Marking reminder method, device, terminal device and storage medium

By displaying the battle area and distance reminder marks on the graphical user interface of the game terminal device, the problem of players being unable to judge the impact of combat events is solved, more accurate team battle decisions are achieved, and the risk of game failure is reduced.

CN115624749BActive Publication Date: 2025-09-23NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202211041641.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-29
Publication Date
2025-09-23
Estimated Expiration
2042-08-29

AI Technical Summary

Technical Problem

In the prior art, players are unable to accurately judge the impact of combat events on virtual characters when operating the game, resulting in improper timing selection for team battles, which may lead to game failure.

Method used

The virtual game scene is displayed through the graphical user interface of the terminal device, combat events are monitored, and the combat area is determined based on the number and position of enemy virtual characters. Target reminder marks are generated using preset mapping relationships to represent the degree of distance, helping players determine whether they need to stay away from or approach the combat area.

Benefits of technology

Improves players' accuracy in judging the impact of combat events, helping them make more informed team battle decisions and reducing the risk of game failure.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115624749B_ABST
    Figure CN115624749B_ABST
Patent Text Reader

Abstract

The present application provides a marking reminder method, apparatus, terminal device, and storage medium, which displays a virtual game scene through a graphical user interface of the terminal device. The method includes responding to monitoring a combat event within the field of view of a virtual character, the virtual character including a first player character and / or a second player character belonging to the same camp as the first player character, determining a combat area in the virtual game scene based on the enemy virtual characters participating in the combat event, determining a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, the mapping relationship reflecting the corresponding relationship between the reminder mark and the number of enemy virtual characters in the combat area, the reminder mark indicating the distance from the combat area to the virtual character, and displaying the target reminder mark on the graphical user interface. This technical solution can achieve more accurate assistance for players in performing game operations.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a marking reminder method, apparatus, terminal device, and storage medium. Background Art

[0002] With the rapid development of computer and internet technologies, a large number of gaming applications have emerged on mobile devices. For some competitive games, team battles are a crucial gameplay scenario. The success or failure of a team battle can even directly determine the outcome of the entire game, making the timing of initiating a team battle crucial.

[0003] In the prior art, when a player controls a virtual character in a game scene, if a combat event occurs in the area in front of the virtual character, a mark indicating the combat of the enemy virtual character corresponding to the combat event and / or a voice broadcast of the combat sound will be displayed on the mini-map in the graphical user interface of the player's terminal to remind the user of the approximate location of the enemy virtual character in the combat, so that the player can decide whether to control the virtual character to continue moving forward or backward.

[0004] However, in the above technical solution, the player can only understand the general location of the combat event, and cannot judge the impact of the combat event on the virtual character. Summary of the Invention

[0005] In view of this, the present application provides a marking reminder method, apparatus, terminal device and storage medium to solve the problem in the prior art that players cannot judge the extent of the impact of combat events on the virtual characters controlled by the players when performing game operations.

[0006] A first aspect of an embodiment of the present application provides a marking reminder method, which displays a virtual game scene through a graphical user interface of a terminal device, and includes:

[0007] In response to detecting a combat event within a field of view of a virtual character, the virtual character comprising a first player character and / or a second player character belonging to the same faction as the first player character;

[0008] determining a combat zone in the virtual game scene based on enemy virtual characters participating in the combat event;

[0009] Determining a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, wherein the mapping relationship reflects a corresponding relationship between the reminder mark and the number of enemy virtual characters in the combat area, and the reminder mark indicates a distance from the combat area to the virtual character;

[0010] The target reminder mark is displayed on the graphical user interface.

[0011] A second aspect of an embodiment of the present application provides a marking reminder device, which displays a virtual game scene through a graphical user interface of a terminal device, and includes:

[0012] a response module for responding to detecting a combat event within a field of view of a virtual character, the virtual character comprising a first player character and / or a second player character belonging to the same faction as the first player character;

[0013] a determination module, configured to determine a combat zone in the virtual game scene according to enemy virtual characters participating in the combat event;

[0014] a processing module, configured to determine a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, wherein the mapping relationship reflects a correspondence between the reminder mark and the number of enemy virtual characters in the combat area, and the reminder mark indicates a distance from the combat area to the virtual character;

[0015] A display module is used to display the target reminder mark on the graphical user interface.

[0016] A third aspect of the embodiments of the present application further provides a terminal device, including: a processor, a memory;

[0017] The memory stores computer-executable instructions;

[0018] The processor executes the computer-executable instruction, so that the terminal device executes the marking reminder method as described in the first aspect and various possible designs above.

[0019] The fourth aspect of the embodiment of the present application also provides a computer-readable storage medium, which stores computer execution instructions. When the computer execution instructions are executed by a processor, they are used to implement the marking reminder method described in the first aspect and various possible designs mentioned above.

