Game picture display method, device and equipment and computer readable storage medium

By displaying map information and prompts in the event area within the MMO game, the problem of insufficient prompts in existing technologies is solved, achieving a more effective decision support effect.

CN116159306BActive Publication Date: 2026-03-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-25
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

In existing MMO games, the amount of information provided is insufficient, making it difficult to offer players effective decision-making assistance.

Method used

By responding to the occurrence of a target event, the first area where the event occurred is determined, and map information and prompts are displayed on the game screen map, including the location of the virtual character's enemy characters and navigation paths, etc., and a prompt interface is generated and displayed to guide the player to the area.

Benefits of technology

It increases the amount of information displayed on the game screen, provides more effective decision-making assistance, and helps players better participate in or complete game events.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game picture display method, device and equipment and a computer readable storage medium, and belongs to the technical field of network games. The method comprises the following steps: in response to the occurrence of a target event, determining a first area in which the target event occurs; displaying map information on a first map of a current game picture, wherein the map information comprises position information of the first area and / or information of an enemy character of a virtual character located in the first area; generating and displaying prompt information based on the map information, wherein the prompt information is information for indicating that a player is recommended to control the virtual character to go to the first area. The application can improve the amount of displayed information, thereby achieving the effect of providing effective decision assistance for the player.
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Description

Technical Field

[0001] This application relates to the field of online game technology, and more specifically, to a game screen display method, apparatus, device, and computer-readable storage medium. Background Technology

[0002] With the development of information technology, more and more video games have entered people's lives, such as Massive Multiplayer Online (MMO) games. In MMO games, players take on the role of virtual characters and control these characters to complete in-game activities or events.

[0003] In MMO games, during special events or when a special event ends, players are usually notified on the game screen to prevent them from missing the opportunity to participate. Typically, this notification is displayed in the chat area or the taskbar to indicate whether the special event has started or ended.

[0004] However, existing methods provide limited information, making it difficult to offer effective decision-making assistance to players. Summary of the Invention

[0005] The purpose of this application is to provide a method, apparatus, device, and computer-readable storage medium for displaying game screens, which significantly increases the amount of information displayed in the game screen, thereby providing effective decision-making assistance to players.

[0006] The embodiments of this application are implemented as follows:

[0007] A first aspect of this application provides a method for displaying game screens, including:

[0008] In response to the occurrence of a target event, determine the first region where the target event occurs;

[0009] Map information is displayed on the first map of the current game screen, including the location information of the first area and / or the information of the enemy characters of the virtual character located in the first area;

[0010] Based on the map information, a prompt message is generated and displayed, which is information used to recommend that the player control the virtual character to go to the first area.

[0011] Optionally, displaying map information on the first map of the current game screen includes:

[0012] The first area and / or multiple first location points are displayed on the first map of the current game screen, where the first location points are location points related to the enemy characters of the virtual character.

[0013] Optionally, generating prompt information based on the map information includes:

[0014] Based on the map information, a first prompt interface is generated;

[0015] The first prompt interface is displayed on the current game screen, and the first prompt interface includes a first target option;

[0016] In response to a triggering operation on the first target option, a navigation path is displayed on the current game screen, the navigation path being a path indicating the route from the area where the virtual character is located to the first area.

[0017] Optionally, before displaying the first area and multiple first location points on the first map of the current game screen, the process includes:

[0018] Determine multiple initial position points in the game, including: the position points of the virtual character's enemy characters at the start of the game;

[0019] The initial position point located in the first region is taken as the first position point.

[0020] Optionally, before displaying the first area and multiple first location points on the first map of the current game screen, the process includes:

[0021] Determine multiple second location points, including: the location point where the virtual character's enemy character appears in the virtual character's field of vision during a preset time period before the current time;

[0022] The second location point located in the first region is taken as the first location point.

[0023] Optionally, the first prompt interface may further include a second target option;

[0024] The method further includes:

[0025] In response to the triggering of the second target option, a second area is displayed on the first map, the second area being the area where the virtual character is located.

[0026] Optionally, after displaying the first area and multiple first location points on the first map in the current game screen, the method further includes:

[0027] Determine the distance between the current location of the virtual character and the first area, and display the distance;

[0028] Based on the virtual character's movement speed and the distance, determine the target time for the virtual character to move from its current location to the first area, and display the target time.

[0029] Optionally, after displaying the first prompt interface on the current game screen, the system further includes:

[0030] If the first target option is not triggered within a preset time period, the prompt interface is canceled, and a second area is displayed on the first map, the second area being the area where the virtual character is located.

[0031] Optionally, after displaying the navigation path on the current game screen in response to the triggering operation of the first target option, the method further includes:

[0032] A second prompt interface is displayed on the current game screen, and the second prompt interface includes a third target option;

[0033] In response to the triggering of the third target option, the virtual character is controlled to move along the navigation path to the first area.

[0034] Optionally, the method further includes:

[0035] Based on the number of first location points, the danger level of the first area is determined, and a first prompt message is displayed on the first prompt interface. The first prompt message is used to indicate the danger level of the first area.

[0036] Optionally, the method further includes:

[0037] Display the fourth target option;

[0038] In response to the triggering operation of the fourth target option, the configuration information of the virtual character is adjusted according to the preset target configuration list.

[0039] Optionally, displaying the first prompt interface on the current game screen includes:

[0040] When the virtual character is in a non-combat state, a first prompt interface is displayed on the current game screen.

