual character therein. The first virtual character is a virtual character controlled by the user through the terminal device. The method includes: Obtain the historical virtual appearance of the virtual character, where the historical virtual appearance is a second virtual appearance adopted by the virtual character at a historical time; Determine the historical element difference, where the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the first element; Determine the historical skill release difference, where the historical skill release difference is the accuracy difference of skill release when the virtual character adopts the historical virtual appearance compared to when it adopts the first virtual appearance; Construct a skill release deviation function according to the historical skill release difference and the historical element difference; Obtain the skill release deviation function associated with the user, as well as the first virtual appearance, the second virtual appearance, and the element difference in the method for generating the prompt information according to any one of claims 1-9. The skill release deviation function is used to measure the functional relationship between the accuracy difference of skill release when the user controls the virtual character to adopt the second virtual appearance compared to when it adopts the first virtual appearance; Predict the skill release deviation according to the skill release deviation function and the element difference. The skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance compared to the skill release area when it adopts the first virtual appearance; Obtain the direction of releasing the skill by the first virtual character in the game scene when it adopts the second virtual appearance, and the target area, where the target area is the skill release area in the direction when the first virtual character adopts the second virtual appearance; Determine the target angle, where the target angle is the angle between the boundary of the target area in the game scene and the reference line, and the reference line is the connection line between the first virtual character and the second virtual character; Adjust the target area according to the target angle and the skill release deviation to obtain an updated area, and the updated area enables the first virtual character to release the skill in the direction to hit the second virtual character.

11. The region adjustment method according to claim 10, wherein, For the determination of the target angle, the method includes: Determine the first angle, where the first angle is the angle between the direction and the reference line; Determine a second angle, where the second angle is the included angle between the direction and the boundary of the target area; Determine a target angle based on the difference between the first angle and the second angle.

12. The region adjustment method according to claim 10, wherein, Before obtaining the skill release deviation function associated with the user, the method further includes: Obtain the historical virtual appearance and the historical element difference in the prompt information generation method described in claim 1; Determine a historical skill release deviation, where the historical skill release deviation is the angular deviation of the skill release area when the first virtual character adopts the historical virtual appearance relative to the skill release area when adopting the first virtual appearance; Construct the skill release deviation function based on the historical skill release deviation and the historical element difference.

13. A prompting information generating device, wherein, The method is applied to a game, and the game includes virtual characters, and the virtual characters are controlled by a user through a terminal device, including: A first acquisition unit, configured to acquire a first virtual appearance and a second virtual appearance of the virtual character, and a skill release difference function associated with the user, where the second virtual appearance is used to replace the first virtual appearance, and the skill release difference function is a functional relationship for measuring the accuracy difference of the skill release when the user controls the virtual character to adopt the second virtual appearance relative to the first virtual appearance; An element determination unit, configured to determine a first element and a second element, where the first element is the main visual element in the first virtual appearance, and the second element is the main visual element in the second virtual appearance; A difference determination unit, configured to determine an element difference, where the element difference is the numerical difference between the second element and the first element; A difference prediction unit, configured to predict a skill release difference based on the skill release difference and the element difference, where the skill release difference represents the accuracy difference of the skill release when the virtual character adopts the second virtual appearance relative to the skill release when adopting the first virtual appearance; A prompt unit, configured to generate prompt information based on the skill release difference to prompt the user; Wherein, the first acquisition unit is further configured to acquire the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time; determine a historical element difference, where the historical element difference is the numerical difference between the main visual element in the historical virtual appearance and the first element; determine a historical skill release difference, where the historical skill release difference is the accuracy difference of the skill release when the virtual character adopts the historical virtual appearance relative to the skill release when adopting the first virtual appearance; construct a skill release difference function based on the historical skill release difference and the historical element difference.

14. A region adjustment device, wherein, Provide a graphical user interface through the terminal device, and the content of the graphical user interface at least partially includes a game scene and the first virtual character and the second virtual character therein, where the first virtual character is the virtual character controlled by the user through the terminal device, and the device includes: A second acquisition unit, configured to acquire a skill release deviation function associated with the user, and the first virtual appearance, the second virtual appearance, and the element difference in the prompt information generation method according to any one of claims 1-9, where the skill release deviation function is used to measure the functional relationship between the accuracy differences of skill releases when the user controls the virtual character to adopt the second virtual appearance and the first virtual appearance; A deviation determination unit, configured to predict a skill release deviation according to the skill release deviation function and the element difference, where the skill release deviation represents the angular deviation of the skill release area when the first virtual character adopts the second virtual appearance relative to the skill release area when adopting the first virtual appearance; A third acquisition unit, configured to acquire the direction of releasing a skill by the first virtual character in the game scene when adopting the second virtual appearance, and a target area, where the target area is the area where the first virtual character releases the skill in the direction when adopting the second virtual appearance; An angle determination unit, configured to determine a target angle, where the target angle is the included angle between the boundary of the target area in the game scene and a reference line, and the reference line is the connection line between the first virtual character and the second virtual character; A region adjustment unit, configured to adjust the target region according to the target angle and the skill release deviation to obtain an updated region, where the updated region enables the first virtual character to release a skill in the direction to hit the second virtual character; Wherein, the second acquisition unit is further configured to acquire the historical virtual appearance of the virtual character, where the historical virtual appearance is the second virtual appearance adopted by the virtual character at a historical time; determine a historical element difference, where the historical element difference is the numerical difference between the main visual elements in the historical virtual appearance and the first element; determine a historical skill release difference, where the historical skill release difference is the accuracy difference of the skill release when the virtual character adopts the historical virtual appearance relative to the skill release when adopting the first virtual appearance; and construct a skill release deviation function according to the historical skill release difference and the historical element difference.

15. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores multiple instructions; the processor loads instructions from the memory to execute the steps in the prompt information generation method according to any one of claims 1-9 and the region adjustment method according to any one of claims 10-12.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by the processor to execute the steps in the prompt information generation method according to any one of claims 1-9 and the region adjustment method according to any one of claims 10-12.

Citation Information

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