[0020] The technical solution provided by the embodiments of the present application is a marking reminder method, device, terminal device and storage medium, which displays a virtual game scene through the graphical user interface of the terminal device. The method includes responding to a combat event monitored within the field of view of a virtual character, the virtual character including a first player character and / or a second player character belonging to the same camp as the first player character, determining a combat area in the virtual game scene based on the number of enemy virtual characters participating in the combat event, determining a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, the mapping relationship reflecting the correspondence between the reminder mark and the number of enemy virtual characters in the combat area, the reminder mark representing the distance from the combat area to the virtual character, and displaying the target reminder mark on the graphical user interface. The technical solution starts from the combat event monitored within the field of view of the virtual character, determines the number of enemy virtual characters in the combat event and the scope of the combat event, so as to remind the player whether the scope of the combat event has an impact on the player, thereby achieving more accurate assistance for players to perform game operations. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments of the present application. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0022] Figure 1 A schematic diagram of an application scenario of the marking reminder method provided in an embodiment of the present application;

[0023] Figure 2 A flowchart of the first embodiment of the marking reminder method provided in the embodiment of the present application;

[0024] Figure 3 Schematic diagram of combat events provided in the embodiment of this application Figure 1 ;

[0025] Figure 4 Schematic diagram of combat events provided in the embodiment of this application Figure 2 ;

[0026] Figure 5 Schematic diagram of the combat area provided in the embodiment of this application Figure 1 ;

[0027] Figure 6 Schematic diagram of the combat area provided in the embodiment of this application Figure 2 ;

[0028] Figure 7 Schematic diagram of the combat area provided in the embodiment of this application Figure 3 ;

[0029] Figure 8 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 1 ;

[0030] Figure 9 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 2 ;

[0031] Figure 10 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 3 ;

[0032] Figure 11 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 4 ;

[0033] Figure 12 Schematic diagram of the display of the target reminder mark provided in the embodiment of the present application Figure 1 ;

[0034] Figure 13 Schematic diagram of the display of the target reminder mark provided in the embodiment of the present application Figure 2 ;

[0035] Figure 14 This is an example diagram of the preset distance determination provided in the embodiment of the present application;

[0036] Figure 15 A flowchart of a second embodiment of the marking reminder method provided in an embodiment of the present application;

[0037] Figure 16 Schematic diagram of updating combat area and target reminder mark provided in the embodiment of the present application Figure 1 ;

[0038] Figure 17 Schematic diagram of updating combat area and target reminder mark provided in the embodiment of the present application Figure 2 ;

[0039] Figure 18 A schematic diagram of a marking reminder device provided in an embodiment of the present application;

[0040] Figure 19 A schematic diagram of the structure of the terminal device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0041] The present application provides a marking reminder method, apparatus, terminal device and storage medium to solve the problem in the prior art that when players perform game operations, group battles are enabled or restricted only based on the number of enemy characters, which causes players to misjudge the enemy situation during game operations.

[0042] In order to enable those skilled in the art to better understand the technical solutions of this application, the following clearly and completely describes this application in conjunction with the drawings in the embodiments of this application. However, this application can be implemented in many other ways different from the above description. Therefore, based on the embodiments provided in this application, all other embodiments obtained by those skilled in the art without creative work should fall within the scope of protection of this application.

[0043] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0044] First, the background technology involved in this application is described:

[0045] With the rapid development of computer and internet technologies, a large number of gaming applications have been installed on mobile devices. For some competitive games, team battles are a crucial gameplay scenario. The success or failure of a team battle can even directly determine the outcome of the entire game, making the timing of initiating a team battle crucial.

[0046] However, for most game players, they cannot accurately grasp the timing of initiating a team battle. For example, they do not actively initiate a team battle or give up a team battle when they have an advantage in the team battle, or they blindly initiate a team battle when they do not have an advantage in the team battle, which may lead to the failure of the entire game.

[0047] Specifically: when the player sees an enemy in the game, he will directly control the virtual object to rush forward. At this time, he will find that multiple enemies suddenly rush out of the field of vision, resulting in them being killed.

[0048] In the prior art, to avoid this problem, common methods include the following two:

[0049] The first type is that a player will use voice to tell the relevant players not to go up to fight, and to rush up to fight together;

[0050] The second type is when the player is in the game, the player controls the relevant control components to issue an exclamation mark to indicate danger;

[0051] The third type is communication between teammates through text or voice.

[0052] However, the existing methods may have the following problems:

[0053] 1. In the game, some players like to rush directly upwards during the battle. However, during the battle, players may not realize that there are many people on the upper battlefield. If their team goes there, they may be killed in the chaos. Or their team may not be strong enough to fight with so many people on the enemy side.

[0054] 2. When the number of enemies is small and you can enter the battle, due to the limitation of the nearby visual field, your teammates can actually see more of the situation and feel that there is no danger. Your hesitation will prevent you from fighting in time.

[0055] In response to the above-mentioned technical problems, the inventors of this application have discovered that in the prior art, due to the limited field of vision, if the distance between the enemy and the virtual object controlled by oneself can be detected to be alert, or more information about the enemy can be collected through the perspective of teammates to clarify the distance of the engagement, and to indicate whether it is necessary to advance or avoid engagement, the above-mentioned technical problems can be solved, thereby increasing the chances of winning in team battles.

[0056] Based on the above problems in the prior art, Figure 1 This is a schematic diagram of an application scenario of the marking reminder method provided in the embodiment of the present application, which is used to solve the above technical problems. Figure 1 As shown, the application scenario diagram includes: game character J1, game character K1, game character K2, and game character L1.

[0057] Optionally, the game character J1 (a game character controlled by a player through a terminal device), the game character K1, the game character K2, and the game character L1 may be virtual characters in a certain game, controlled by different players.

[0058] Among them, the game character J1 is a character of Team J; the game characters K1 and K2 are from Team K; the game character L1 is a character of Team L, or / and characters from other teams, i.e., enemies of Team J.

[0059] In a possible implementation, the game character J1 is controlled by the player to move forward in the scene provided by the game. At this time, from the perspective of the game character J1, it is detected that there are game characters K1 and K2 in front of the game character L1 (the game character K1 and K2 are moving forward). Figure 1 The game character K1 and the game character K2 are monitored to engage in a firefight with the game character L1.