[0041] Optionally, in response to the occurrence of the target event, determining the first region where the target event occurs includes:

[0042] In response to the occurrence of a target event, determine the location where the target event occurs;

[0043] The area of ​​a preset size where the occurrence occurs is taken as the first area.

[0044] Optionally, the method further includes: displaying a second prompt message, the second prompt message being used to indicate the probability that the virtual character will be eliminated.

[0045] Optionally, before displaying the second prompt message, the method further includes:

[0046] The second prompt message is generated based on the game information of the virtual character.

[0047] A second aspect of this application provides a game screen display device, the game screen display device comprising: a determining module, configured to determine the first area where the target event occurs in response to the occurrence of the target event;

[0048] The display module is used to display map information on the first map of the current game screen;

[0049] A display generation module is used to generate and display prompt information based on the map information.

[0050] A third aspect of this application provides a computer device, the computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the game screen display method described in the first aspect above.

[0051] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the game screen display method described in the first aspect.

[0052] The beneficial effects of the embodiments of this application include:

[0053] This application provides a game screen display method that, in response to the occurrence of a target event, determines a first area where the target event occurs, displays map information on the first map, and generates and displays prompt information based on the map information. This provides players with more prompt information. Thus, the amount of information displayed on the game screen is increased, thereby providing players with effective decision-making assistance. Attached Figure Description

[0054] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0055] Figure 1 A flowchart illustrating the first game screen display method provided in this application embodiment;

[0056] Figure 2 A flowchart illustrating the second game screen display method provided in this application embodiment;

[0057] Figure 3 A flowchart illustrating the third game screen display method provided in this application embodiment;

[0058] Figure 4 A flowchart illustrating the fourth game screen display method provided in this application embodiment;

[0059] Figure 5 A flowchart illustrating the fifth game screen display method provided in this application embodiment;

[0060] Figure 6 A flowchart illustrating the sixth game screen display method provided in this application embodiment;

[0061] Figure 7 A flowchart illustrating the seventh game screen display method provided in this application embodiment;

[0062] Figure 8 A flowchart illustrating the eighth game screen display method provided in this application embodiment;

[0063] Figure 9 A flowchart illustrating the ninth game screen display method provided in this application embodiment;

[0064] Figure 10 A flowchart illustrating the tenth game screen display method provided in this application embodiment;

[0065] Figure 11 A schematic diagram of a first type of game screen provided in an embodiment of this application;

[0066] Figure 12 A schematic diagram of a second type of game screen provided in an embodiment of this application;

[0067] Figure 13 This is a schematic diagram of the structure of a game screen display device provided in an embodiment of this application;

[0068] Figure 14 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0069] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0070] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0071] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0072] In MMO games, players assume the role of virtual characters and control these characters to participate in or complete in-game activities or events. MMO games often trigger special events randomly or based on certain rules. In related technologies, when such a special event occurs or ends, a notification is usually displayed on the game screen to inform the player that the special event has occurred or ended, preventing them from missing the opportunity to participate or complete it. For example, text containing the special event's name might be displayed in the chat area or taskbar. However, this method displays limited information, making it difficult for players to make informed decisions about whether to participate or complete the special event. Therefore, this method fails to provide effective decision-making assistance to players.

[0073] To address this, this application provides a game screen display method. By responding to the occurrence of a target event, a first area where the event occurs is determined, and the first area and multiple first location points are displayed on a first map of the current game screen. A first prompt interface is displayed on the current game screen, and a navigation path is displayed on the current game screen in response to a trigger operation on the first target option. This increases the amount of information displayed, thereby providing effective decision-making assistance to the player.

[0074] In one embodiment of this application, the game screen display method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game screen display method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0075] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0076] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0077] In one possible implementation, the present invention provides a game screen display method, which provides a graphical user interface through a first terminal device, wherein the first terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0078] This application uses the method applied to the display of game screens in a terminal game as an example for illustration.

[0079] The game screen display method provided in the embodiments of this application will be explained in detail below.

[0080] Figure 1 A flowchart illustrating a game screen display method provided in this application is included. This method can be applied to a computer device, which may be the aforementioned terminal device or server. See also... Figure 1 This application provides a method for displaying game screens, including:

[0081] Step 1001: In response to the occurrence of the target event, determine the first region where the target event occurred.

[0082] Optionally, the target event may include special events, treasures, or other special events in the game. Furthermore, the target event may occur randomly or based on certain triggering rules. This application does not limit this.

[0083] Optionally, the first area may be the area where the target event occurs, or the area where a location can participate in the target event.

[0084] This ensures that the first region is determined only when the target event occurs, thereby reducing memory usage and the processing pressure on the computer device.

[0085] Step 1002: Display map information on the first map of the current game screen.

[0086] Optionally, the current game frame refers to a single frame of the game displayed at the current time.

[0087] Optionally, the first map may be a thumbnail of the map in the game, or it may be a map that is reconfigured in the game specifically to display the map information.

[0088] Optionally, the map information may include the location information of the first area and / or the information of the hostile characters of the virtual characters located in the first area.

[0089] In addition, this information can indicate whether there are no hostile characters or whether there may be hostile characters in the first area. If there may be hostile characters in the first area, this information can also indicate the number and location of the hostile characters that may exist in the first area.

[0090] In other words, the map information may include the location of the first area and the location points related to the virtual character's enemy characters.