[0060] Furthermore, the terminal device detects the game characters K1, K2 and L1, and then constructs a battle area. After certain processing, the terminal device outputs a position line (a kind of reminder mark) between the game character J1 and the battle area on the graphical user interface. The position line is displayed in red to remind the player that it is dangerous to continue controlling the game character J1 to move forward.

[0061] It should be understood that the above application scenarios are merely examples and are not limitations of the present application. In addition, for any content not disclosed in the application scenarios, please refer to the following embodiments.

[0062] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be repeated in some embodiments. The embodiments of the present application will be described below in conjunction with the accompanying drawings.

[0063] Figure 2 This is a flow chart of the first embodiment of the marking reminder method provided in the embodiment of the present application. Figure 2 As shown, the marking reminder method may include the following steps:

[0064] The execution subject of the marking reminder method is a terminal device, and the virtual game scene is displayed through the graphical user interface of the terminal device.

[0065] Step 21: In response to detecting a combat event within the visual field of the virtual character.

[0066] The virtual character includes a first player character and / or a second player character that belongs to the same camp as the first player character.

[0067] In this solution, while players are playing the game, they control the virtual character's forward and backward movements, as well as the release of skills, through touch buttons and voice commands on the graphical user interface. When the enemy and other parties or multiple parties are competing for supplies or fighting, it is often necessary to ensure that the virtual character they control maintains a certain safe distance from the enemy's virtual character in order to win the team battle or increase the chance of winning the team battle.

[0068] In this step, in a virtual game scene, when a player controls a virtual character to play a game, the terminal device monitors a combat event through the field of view of the virtual character.

[0069] Optionally, due to the differences in virtual characters, combat events detected within the virtual character's field of view include the following situations:

[0070] The first type of virtual characters include: the first player character, Figure 3 Schematic diagram of combat events provided in the embodiment of this application Figure 1 ,like Figure 3 As shown, the schematic diagram includes: a first player character A1, the field of view of the first player character A1 is X, and a combat event occurs in the field of view area X.

[0071] The combatants in a combat event can be enemy virtual characters, Figure 3 The enemy virtual characters B1, B1 and C3 shown in FIG are exchanging fire.

[0072] The second type of virtual characters include: the first player character and the second player character belonging to the same camp, Figure 4 Schematic diagram of combat events provided in the embodiment of this application Figure 2 ,like Figure 4 As shown, the schematic diagram includes: a first player character A1 and a second player character A2, a field of view X of A1, a field of view Y of A2, and combat events in the field of view X and the field of view Y.

[0073] The combatants in a combat event can be enemy virtual characters, Figure 4 The enemy virtual character B1, the enemy virtual character B2, the enemy virtual character C2 and the enemy virtual character C3 shown in FIG are exchanging fire.

[0074] Among them, the visual field area X of A1 is Figure 4 The area enclosed by the solid line, the field of view Y of A2 is Figure 4 The area enclosed by the dotted line.

[0075] In addition, combat events can also be monitored within the field of view of three or more player characters belonging to the same camp, and the principle is similar.

[0076] It should be understood that different virtual characters have different fields of view, and the area surrounded by the solid line (i.e., the visible field of view) can not only be a sector, but also a rectangular area of ​​several meters within the crosshairs of the virtual character, etc. This is just an example.

[0077] Prior to this step, in response to the first operation of the first player, an auxiliary function on the graphical user interface is enabled, where the auxiliary function is used to assist the first player in determining whether the virtual character needs to stay away from the enemy virtual character.

[0078] The first operation may be an operation in which the first player clicks on a control of the auxiliary function, or sends a control voice to the terminal device, etc., to trigger activation of the auxiliary function.

[0079] In a possible implementation, a start control for an auxiliary function is provided at a certain position on the graphical user interface, and the first player clicks the start control to start the auxiliary function on the graphical user interface.

[0080] In a possible implementation, the game application has a voice recording function. The first player sends a voice message to activate an auxiliary function on the graphical user interface. After the terminal device receives the voice message, it activates the auxiliary function.

[0081] Step 22: Determine a combat area in the virtual game scene based on the enemy virtual characters participating in the combat event.

[0082] The battle area reflects the impact of the battle event in the virtual game scene, or the scope of its impact.

[0083] In this step, when the enemy virtual characters participating in the combat event are engaged in battle, in order to prevent the virtual characters controlled by the players from being affected by the combat event, the combat area is determined in the virtual game scene.

[0084] Optionally, the size of the battle area is directly related to the enemy virtual characters, for example, the number of enemy virtual characters, and / or the location of each enemy virtual character, that is, the impact of each enemy virtual character's combat skills, or the range of influence.

[0085] In a possible implementation, this step may be specifically implemented by determining a combat area in the virtual game scene according to the number of enemy virtual characters participating in the combat event and the position of each enemy virtual character in the combat event.

[0086] Figure 5 Schematic diagram of the combat area provided in the embodiment of this application Figure 1 ,like Figure 5 As shown, there are 2 (taking 2 as an example) enemy virtual characters.

[0087] Among them, the combat event is that the enemy virtual character B1 and the enemy virtual character C3 are exchanging fire. At this time, with the positions of the enemy virtual character B1 and the enemy virtual character C3 respectively as the center of the circle and the zipline distance r of each as the radius, two intersecting circular areas are obtained, namely the combat area M1. Among them, in some games, the zipline is a prop that can assist the virtual character to move quickly. Throwing the zipline to the preset target position can quickly drive or pull the virtual character to the preset target position or cross the preset target position to reach other positions. The zipline distance is the maximum traction distance that the zipline can assist the virtual character to move in a single move.

[0088] Figure 6 Schematic diagram of the combat area provided in the embodiment of this application Figure 2 ,like Figure 6 As shown, there are 4 (taking 4 as an example) enemy virtual characters.

[0089] Specifically, the battle event is that the enemy virtual character B1, the enemy virtual character B2, the enemy virtual character C2 and the enemy virtual character C3 are exchanging fire. At this time, with the positions of the enemy virtual character B1, the enemy virtual character B2, the enemy virtual character C2 and the enemy virtual character C3 as the center of the circle and the distance r of each zipline as the radius, four circular areas with intersection are obtained, namely the battle area M2.

[0090] That is, the battle area is defined in the game based on the maximum number of enemy virtual characters that can be seen in the player's field of view during the current battle event. For example, when two enemy virtual characters are fighting, the battle area is defined as the distance of one zipline. When 3-4 enemy virtual characters are fighting, the displayed battle area is calculated based on the distance of one zipline when the players are fighting. When there is an intersection, the battle areas of the two enemy virtual characters can also be counted separately, and the battle area is determined by the distance of one zipline around a single player.

[0091] Optionally, the combat area includes a circular area, the radius of the circular area is not less than the largest center position distance among the center position distances, and the center position distance is the distance between the center of the circular area and the position of the enemy virtual character.

[0092] Among them, Figure 5 For example, the combat area M1 includes a circular area M13, the center of the circular area M13 is M11, the radius is R12, and the distances between the center positions are: the distance from B1 to M11 and the distance from C3 to M11, and the above distances are all less than R12.

[0093] It should be understood that the exchange range of each virtual character can be the zipline distance r, or other distances, and the above is only an example.

[0094] It should be understood that the battle area reflects the impact of the battle event in the virtual game scene, or the scope of the impact. The scope in the above example is only an example and does not limit the battle area. In some implementations, the battle area can also be a circle covering the attack radius of each enemy virtual character, such as Figure 7 As shown, the combat area M3, its radius R32, and its center M31.

[0095] Step 23: Determine a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship.

[0096] The mapping relationship reflects the corresponding relationship between the reminder mark and the number of enemy virtual characters in the combat area, and the reminder mark represents the distance between the virtual character and the combat area.

[0097] In this step, after the battle area is determined in the above step, the distance between the virtual characters and the battle area, i.e. the target reminder mark, is determined based on the number of enemy virtual characters in the battle area and the relationship between the number of enemy virtual characters and the reminder mark.

[0098] Optionally, the following are examples of different mapping relationships:

[0099] For example, Table 1 shows the number of enemy virtual characters and a preset mapping relationship 1 provided in an embodiment of the present application, as shown in Table 1:

[0100] Table 1:

[0101]

[0102] Note: The 1# warning mark can indicate the safe distance between the avatar and the combat zone. Different 1# warning marks can be displayed in the same or different ways. Display methods may include a green line, a solid line, an approachable mark, a special symbol, an arrow, or bright color ambiance rendering.

[0103] For example, using reminder mark #1 as an example, when the number of enemy virtual characters is 1, the reminder mark may be 1 green *; when the number of enemy virtual characters is 2, the reminder mark may be 2 green *; when the number of enemy virtual characters is 3, the reminder mark may be 3 green *; when the number of enemy virtual characters is 4, the reminder mark may be 4 green *. Alternatively, when the number of any of the above enemy virtual characters is any number, 1 green * may be displayed.

[0104] For example, Table 2 shows the number of enemy virtual characters and a preset mapping relationship 2 provided in an embodiment of the present application, as shown in Table 2:

[0105] Table 2:

[0106]

[0107]

[0108] Note: The 2# warning mark can indicate that the avatar is at an unsafe distance from the combat zone. Different 2# warning marks can be displayed in the same or different ways. These displays may include yellow or red lines, dotted lines, unapproachable signs, special symbols, arrows, and dark atmosphere rendering.

[0109] It should be understood that there may be more types of reminder marks, and the embodiment only uses two as examples for description.

[0110] Optionally, different types of reminder marks are displayed in different ways, that is, the display modes of the 1# reminder mark and the 2# reminder mark are different.

[0111] For example, combining Table 1 and Table 2: 1# reminder mark can be represented by a green line, 2# reminder mark can be represented by a yellow or red line; 1# reminder mark can be represented by a solid line, 2# reminder mark can be represented by a dotted line; 1# reminder mark can be represented by a game scene covered with light green, 2# reminder mark can be represented by a game scene covered with light red, and so on.

[0112] Further, Figure 8 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 1 ,like Figure 8 As shown, combined Figure 5 The battle area M1 shown, as well as Tables 1 and 2, are described by taking the virtual characters including the first player character (e.g., A1) as an example:

[0113] The enemy virtual characters in the battle area M1 are enemy virtual character B1 and enemy virtual character C3, and the number is 2. At this time, the distance between the first player character A1 and the battle area M1 is 15m. If it is 10m away, the target reminder mark is 1# reminder mark.

[0114] At this time, the 1# reminder mark indicates that the distance between the first player character A1 and the battle area M1 is safe.

[0115] Figure 9 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 2 ,like Figure 9 As shown, combined Figure 5 The battle area M1 shown, as well as Tables 1 and 2, are described by taking the virtual characters including the first player character (e.g., A1) as an example:

[0116] The enemy virtual characters in the battle area M1 are enemy virtual character B1 and enemy virtual character C3, and the number is 2. At this time, the distance between the first player character A1 and the battle area M1 is 5m, which is within 10m. The target reminder mark is 2# reminder mark.