[0091] Alternatively, the virtual character can be a virtual character in a game controlled by the player.

[0092] Optionally, the virtual character's adversaries may include other player characters and / or non-player characters who are not in the same faction as the virtual character, or other players who can inflict damage and / or debuffs on the virtual character.

[0093] Optionally, the non-hostile characters of the virtual character may include other player characters and / or non-player characters who are in the same faction as the virtual character, or other players who cannot cause damage and / or debuffs to the virtual character.

[0094] Optionally, the current game screen can be the display area centered on the virtual character and within the virtual character's field of vision.

[0095] Step 1003: Generate and display prompt information based on the map information.

[0096] Optionally, the prompt information may be used to instruct the player to control the virtual character to travel to the first area. For example, the prompt information may include the virtual character's current equipment information and / or the virtual character's win rate in the target event.

[0097] Optionally, the prompt message can be displayed directly on the current game interface or on a separately set prompt interface. This application embodiment does not limit this.

[0098] In this embodiment, by responding to the occurrence of a target event, a first area where the target event occurs is determined, and then the map information is displayed on a first map. Based on the map information, prompts are generated and displayed. This provides players with more prompts. Thus, the amount of information displayed on the game screen is increased, thereby providing players with effective decision-making assistance.

[0099] In one possible implementation, see [link to relevant documentation]. Figure 2 Display map information on the first map of the current game screen, including:

[0100] Step 1004: Display the first region and / or multiple first location points on the first map of the current game screen.

[0101] Optionally, the first location point can be a location point associated with an enemy character of the virtual character.

[0102] Optionally, the location points related to the enemy character of the virtual character may include the location point selected by the enemy character at the start of the game, the location point when the enemy character appears in the virtual character's field of vision, and the possible location points where the enemy character may appear. This application embodiment does not limit this.

[0103] Naturally, this first location point can also be a location point related to a non-hostile character of the virtual character.

[0104] Optionally, the location points related to non-hostile characters of the virtual character may include the location point selected by the non-hostile character at the start of the game, the location point when the non-hostile character appears in the virtual character's field of vision, and the possible location points where the non-hostile character may appear. This application embodiment does not limit this.

[0105] Optionally, if there are no enemy or non-enemy characters associated with the virtual character within the first area, the first area will only be displayed on the first map of the current game screen. In other words, if there are no enemy or non-enemy characters associated with the virtual character within the first area, the first location point will not be displayed.

[0106] Optionally, the position of the first location point in the first map can be determined based on the coordinates of the positions of the virtual characters' adversaries or non-adversaries in the virtual scene of the game.

[0107] Optionally, if there are no non-hostile characters of the virtual character in the first area, the first area is displayed only on the first map of the current game screen.

[0108] Optionally, if the first region and the plurality of first location points are displayed on the first map, the plurality of location points may be displayed in a layer above the first region.

[0109] In addition, these multiple location points can be set to different colors and / or different shapes and / or different patterns.

[0110] It's worth noting that by displaying the first region and multiple first location points on the first map, the game screen can clearly show the enemy characters that exist and / or may exist in that first region. This increases the amount of information displayed, allowing players to make decisions based on the displayed information, thus providing effective decision-making assistance.

[0111] In one possible implementation, see [link to relevant documentation]. Figure 3 Based on the map information, generate and display prompt information, including:

[0112] Step 1005: Generate the first prompt interface based on the map information.

[0113] Step 1006: Display the first prompt interface on the current game screen.

[0114] Optionally, the first prompt interface can be a circular interface, a rectangular interface, or an interface of other regular or irregular shapes. This application embodiment does not limit this.

[0115] Optionally, the size of the first prompt interface can be set in advance or adjusted in real time according to actual needs. For example, the size of the first prompt interface can be the same as the current game screen, meaning it can be displayed in full screen. Alternatively, the size of the first prompt interface can be one-quarter, one-eighth, or other suitable sizes of the current game screen.

[0116] Optionally, the first prompt interface can be displayed in the center area of ​​the current game screen, or it can be displayed in other areas of the current game screen. Furthermore, the position of the first prompt interface can be adjusted in response to the player's drag commands.

[0117] Optionally, the first prompt interface includes a first target option.

[0118] Optionally, the first target option can be a circular option box, a rectangular option box, or an option box of other regular or irregular shapes. This application does not limit this.

[0119] Optionally, the first target option may be an option to determine participation in the target event, an option to determine travel to the first area, or an option to determine displaying a route from the current location to the first area. This application does not limit this option.

[0120] It's worth noting that after a target event occurs, actionable options are displayed on the current game screen. This facilitates subsequent actions or commands and provides players with intuitive control options.

[0121] Step 1007: In response to the triggering operation of the first target option, display the navigation path on the current game screen.

[0122] Optionally, the navigation path can be used to indicate a path from the area where the virtual character is located to the first area. For example, the navigation path can be used to indicate the shortest or least time-consuming path from the virtual character's current location to the center or edge of the first area; it can also be used to indicate the path with the fewest possible enemy characters from the virtual character's current location to the center or edge of the first area; or it can be used to indicate the shortest or least time-consuming path from the virtual character's current location to the center or edge of the first area, determined by terrain or obstacles. This application does not limit this aspect.

[0123] Optionally, the navigation path can be at least one virtual solid or dashed line, or multiple consecutive arrows. This application does not limit this.

[0124] Optionally, the navigation path can be displayed on the ground in the game screen, on the first map, or in other possible areas of the game screen. This application embodiment does not limit this.