[0117] At this time, the 2# warning mark indicates that the distance between the first player character A1 and the battle area M1 is unsafe.

[0118] In addition, when the 2# reminder mark is displayed, in order to prevent the first player character A1 from continuing to go deeper alone or not taking any action, a prompt will also be given to the teammate on the graphic user interface. A direction prompt can be displayed, which is a small red arrow, so that the second player character A2 can know that one of his teammates is currently very close to the battle area M1.

[0119] Optionally, the target reminder mark is a reminder to the friendly virtual character that is the smallest distance from the combat area M2.

[0120] Specifically, Figure 10 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 3 ,like Figure 10 As shown, combined Figure 6 The battle area M2 shown, as well as Tables 1 and 2, are described by taking the virtual characters including a first player character (e.g., A1) and a second player character (e.g., A2) as an example:

[0121] The enemy virtual characters in the battle area M2 are enemy virtual character B1, enemy virtual character B2, enemy virtual character C2 and enemy virtual character C3, which are 4 in number. At this time, the distance between the first player character A1 and the battle area M2 is 35m, and the distance between the second player character A2 and the battle area M2 is 28m. The target reminder mark is a reminder to the second player character A2, that is, 28m is within 30m, so the target reminder mark is 2# reminder mark.

[0122] At this time, the 2# warning mark indicates that the distance between the second player character A2 and the battle area M2 is unsafe.

[0123] Figure 11 Schematic diagram of the target reminder mark provided in the embodiment of the present application Figure 4 ,like Figure 11 As shown, combined Figure 6 The battle area M2 shown, as well as Tables 1 and 2, are described by taking the virtual characters including a first player character (e.g., A1) and a second player character (e.g., A2) as an example:

[0124] The enemy virtual characters in the combat area M2 are enemy virtual character B1, enemy virtual character B2, enemy virtual character C2 and enemy virtual character C3, which are 4 in number. At this time, the distance between the first player character A1 and the combat area is 35m, and the distance between the second player character A2 and the combat area M2 is 31m. The target reminder mark is a reminder to the second player character A2, that is, 31m is outside 30m, so the target reminder mark is 1# reminder mark.

[0125] At this time, the 1# reminder mark indicates that the distance between the second player character A2 and the battle area M2 is safe.

[0126] Optionally, in the embodiment of the present application, the distance value may be determined based on the coordinates of the player character, the coordinates of the battle area, and the coordinates of the enemy virtual character.

[0127] For example, the coordinates of the player character are (0, 0) and the coordinates of the enemy virtual character are (6, 8), then the distance value between the player character and the enemy virtual character is 10.

[0128] Step 24: Display a target reminder mark on the graphical user interface.

[0129] In this step, after the target reminder mark is determined in the above step, the target reminder mark is displayed on the graphical user interface of the terminal device corresponding to the virtual character.

[0130] Optionally, based on the first player character and / or the second player character belonging to the same camp as the first player character included in the virtual character in the above steps, the displayed situations can be divided into the following situations:

[0131] The first type, the target reminder mark, is a reminder to the first player character:

[0132] example, Figure 12 Schematic diagram of the display of the target reminder mark provided in the embodiment of the present application Figure 1 ,like Figure 12 As shown, combined Figure 8 As shown, the first player character A1 is 15 meters away from the battle area M1, 10 meters away, and the number of enemy virtual characters is 2, then the target reminder mark is 1# reminder mark, that is, a "green" line is displayed.

[0133] The second type, the target reminder mark, is a reminder to the friendly virtual character closest to the combat area:

[0134] example, Figure 13 Schematic diagram of the display of the target reminder mark provided in the embodiment of the present application Figure 2 ,like Figure 13 As shown, combined Figure 10 As shown, the distance between the first player character A1 and the battle area M2 is 35m, and the distance between the second player character A2 and the battle area M2 is 28m. The target reminder mark is a reminder to the second player character A2. 28m is within 30m, and the number of enemy virtual characters is 4, so the target reminder mark is 2# reminder mark.

[0135] At this time, the target reminder mark can be synchronized to the friendly terminal device corresponding to the friendly virtual character that is closest to the combat area, so as to display the target reminder mark on the graphical user interface of the friendly terminal device, that is, to display a "red" line, that is, Figure 13 It can be a schematic diagram of the graphical user interface of a friendly terminal device.

[0136] Furthermore, if the distance between the enemy virtual character and the target reminder mark is less than or equal to the preset distance, in response to the first instruction, the virtual character is controlled to move away from the combat area.

[0137] In this implementation, in order to prevent the virtual character from being too close to the enemy virtual character, which may trigger a team battle, a preset distance is set. When the distance between the enemy virtual character and the target reminder mark is less than or equal to the preset distance, the virtual character needs to stay away from the combat area to conserve strength and avoid defeat in the team battle.

[0138] example, Figure 14 The example diagram of the preset distance determination provided in the embodiment of the present application is as follows: Figure 14 As shown, the example diagram includes: a battle area M1, a first player character A1, a target reminder mark (taking 1# reminder mark as an example), an enemy virtual character C3, and an enemy virtual character B1.

[0139] At this time, the enemy virtual character C3 and the enemy virtual character B1 are 5m and 3m away from the 1# reminder mark respectively. If the preset distance is 4m, it means: the distance 3m between the enemy virtual character B1 and the target reminder mark is less than the preset distance 4m, then it is necessary to remind the first player to control the first player character A1 to stay away from the combat area M1, for example, the prompt "!".