[0125] It's worth noting that when a player triggers the first objective option, it determines whether the virtual character needs to travel to the first area or participate in the objective event. Displaying this navigation path on the current game screen provides the player with at least one route to either the first area or the objective event. This provides more information and effectively assists the player.

[0126] In one possible implementation, see [link to relevant documentation]. Figure 4 Before displaying the first region and multiple first location points on the first map of the current game screen, the method may further include:

[0127] Step 1008: Determine multiple initial position points in the game.

[0128] Optionally, the initial location point in the first map can be determined based on the location coordinates of the virtual scene in the game for either the virtual character's adversary or non-adversary characters.

[0129] Specifically, the initial location point can include the location of the virtual character's enemy character at the start of the game or the spawn / landing location chosen by the virtual character's enemy character at the start of the game. Naturally, the initial location point can also include the location of the virtual character's non-enemy character at the start of the game or the spawn / landing location chosen by the virtual character's non-enemy character at the start of the game.

[0130] In addition, the initial location point can also be the location of the virtual character's enemy characters and / or non-enemy characters within a preset time after the start of the game.

[0131] Step 1009: Take the initial position point located in the first region as the first position point.

[0132] Optionally, the first location point, which includes the location points related to the enemy characters of the virtual character, and the first location point, which includes the location points related to the non-enemy characters of the virtual character, can be set to different colors, different shapes, or different patterns.

[0133] For example, the first location point related to the location of the virtual character's enemy can be set as a red circular location point, and the first location point related to the location of the virtual character's enemy can be set as a green star-shaped location point. Naturally, the first location point can also be set to other colors and other shapes. This application does not limit this.

[0134] It's worth noting that by determining multiple initial locations in the game and using the initial location of this first area as the first location, the number of enemy or non-player characters present or potentially present within that first area can be determined and provided to the player. This provides more information and effectively assists the player in making decisions.

[0135] In one possible implementation, see [link to relevant documentation]. Figure 5 Before displaying the first region and multiple first location points on the first map of the current game screen, the method may further include:

[0136] Step 1010: Determine multiple second location points.

[0137] Optionally, the location of the second location point in the first map can be determined based on the coordinates of the virtual scene in the game where the virtual character's enemy or non-enemy characters are located.

[0138] Specifically, the plurality of second location points include the location points where the virtual character's adversaries appeared in the virtual character's field of vision during a preset period prior to the current time. Similarly, the initial location point could also include the location points where the virtual character's non-adversaries appeared in the virtual character's field of vision during a preset period prior to the current time.

[0139] Optionally, the preset time period can be set in advance or adjusted in real time according to actual needs. For example, the preset time period can be 5 minutes, 10 minutes, or a period from the start of the game to the current time.

[0140] Optionally, the location point where the virtual character's enemy or non-enemy character appears in the virtual character's field of vision during a preset time period before the current time can specifically refer to the location point where the virtual character's enemy or non-enemy character appears in any frame of the game screen during the preset time period.

[0141] Optionally, the location point where the virtual character's hostile or non-hostile characters appear in the virtual character's field of vision during a preset time period before the current time can specifically refer to the location point where the virtual character's hostile or non-hostile characters appear within the virtual character's detectable range during the preset time period.

[0142] For example, the location of the virtual character's adversary when it appeared in the virtual character's field of vision 10 minutes before the current time.

[0143] Step 1011: Take the second location point located in the first region as the first location point.

[0144] Optionally, the first location point, which includes the location points related to the enemy characters of the virtual character, and the first location point, which includes the location points related to the non-enemy characters of the virtual character, can be set to different colors, different shapes, or different patterns.

[0145] For example, the first location point related to the location of the virtual character's enemy can be set as an orange triangle, and the first location point related to the location of the virtual character's enemy can be set as a blue rectangle. Naturally, the first location point can also be set to other colors and other shapes. This application does not limit this.

[0146] It's worth noting that by identifying multiple second location points in the game and using these second location points as the first location point, the number of enemy or non-player characters present or potentially present within that first area during a preset time period can be determined and provided to the player. This offers more information and thus provides effective decision-making assistance to the player.

[0147] In one possible implementation, before displaying the first region and multiple first location points on the first map of the current game screen, steps 1008 and 1009 can be executed only, or steps 1010 and 1011 can be executed simultaneously with steps 1008 and 1009. This application embodiment does not limit this approach.

[0148] In one possible implementation, see [link to relevant documentation]. Figure 6 The method also includes:

[0149] Step 1012: Determine the danger level of the first area based on the number of the first location points, and display the first prompt information on the first prompt interface.

[0150] Optionally, the first alert message is used to indicate the degree of danger in the first area.

[0151] Optionally, the danger level of the first area can be set to three levels based on the number of hostile characters that the virtual character may have in the first area.

[0152] For example, if the number of potentially hostile characters to the virtual character in the first area is 0 or 1, then the danger level of the first area is set to Level 1, which indicates that the danger level of the first area is safe. If the number of potentially hostile characters to the virtual character in the first area is 2 or 3, then the danger level of the first area is set to Level 2, which indicates that the danger level of the first area is relatively safe. If the number of potentially hostile characters to the virtual character in the first area is 3 or more, then the danger level of the first area is set to Level 2, which indicates that the danger level of the first area is dangerous.