[0140] Optionally, the specific leaving method can be:

[0141] Step 1: In response to a first instruction, monitor the movement mode that the virtual character can adopt when moving away from the combat area.

[0142] After the prompt "!" appears, the first player sends an instruction to the terminal device to control the first player character A1 to move away from the combat area M1 by clicking a shortcut key, voice, etc., which is the first instruction. At this time, the terminal device monitors the movement methods that can be used when the first player character A1 moves away from the combat area, such as the method corresponding to the back key, the method of casting skill lyre, the method of running, etc.

[0143] Step 2: Control the virtual character to move away from the battle area in a way that maximizes the unit's movement distance.

[0144] Determine the movement method with the largest unit movement distance among the methods corresponding to the back key, the method of casting skill lyre, and the method of running, for example, the method corresponding to the back key has a unit movement distance of 4m, the method of casting skill lyre has a unit movement distance of 15m, and the method of running has a unit movement distance of 6m, then the method of casting skill lyre is selected as the method to move away from the combat area.

[0145] In addition, in response to the second operation of the first player, an auxiliary function on the graphical user interface is turned off, where the auxiliary function is a function for assisting the first player in determining whether the virtual character needs to stay away from the enemy virtual character.

[0146] In this implementation, the first player does not want to use the auxiliary function, or already knows the distance from the combat area and needs to turn off the auxiliary function to proceed to the next step. At this time, the first player triggers the operation of turning off the auxiliary function by clicking the control of the auxiliary function or sending a control voice to the terminal device, which is the second operation. At this time, the terminal device responds to the second operation and exits the auxiliary function.

[0147] The technical solution provided by the embodiment of the present application is a marking reminder method, which displays a virtual game scene through the graphical user interface of a terminal device. The method includes responding to a combat event monitored within the field of view of a virtual character, the virtual character including a first player character and / or a second player character belonging to the same camp as the first player character, determining a combat area in the virtual game scene according to the number of enemy virtual characters participating in the combat event, determining a target reminder mark according to the number of enemy virtual characters in the combat area and a preset mapping relationship, the mapping relationship reflecting the correspondence between the reminder mark and the number of enemy virtual characters in the combat area, the reminder mark representing the distance from the combat area to the virtual character, and displaying the target reminder mark on the graphical user interface. This technical solution starts from the combat event monitored within the field of view of the virtual character, determines the number of enemy virtual characters in the combat event and the scope of the combat event, so as to remind the player whether the scope of the combat event has an impact on himself, thereby achieving more accurate assistance for players to perform game operations.

[0148] Based on the above embodiments, Figure 15 This is a flow chart of the second embodiment of the marking reminder method provided in the embodiment of the present application, as shown in FIG. Figure 15 As shown, after the above step 23, the marking reminder method further includes:

[0149] Step 151: When the number of enemy virtual characters participating in the combat event and the position of each enemy virtual character in the combat event change, update the combat area and target reminder mark.

[0150] In this step, when the number of enemy virtual characters participating in the battle event and the position of each enemy virtual character in the battle event change, the size of the battle area and the target reminder mark change in real time.

[0151] This update can be divided into two possible implementations:

[0152] First, when the number of enemy virtual characters participating in the combat event decreases, the combat area is shrunk according to the number of enemy virtual characters after the decrease and the positions of each enemy virtual character after the decrease, and based on the mapping relationship, the target reminder mark is updated to the first reminder mark.

[0153] Among them, the first reminder mark is away from the shrunken combat area.

[0154] Specifically, Figure 16 Schematic diagram of updating combat area and target reminder mark provided in the embodiment of the present application Figure 1 ,like Figure 16 As shown, before the number of enemy virtual characters is changed, the enemy virtual characters in the battle area M2 are enemy virtual character B1, enemy virtual character B2, enemy virtual character C2 and enemy virtual character C3, and the number is 4.

[0155] At this time, when the enemy virtual character B1 leaves the field of view of the first player character A1 and the second player character A2, or the enemy virtual character B1 has been eliminated, etc., the implementation is as follows:

[0156] Update combat area M2, that is, use the above Figure 2 The steps shown in (not repeated here) are used to update the combat area M2 to the combat area N1.

[0157] In addition, the target reminder mark of the original first player character A1 is red (2# reminder mark). At this time, since the battle area (shrinks) is updated to N1, the number of enemy virtual characters is reduced to 3. Based on the above mapping relationship, the distance between the first player character A1 and the battle area N1 becomes 25m. Based on this, the 2# reminder mark is changed to the 1# reminder mark, that is, "green" (first reminder mark), which means that the 1# reminder mark is away from the shrunk battle area N1.

[0158] Second, when the number of enemy virtual characters participating in the combat event increases, the combat area is expanded according to the increased number of enemy virtual characters and the positions of each enemy virtual character after the increase, and the target reminder mark is updated to the second reminder mark based on the mapping relationship.

[0159] Among them, the second reminder mark is close to the expanded combat area.

[0160] Specifically, Figure 17 Schematic diagram of updating combat area and target reminder mark provided in the embodiment of the present application Figure 2 ,like Figure 17 As shown, before the number of enemy virtual characters is changed, the enemy virtual characters in the battle area M1 are the enemy virtual character B1 and the enemy virtual character C3, and the number is 2.