[0153] This allows for a clear visual display of the danger level of the first area, providing players with intuitive and effective assistance.

[0154] In one possible implementation, see [link to relevant documentation]. Figure 7 The response to the occurrence of the target event determines the first region where the target event occurs, including:

[0155] Step 1013: Respond to the occurrence of the target event and determine the location of the target event.

[0156] Optionally, the location where the target event occurs can include the coordinates of the event in the game. Alternatively, it can include the coordinates of locations in the game where one can participate in the target event.

[0157] Step 1014: The area of ​​a preset size where the occurrence occurred is designated as the first area.

[0158] Optionally, the preset-sized area can be a circular area with a radius equal to a distance unit defined in the game, or a rectangular area with a side length equal to a distance unit defined in the game.

[0159] Optionally, the preset size area where the occurrence location is located can refer to the area where the coordinates of the occurrence location in the game are located within the preset size area.

[0160] Specifically, the location of the event in the game can be at the exact center of the preset-size area. Alternatively, the location can be at a non-center location within the preset-size area. This application does not limit this specific location.

[0161] It's worth noting that by determining the location of the target event, and defining the area including or surrounding that location as the first region, the exact location of the first region can be determined. This improves the accuracy of the displayed data, thereby providing effective decision-making assistance to players.

[0162] In one possible implementation, see [link to relevant documentation]. Figure 8 After displaying the first region and multiple first location points on the first map in the current game screen, it also includes:

[0163] Step 1015: Determine the distance between the current location of the virtual character and the first area, and display the distance.

[0164] Optionally, this distance can be used to indicate the distance from the area where the virtual character is located to the first area. For example, the distance can be from the current location of the virtual character to the center of the first area, or it can be from the current location of the virtual character to the edge of the first area. This application embodiment does not limit this.

[0165] Optionally, the distance can be displayed on the first map, on the first display interface, or in other areas of the current game screen.

[0166] Step 1016: Based on the virtual character's movement speed and distance, determine the target time for the virtual character to move from its current location to the first area, and display the target time.

[0167] Optionally, the target time can be used to indicate the time required to travel from the area where the virtual character is located to the first area. For example, the target time could be the time required to travel from the current location of the virtual character to the center of the first area, or it could be the time required to travel from the current location of the virtual character to the edge of the first area. This application does not limit this to any particular timeframe.

[0168] Optionally, the target time can be displayed on the first map, on the first display interface, or in other areas of the current game screen.

[0169] It's worth noting that by determining and displaying the distance between the virtual character's current location and the first area, as well as the target time for the virtual character to move from its current location to the first area, more information is provided, thus offering effective decision-making assistance to the player.

[0170] In one possible implementation, see [link to relevant documentation]. Figure 9 After the first prompt screen is displayed on the current game screen, it includes:

[0171] Step 1017: In response to the failure to trigger the first target option within the preset time period, cancel the display of the first prompt interface, and display the second area on the first map.

[0172] Optionally, the second region is the region where the virtual character is currently located.

[0173] Optionally, the size of the second region can be the same as the size of the first region.

[0174] Optionally, the preset time period can be set to 3 seconds, or it can be set to other time periods.

[0175] It's worth noting that if a player doesn't trigger the first objective option within the preset time period, it can be determined that the player is not participating in that objective event. In this case, the first prompt interface is removed, and the second area is displayed on the first map. This simplifies the player's operation.

[0176] In one possible implementation, see [link to relevant documentation]. Figure 10 After displaying the navigation path on the current game screen in response to the triggering action of the first target option, it also includes:

[0177] Step 1018: Display the second prompt interface on the current game screen.

[0178] Optionally, the second prompt interface can be a circular interface, a rectangular interface, or an interface of other regular or irregular shapes. This application embodiment does not limit this.

[0179] Optionally, the size of the second prompt interface can be set in advance or adjusted in real time according to actual needs. For example, the size of the second prompt interface can be the same as the current game screen, meaning it can be displayed in full screen. Alternatively, the size of the second prompt interface can be one-eighth, one-sixteenth, or other suitable sizes of the current game screen.

[0180] Optionally, the second prompt interface can be displayed in the center area of ​​the current game screen, or it can be displayed in other areas of the current game screen. Furthermore, the position of the second prompt interface can be adjusted in response to the player's drag commands.

[0181] Optionally, the second prompt interface includes a third target option.

[0182] Optionally, the third target option can be a circular option box, a rectangular option box, or an option box of other regular or irregular shapes. This application does not limit this.

[0183] Optionally, the third target option can be either determining to move the first area from the current location, or determining to move the first area from the current location according to the navigation path. This application does not limit this option.

[0184] Step 1019: In response to the triggering operation of the third target option, control the virtual character to move along the navigation path to the first area.

[0185] It's worth noting that after displaying the navigation path, the system shows a target option on the current game screen for the player to interact with. After the player interacts with this option, they control the virtual character to move along the navigation path to the first area. This provides players with intuitive control options and simplifies their gameplay.

[0186] In one possible implementation, the first prompt interface also includes a second target option.

[0187] Furthermore, the method also includes:

[0188] In response to the triggering action of the second target option, the second area is displayed on the first map.

[0189] Optionally, the second region is the region where the virtual character is located.

[0190] By triggering the second objective option, it can be determined that the player will not participate in that objective event. In this case, the area where the virtual character is located will be displayed on the first map. Displaying the area where the virtual character is located on the first map allows the player to easily view information around the virtual character's current location.