[0161] At this time, when a new enemy virtual character C4 enters the field of view of the first player character A1 and the second player character A2, or when the eliminated enemy virtual character C4 is resurrected, the implementation is as follows:

[0162] Update combat area M1, that is, use the above Figure 2 The steps shown in (not repeated here) are used to update the combat area M1 to the combat area N2.

[0163] In addition, the target reminder mark of the original first player character A1 is green (1# reminder mark). At this time, since the battle area (expanded) is updated to N2, the number of enemy virtual characters increases to 3. Based on the above mapping relationship, the distance between the first player character A1 and the battle area N2 becomes 22m. Based on this, the 1# reminder mark remains unchanged (the second reminder mark is the reminder mark before the number changes), and the 1# reminder mark is close to the expanded battle area N2.

[0164] The technical solution provided by the embodiments of this application is a marking reminder method that updates the combat zone and target reminder markers when the number of enemy virtual characters participating in a combat event and the positions of each enemy virtual character during the combat event change. This technical solution obtains the latest number and positions of enemy virtual characters in real time and updates the combat zone range and target reminder markers to ensure that the player-controlled virtual character accurately determines the distance to the combat zone.

[0165] Based on the above method embodiment, Figure 18 A schematic diagram of a marking reminder device provided in an embodiment of the present application, such as Figure 18 As shown, the device displays a virtual game scene through a graphical user interface of a terminal device, and the device includes:

[0166] a response module 181 for responding to detecting a combat event within a field of view of a virtual character, the virtual character comprising a first player character and / or a second player character belonging to the same faction as the first player character;

[0167] a determination module 182 for determining a combat zone in a virtual game scene based on enemy virtual characters participating in the combat event;

[0168] Processing module 183, configured to determine a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, wherein the mapping relationship reflects a correspondence between the reminder mark and the number of enemy virtual characters in the combat area, and the reminder mark indicates a distance from the combat area to the virtual character;

[0169] The display module 184 is configured to display a target reminder mark on a graphical user interface.

[0170] In a possible design of the embodiment of the present application, the determination module 182 is specifically used to

[0171] A combat area is determined in the virtual game scene according to the number of enemy virtual characters participating in the combat event and the position of each enemy virtual character in the combat event.

[0172] Optionally, the processing module 183 is further configured to update the combat area and target reminder mark when the number of enemy virtual characters participating in the combat event and the position of each enemy virtual character in the combat event change.

[0173] Specifically, the processing module 183 updates the combat area and target reminder mark when the number of enemy virtual characters participating in the combat event and the position of each enemy virtual character in the combat event change, specifically for:

[0174] When the number of enemy virtual characters participating in the combat event decreases, the combat area is shrunk according to the number of enemy virtual characters after the decrease and the positions of each enemy virtual character after the decrease, and the target reminder mark is updated to a first reminder mark based on the mapping relationship, and the first reminder mark is moved away from the shrunk combat area;

[0175] or,

[0176] When the number of enemy virtual characters participating in the combat event increases, the combat area is expanded according to the increased number of enemy virtual characters and the positions of each increased number of enemy virtual characters, and based on the mapping relationship, the target reminder mark is updated to the second reminder mark, and the second reminder mark is close to the expanded combat area.

[0177] In another possible design of the embodiment of the present application, different reminder marks are displayed in different ways.

[0178] Optionally, the target reminder mark is a reminder to the friendly virtual character that is closest to the combat area. The synchronization module is used to:

[0179] The target reminder mark is synchronized to the friendly terminal device corresponding to the friendly virtual character that is closest to the combat area, so that the target reminder mark is displayed on the graphical user interface of the friendly terminal device.

[0180] In another possible design of the embodiment of the present application, if the distance between the enemy virtual character and the target reminder mark is less than or equal to the preset distance, the response module 181 is further used to control the virtual character to stay away from the combat area in response to the first instruction.

[0181] Optionally, the response module 181 controls the virtual character to move away from the combat area in response to the first instruction, specifically for:

[0182] In response to the first instruction, monitoring a movement method that the virtual character can adopt when moving away from the combat zone;

[0183] Control the virtual character to move away from the battle area in a way that maximizes the unit's movement distance.

[0184] The marking reminder device provided in the embodiment of the present application can be used to execute the technical solution corresponding to the marking reminder method in the above embodiment. Its implementation principle and technical effect are similar and will not be repeated here.

[0185] It should be noted that it should be understood that the division of the various modules of the above device is merely a division of logical functions. In actual implementation, they can be fully or partially integrated into one physical entity, or they can be physically separated. Moreover, these modules can all be implemented in the form of software called by a processing element; they can also all be implemented in the form of hardware; some modules can also be implemented in the form of software called by a processing element, and some modules can be implemented in the form of hardware. In addition, these modules can be fully or partially integrated together or implemented independently. The processing element described here can be an integrated circuit with signal processing capabilities. During implementation, each step of the above method or each of the above modules can be completed by an integrated logic circuit in the hardware of the processor element or by instructions in the form of software.

[0186] Figure 19 This is a schematic diagram of the structure of the terminal device provided in the embodiment of the present application. Figure 19 As shown, the terminal device may include: a processor 191 , a memory 192 , and computer program instructions stored in the memory 192 and executable on the processor 191 .

[0187] The processor 191 executes the computer-executable instructions stored in the memory 192, so that the processor 191 implements the solutions in the above embodiments. The processor 191 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components.

[0188] The memory 192 is connected to the processor 191 via a system bus and communicates with the processor 191. The memory 192 is used to store computer program instructions.

[0189] Optionally, the structure of the terminal device further includes: a transceiver, which is connected to the processor 191 via a system bus and completes communication between them.