[0191] In one possible implementation, the method further includes:

[0192] The second prompt message will be displayed.

[0193] Optionally, the second prompt message is used to indicate the probability that the virtual character will be eliminated.

[0194] Furthermore, before displaying the second prompt message, the second prompt message can also be generated based on the game information of the virtual character.

[0195] Optionally, the game information may include information such as the virtual character's equipment, items, class, Soul Jade, and combat power. In other words, the probability can be calculated based on this information, thus improving the accuracy of the calculated probability.

[0196] Optionally, the game information may also include the virtual character's current level in the game, the virtual character's historical win rate in the target event, the virtual character's historical kill rate, the virtual character's current level in the game, the virtual character's historical win rate in the target event, and the virtual character's historical kill rate in the target event.

[0197] Optionally, the historical win rate can be determined based on the success and failure records of the virtual character in previous games participating in the target event stored in the server. Alternatively, it can be determined based on the success and failure records of the virtual character in previous games participating in the target event stored in the terminal device. Furthermore, the historical win rate can be determined by combining the success and failure records of the virtual character in previous games participating in the target event stored in the server and the success and failure records of the virtual character in previous games participating in the target event stored in the terminal device. This application does not limit the scope of this embodiment.

[0198] Optionally, the historical kill rate of a virtual character can be determined based on the number of enemy characters defeated or killed by the virtual character in previous games, stored in the server. Alternatively, the historical kill rate can be determined based on the number of enemy characters defeated or killed by the virtual character in previous games, stored in the terminal device. Furthermore, the historical kill rate can be determined by combining the number of enemy characters defeated or killed by the virtual character in previous games stored in the server and the number of enemy characters defeated or killed by the virtual character in previous games stored in the terminal device. This application does not limit this approach.

[0199] Optionally, the historical win rate of each virtual character's adversary in the first region can be determined based on the success and failure records of each adversary in the first region in previous games, stored in the server. This application does not limit this aspect.

[0200] Optionally, the historical kill rate of each virtual character's enemy characters in the first area can be determined based on the number of other characters defeated or killed by each virtual character's enemy characters in previous games, stored in the server. This application embodiment does not limit this.

[0201] For example, the probability can be calculated by comparing the current in-game level of the virtual character with the current in-game level of the virtual character's adversary in the first area, and / or by comparing the virtual character's historical win rate in the target event with the historical win rate of the virtual character's adversary in the target event in the first area, and / or by comparing the virtual character's historical kill rate with the historical kill rate of the virtual character's adversary in the first area. This improves the accuracy of the calculated probability.

[0202] It is worth noting that by displaying this second prompt, the probability of the virtual character being eliminated can be shown intuitively, providing players with intuitive and effective assistance.

[0203] In one possible implementation, the method further includes:

[0204] The fourth target option is displayed.

[0205] In response to the triggering of the fourth target option, the configuration information of the virtual character is adjusted according to the preset target configuration list.

[0206] Optionally, the fourth target option may be an option to adjust the configuration information according to a preset target configuration list.

[0207] Optionally, the preset target configuration list includes a list of recommended equipment, cultivation techniques, soul jade, and other adjustable in-game items for the virtual character based on the character's profession.

[0208] Optionally, the configuration information may include equipment and / or cultivation techniques and / or game items such as Soul Jade that have been used on the virtual character.

[0209] Optionally, the preset target configuration list may include a configuration list set in advance by the player, or a recommended configuration list calculated based on the player's game records stored locally on the terminal device and / or a recommended configuration list calculated based on the game records of the current player and / or other players stored on the server.

[0210] It's worth noting that by responding to the triggering of this fourth target option, the virtual character's configuration information is adjusted according to a preset target configuration list. This simplifies the player's operation.

[0211] One possible implementation involves displaying the first prompt interface on the current game screen, including:

[0212] When the virtual character is in a non-combat state, the first prompt interface is displayed on the current game screen.

[0213] Optionally, if the virtual character does not inflict damage or debuffs on any non-player character and / or any enemy character of the virtual character within a preset time, it can be determined that the virtual character is in a non-combat state. Additionally, if the virtual character is not inflicted damage or debuffs by any non-player character and / or any enemy character of the virtual character within a preset time, it can be determined that the virtual character is in a non-combat state. This application embodiment does not limit this aspect.

[0214] Optionally, in response to the virtual character being in combat, a prompt icon can be displayed in a location on the current game screen that does not affect the virtual character's combat. Furthermore, the size of this prompt icon can be set to very small.

[0215] Optionally, the notification icon can be an icon that flashes at a certain frequency.

[0216] Optionally, the position in the current game screen that does not affect the virtual character's combat can be an edge position of the current game screen, such as the lower left corner, upper left corner, upper right corner, or lower right corner. This application embodiment does not limit this.

[0217] By displaying the first objective prompt interface when the virtual character is not in combat, it ensures that the prompt interface will not appear on the current game screen when the objective occurs. This prevents the virtual character's combat status from interfering with player control, thus improving the player's gaming experience.

[0218] Below, through Figure 11 and Figure 12 Let's take the first and second prompt screens in the current game screen as examples and explain them in detail.

[0219] Figure 11 A schematic diagram of the game screen is provided; see [link / reference]. Figure 11 The game screen 1 displays a minimap A, road J, chat area, taskbar, and display interface B.

[0220] Optionally, minimap A can be the first map, such as... Figure 11 As shown, the small map A also displays the first area C, the first location point D1, the first location point D2, and the first location point D3.

[0221] Optionally, road J can be a virtual road in the game.

[0222] Optionally, display interface B can be the first display interface, such as... Figure 11 As shown, the display interface B also displays the first target option E and the second target option F.

[0223] Optionally, the first objective option E is "participate in the target event", and the second objective option F is "do not participate in the target event".

[0224] In one possible implementation, if the player triggers the first target option E and confirms participation in the target event, then in response to the triggering operation of the first target option, the steps in the above-described embodiments are executed to obtain game screen 2. Game screen 2 displays a minimap A, road J, path K, chat area, taskbar, and display interface G.

[0225] Optionally, path K can be the navigation path.

[0226] Optionally, the display interface G can be a second display interface, such as... Figure 12 As shown, the display interface G also displays the first prompt message M, the second prompt message L, the third target option H, and the fourth target option I.

[0227] Optionally, the first prompt message M is "relatively safe", and the second prompt message L is "40%".

[0228] Specifically, the first warning message M can be determined based on the number of first location points. If the number of first location points is 3, the danger level can be determined to be relatively safe.

[0229] Specifically, the second prompt message L can be calculated based on information such as the virtual character's equipment, items, class, Soul Jade, and combat power. The second prompt message L can represent a 40% probability that the player will be eliminated.

[0230] Optionally, the third objective option H is "Confirm proceed to the first area", and the fourth objective option F is "Switch character configuration with one click".

[0231] Optionally, if the player triggers the third objective option H, then in response to the player's triggering of the third objective option H, the virtual character is controlled to move along path K to the first area C.

[0232] Optionally, if the player triggers the fourth objective option I, the configuration information of the virtual character is adjusted according to the preset objective configuration list in response to the player's triggering operation of the fourth objective option I.

[0233] The following describes the apparatus, device, and computer-readable storage medium used to implement the game screen display method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0234] Figure 13 This is a schematic diagram of the structure of a game screen display device provided in an embodiment of this application. See also... Figure 13 The device includes:

[0235] The determination module 201 can be used to respond to the occurrence of the target event and determine the first region where the target event occurs.

[0236] The display module 202 can be used to display the first area and the multiple first location points on the first map of the current game screen.

[0237] The generation and display module 203 can be used to generate and display prompt information based on the map information.

[0238] Optionally, the determining module 201 is also used to respond to the occurrence of the target event and determine the location where the target event occurs.

[0239] The area of ​​a preset size where the occurrence occurs is designated as the first region.

[0240] Optionally, the determining module 201 is also used to determine multiple initial position points in the game.

[0241] The initial position point located in the first region is taken as the first position point.

[0242] Optionally, the determining module 201 is also used to determine a plurality of second location points.

[0243] The second location point located in the first region is taken as the first location point.

[0244] Optionally, the determining module 201 is further configured to determine the degree of danger of the first area based on the number of the first location points.

[0245] Optionally, the determining module 201 is further configured to determine the distance between the current location of the virtual character and the first area, and to determine the target time for the virtual character to move from its current location to the first area based on the virtual character's movement speed and the distance.

[0246] The display module 202 is also used to display the distance and the target time.

[0247] Optionally, the display module 202 is also configured to, in response to the failure to trigger the first target option within a preset time period, cancel the display of the prompt interface and display the second area on the first map.

[0248] Optionally, the display module 202 is also used to display a second prompt message.

[0249] Optionally, the display module 202 is also used to display a fourth target option.

[0250] Optionally, the display module 202 is also used to display the second prompt interface on the current game screen.

[0251] Optionally, the display generation module 203 is also configured to display a second area on the first map in response to a triggering operation of the second target option.

[0252] Optionally, the display generation module 203 is also used to display the first prompt information on the first prompt interface.

[0253] Optionally, the display generation module 203 can also be used to generate the second prompt information based on the game information of the virtual character.

[0254] Optionally, the device further includes a control module 204, which controls the virtual character to move along the navigation path to the first area in response to a triggering operation of the third target option.

[0255] Optionally, the device further includes an adjustment module 205, which is used to adjust the configuration information of the virtual character according to a preset target configuration list in response to a trigger operation on the fourth target option.

[0256] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0257] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0258] Figure 14 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. See also... Figure 12 The computer device 300 includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, it implements the steps in any of the above method embodiments.

[0259] This application also provides a computer-readable storage medium storing a computer program that, when executed by a processor, can implement the steps in the various method embodiments described above.

[0260] Optionally, this application also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, performs any of the above-described interface image rendering method embodiments.

[0261] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0262] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0263] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.

[0264] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute partial steps of the methods of the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0265] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

[0266] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A game screen display method characterized by comprising: The method comprises: in response to occurrence of a target event, determining a first area in which the target event occurs; displaying map information on a first map in a current game screen, the map information comprising position information of the first area and / or information of an enemy character of a virtual character located in the first area; the first map being a thumbnail of a map in the game or a map in the game specially used for displaying the map information; generating and displaying prompt information based on the map information, the prompt information being information for indicating that the player is recommended to control the virtual character to go to the first area; the generating and displaying of the prompt information based on the map information comprises: generating a first prompt interface according to the map information; displaying the first prompt interface in the current game screen, the first prompt interface comprising a first target option; the first target option comprising at least one of the following: an option for determining to participate in the target event, an option for determining to go to the first area, an option for determining to display a route from a current position to the first area; in response to a triggering operation on the first target option, displaying a navigation path on the current game screen; the navigation path being used for indicating a path from an area where the virtual character is located to the first area, and comprising at least one of the following: a path for indicating that a distance from a current position of the virtual character to a central position or an edge position of the first area is the shortest or a time consumption is the least, a path for indicating that a number of enemy characters from the current position of the virtual character to the central position or the edge position of the first area is the least, a path for indicating that a distance from the current position of the virtual character to the central position or the edge position of the first area is the shortest or a time consumption is the least according to terrain or obstacles.