[0190] In terms of implementation, the transceiver can correspond to Figure 18 The synchronization module in the illustrated embodiment.

[0191] Optionally, the structure of the terminal device further includes: a display, which is connected to the processor 191 via a system bus and completes communication with each other.

[0192] In practice, the display can correspond to Figure 18 Display module 184 in the illustrated embodiment.

[0193] The system bus can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus. System buses can be categorized as address buses, data buses, and control buses. For ease of illustration, the diagram uses a single thick line, but this does not imply a single bus or type of bus.

[0194] The terminal device provided in the embodiment of the present application can be used to execute the technical solution corresponding to the marking reminder method in the above embodiment. Its implementation principle and technical effects are similar and will not be repeated here.

[0195] An embodiment of the present application also provides a chip for running instructions, which is used to execute the technical solution of the marking reminder method in the above embodiment.

[0196] An embodiment of the present application further provides a computer-readable storage medium, in which computer instructions are stored. When the computer instructions are executed on a terminal device, the terminal device executes the technical solution of the marking reminder method in the above embodiment.

[0197] An embodiment of the present application further provides a computer program product, including a computer program, which, when executed by a processor, is used to execute the technical solution of the marking reminder method in the above embodiment.

[0198] The computer-readable storage medium may be implemented by any type of volatile or non-volatile storage device, or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The computer-readable storage medium may be any available medium that can be accessed by a general-purpose or dedicated terminal device.

[0199] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

[0200] Although the present application is disclosed as above with the preferred embodiments, it is not intended to limit the present application. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

Claims

1. A marking reminder method, characterized in that: Displaying a virtual game scene through a graphical user interface of a terminal device, the method comprising: In response to detecting a combat event within a field of view of a virtual character, the virtual character comprising a first player character and / or a second player character belonging to the same faction as the first player character; determining a combat zone in the virtual game scene based on enemy virtual characters participating in the combat event; Determining a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, wherein the mapping relationship reflects a corresponding relationship between the reminder mark and the number of enemy virtual characters in the combat area, and the reminder mark indicates a distance from the combat area to the virtual character; The target reminder mark is displayed on the graphical user interface.

2. The method according to claim 1, characterized in that Determining a combat area in the virtual game scene according to the enemy virtual characters participating in the combat event includes: The battle area is determined in the virtual game scene according to the number of enemy virtual characters participating in the battle event and the position of each enemy virtual character in the battle event.

3. The method according to claim 2, characterized in that The method further comprises: When the number of enemy virtual characters participating in the battle event and the position of each enemy virtual character in the battle event change, the battle area and the target reminder mark are updated.

4. The method according to claim 3, characterized in that When the number of enemy virtual characters participating in the combat event and the position of each enemy virtual character in the combat event change, updating the combat area and the target reminder mark includes: When the number of enemy virtual characters participating in the combat event decreases, the combat area is shrunk according to the number of enemy virtual characters after the decrease and the positions of each enemy virtual character after the decrease, and the target reminder mark is updated to a first reminder mark based on the mapping relationship, and the first reminder mark is away from the shrunk combat area; or, When the number of enemy virtual characters participating in the combat event increases, the combat area is expanded according to the increased number of enemy virtual characters and the positions of each increased number of enemy virtual characters, and based on the mapping relationship, the target reminder mark is updated to a second reminder mark, and the second reminder mark is close to the expanded combat area.

5. The method according to any one of claims 1 to 4, characterized in that Different reminder badges are displayed differently.

6. The method according to claim 5, characterized in that The target reminder mark is a reminder of the friendly virtual character that is the shortest distance from the combat area. The method further includes: The target reminder mark is synchronized to a friendly terminal device corresponding to a friendly virtual character that is the smallest distance from the combat area, so as to display the target reminder mark on a graphical user interface of the friendly terminal device.

7. The method according to any one of claims 1 to 4, characterized in that The method further comprises: If the distance between the enemy virtual character and the target reminder mark is less than or equal to a preset distance, in response to a first instruction, the virtual character is controlled to move away from the combat area.

8. The method according to claim 7, characterized in that In response to the first instruction, controlling the virtual character to move away from the combat area includes: In response to the first instruction, monitoring a movement mode that the virtual character can adopt when moving away from the combat area; The virtual character is controlled to move away from the combat area in a manner that maximizes the unit movement distance.

9. A marking reminder device, characterized in that: The apparatus for displaying a virtual game scene through a graphical user interface of a terminal device comprises: a response module for responding to detecting a combat event within a field of view of a virtual character, the virtual character comprising a first player character and / or a second player character belonging to the same faction as the first player character; a determination module, configured to determine a combat zone in the virtual game scene according to enemy virtual characters participating in the combat event; a processing module, configured to determine a target reminder mark based on the number of enemy virtual characters in the combat area and a preset mapping relationship, wherein the mapping relationship reflects a correspondence between the reminder mark and the number of enemy virtual characters in the combat area, and the reminder mark indicates a distance from the combat area to the virtual character; A display module is used to display the target reminder mark on the graphical user interface.

10. A terminal device, characterized in that: include: a processor, a memory, and computer program instructions stored on the memory and executable on the processor; When the processor executes the computer program instructions, the marking reminder method according to any one of claims 1 to 8 is implemented.

11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions, which, when executed by a processor, are used to implement the marking reminder method according to any one of claims 1 to 8.

Citation Information

Patent Citations

  • Reminding information method and device for multi-person online battle program, and terminal

    CN110368691A

  • Virtual operation object control method and device, storage medium and electronic device

    CN110711382A