2. The game screen display method of claim 1, wherein the displaying of the map information on the first map in the current game screen comprises: displaying the first area and / or a plurality of first position points on the first map in the current game screen, the first position points being position points related to enemy characters of the virtual character.

3. The game screen display method of claim 2, wherein before the displaying of the first area and the plurality of first position points on the first map in the current game screen, the method further comprises: determining a plurality of initial position points in the game, the initial position points comprising position points of enemy characters of the virtual character at the start of the game; taking an initial position point located in the first area as the first position point.

4. The game screen display method of claim 2, wherein before the displaying of the first area and the plurality of first position points on the first map in the current game screen, the method further comprises: determining a plurality of second position points, the plurality of second position points comprising position points of enemy characters of the virtual character appearing in a field of view of the virtual character within a preset time period before a current time; taking the second position point located in the first area as the first position point.

5. The game screen display method of claim 2, wherein after the displaying of the first area and the plurality of first position points on the first map in the current game screen, the method further comprises: determining a distance between a current position of the virtual character and the first area, and displaying the distance; According to the moving speed of the virtual character and the distance, a target time for the virtual character to move from the current location to the first region is determined, and the target time is displayed.

6. The game screen display method of claim 1, wherein The first prompt interface further includes a second target option. The method further includes: In response to a triggering operation on the second target option, a second region in which the virtual character is located is displayed on the first map.

7. The game screen display method of claim 1, wherein After displaying the first prompt interface on the current game screen, the method further includes: In response to no triggering operation on the first target option within a preset time period, the prompt interface is canceled, and a second region in which the virtual character is located is displayed on the first map.

8. The game screen display method of claim 1, wherein After displaying the navigation path on the current game screen in response to the triggering operation on the first target option, the method further includes: A second prompt interface is displayed on the current game screen, and the second prompt interface includes a third target option; In response to a triggering operation on the third target option, the virtual character is controlled to move to the first region along the navigation path.

9. The game screen display method according to any one of claims 1 or 6-8, wherein, The method further includes: According to the number of first position points, a danger level of the first region is determined, and first prompt information is displayed on the first prompt interface, the first prompt information being used to indicate the danger level of the first region.

10. The game screen display method according to any one of claims 1 or 6 to 8, wherein The method further includes: A fourth target option is displayed; In response to a triggering operation on the fourth target option, configuration information of the virtual character is adjusted according to a preset target configuration list.

11. The game screen display method according to any one of claims 1 or 6 to 8, wherein The method further includes: In response to the virtual character being in a non-battle state, the first prompt interface is displayed on the current game screen.

12. The game screen display method according to any one of claims 1 to 8, wherein The method further includes: In response to the occurrence of a target event, a first region in which the target event occurs is determined. In response to the occurrence of a target event, a location of the target event is determined.

13. The game screen display method according to any one of claims 1 or 3 to 8, wherein A preset size region in which the location is located is taken as the first region. The method further includes:

14. The game screen display method of claim 13, wherein Second prompt information is displayed, the second prompt information being used to indicate a probability that the virtual character is eliminated. Before displaying the second prompt information, the method further includes:

15. A game screen display device, characterized by comprising: The second prompt information is generated according to game information of the virtual character. The apparatus includes: A determination module configured to determine, in response to the occurrence of a target event, a first region in which the target event occurs; A display module configured to display map information on a first map of a current game screen; the first map is a thumbnail of a map in a game or a map in the game that is specially used to display the map information; A generation and display module configured to generate and display prompt information based on the map information. The generation display module is further configured to generate a first prompt interface according to the map information; the first prompt interface is displayed on the current game picture, and the first prompt interface comprises a first target option; the first target option comprises at least one of the following: an option of determining to participate in the target event, an option of determining to go to the first area, and an option of determining to display a route from a current position to the first area; in response to a triggering operation on the first target option, a navigation path is displayed on the current game picture; the navigation path is used to indicate a path from an area where a virtual character is located to the first area, and comprises at least one of the following: a path used to indicate that a distance from a current position of the virtual character to a center position or an edge position of the first area is the shortest or time consumption is the least, a path used to indicate that an enemy character from the current position of the virtual character to the center position or the edge position of the first area is the least, and a path used to indicate that a distance from the current position of the virtual character to the center position or the edge position of the first area is the shortest or time consumption is the least according to terrain or obstacles.

16. A computer device, comprising: Comprise: A memory and a processor, the memory has a computer program capable of running on the processor, when the processor executes the computer program, the steps of the method in any one of claims 1 to 14 are realized.

17. A computer readable storage medium characterized by: The computer readable storage medium has a computer program stored thereon, and when the computer program is executed by the processor, the steps of the method in any one of claims 1 to 14 are realized.

Citation Information

Patent Citations

  • Video game processing device, video game processing method and video game processing program

    CN101612477A