Method, apparatus, device, and storage medium for processing position exposure information in a game
By providing a graphical user interface in the game, determining the exposure direction and marking based on the position of the virtual characters in the virtual scene, the problem of players judging the position of game elements through the naked eye is solved, and the reliability of game strategies and game experience is improved.
Patent Information
- Application Number
- CN202111626795.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-28
- Publication Date
- 2025-06-13
- Estimated Expiration
- 2041-12-28
AI Technical Summary
In the prior art, players observe the game elements in each position in the game through the naked eye, and the accuracy of judgment in the naked eye may be low in complex scenes, resulting in the reliability of the game strategy formulated, which affects the gaming experience.
The terminal device provides a graphical user interface, and based on the position of the virtual character in the virtual scene, the exposure direction of the virtual character in the virtual scene is determined, and marks are provided in the graphical user interface to help players judge the exposure status of the virtual character.
It improves the accuracy of players in judging the exposure status of virtual characters in complex scenes, enhances the reliability of game strategies, optimizes the game experience and improves the game quality.
Smart Images

Figure CN116351048B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technologies, and in particular, to a method, apparatus, device, and storage medium for processing position exposure information in a game. Background Art
[0002] With the continuous development of game technologies, game elements such as terrain, buildings, and plants in games are becoming increasingly rich. On the one hand, these game elements enrich the game content, and on the other hand, they also provide diverse game play methods. For example, players can use the game elements provided in the game to formulate specific game strategies and improve the probability of winning the game.
[0003] However, in the prior art, usually players can only observe the game elements at various positions in the game with the naked eye. In complex scenarios with a large number of game elements, the accuracy of the results obtained by visual judgment may be relatively low, making the reliability of the game strategies formulated by players based on such judgment results also relatively low, affecting the players' game experience. Summary of the Invention
[0004] The purpose of the present application is to provide a method, apparatus, device, and storage medium for processing position exposure information in a game, so as to solve the problem that in the prior art, the accuracy of the results obtained by players through visual observation and judgment may be relatively low, resulting in relatively low reliability of the game strategies formulated by players based on such judgment results.
[0005] To achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
[0006] In a first aspect, an embodiment of the present application provides a method for processing position exposure information in a game. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene. The method includes:
[0007] Based on the position of the virtual character in the virtual scene, determine the exposure direction of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position;
[0008] Based on the exposure direction, provide a first mark for identifying the exposure direction on the graphical user interface.
[0009] In a possible implementation manner, the determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene includes:
[0010] In the virtual scene, with the position of the virtual character as the center, detect whether there are obstacles within a preset range in a preset direction;
[0011] If there is an obstacle, determine the preset direction as the non-exposed direction;
[0012] If there is no obstacle, determine the preset direction as the exposed direction.
[0013] In a possible implementation, the preset range is set to one of the following:
[0014] The maximum field of view distance in the game, the farthest casting distance of a game skill in the game, the maximum attack distance of a virtual weapon in the game.
[0015] In a possible implementation, based on the exposed direction, providing a first marker for identifying the exposed direction in the graphical user interface includes:
[0016] Providing a spherical marker in the graphical user interface, where the spherical marker includes a spherical surface corresponding one-to-one to the preset direction in the virtual scene;
[0017] Displaying the first marker at the spherical surface position corresponding to the exposed direction on the spherical marker.
[0018] In a possible implementation, the method further includes:
[0019] Based on the exposed direction, providing a second marker for identifying the exposure rate of the virtual character in the graphical user interface, where the exposure rate is used to indicate the exposure degree of the virtual character in the virtual scene.
[0020] In a possible implementation, the method further includes:
[0021] Determining the ratio of the number of the exposed directions to the total number of the preset directions in the virtual scene, and using the ratio as the exposure rate.
[0022] In a possible implementation, the method further includes:
[0023] If the exposure rate is greater than a preset threshold, display a warning message in the graphical user interface.
[0024] In a possible implementation, the method further includes:
[0025] According to the change of the exposure rate, controlling and adjusting the marker shape, display area, or marker color of the second marker.
[0026] In a possible implementation, determining the exposed direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene includes:
[0027] Determine a virtual sphere area in the virtual scene, where the virtual sphere area has the virtual scene as the center of the sphere and a preset distance as the radius;
[0028] Obtain the projection area of the virtual obstacles in the virtual sphere area on the virtual sphere surface;
[0029] If the virtual character is in the direction pointing to the center point of the projection area, the virtual character is in a non-exposed state; if the virtual character is in a direction outside the direction pointing to the center point of the projection area, the virtual character is in an exposed state.
[0030] In a second aspect, an embodiment of the present application further provides a device for processing position exposure information in a game. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene. The device includes:
[0031] A determination module, configured to determine the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position;
[0032] A providing module, configured to provide a first mark for identifying the exposure direction on the graphical user interface based on the exposure direction.
[0033] In a possible implementation manner, the determination module is further configured to:
[0034] Detect whether there are obstacles within a preset range in a preset direction with the position of the virtual character as the center in the virtual scene;
[0035] If there are obstacles, determine the preset direction as a non-exposure direction;
[0036] If there are no obstacles, determine the preset direction as an exposure direction.
[0037] In a possible implementation manner, the preset range is set to one of the following:
[0038] The maximum field of view distance in the game, the farthest casting distance of a game skill in the game, the maximum attack distance of a virtual weapon in the game.
[0039] In a possible implementation manner, the providing module is further configured to:
[0040] Provide a spherical identifier in the graphical user interface, where the spherical identifier includes a spherical surface corresponding one-to-one to a preset direction in the virtual scene;
[0041] Display the first mark at the spherical surface position corresponding to the exposure direction on the spherical identifier.
[0042] In a possible implementation, the providing module is further configured to:
[0043] Based on the exposure direction, provide a second mark in the graphical user interface for identifying the exposure rate of the virtual character, where the exposure rate is used to indicate the exposure degree of the virtual character in the virtual scene.
[0044] In a possible implementation, the determining module is further configured to:
[0045] Determine the ratio of the number of exposure directions to the total number of preset directions in the virtual scene, and use the ratio as the exposure rate.
[0046] In a possible implementation, the device further includes:
[0047] A display module, configured to display a warning message in the graphical user interface if the exposure rate is greater than a preset threshold.
[0048] In a possible implementation, the device further includes:
[0049] A control module, configured to control and adjust the mark shape, display area, or mark color of the second mark according to the change of the exposure rate.
[0050] In a possible implementation, the determining module is further configured to:
[0051] Determine a virtual sphere area in the virtual scene, where the virtual sphere area takes the virtual scene as the center of the sphere and a preset distance as the radius;
[0052] Obtain the projection area of the virtual obstacles in the virtual sphere area on the spherical surface of the virtual sphere;
[0053] If the virtual character is in the direction pointing to the center point of the projection area, the virtual character is in a non-exposed state; if the virtual character is in a direction outside the direction pointing to the center point of the projection area, the virtual character is in an exposed state.
[0054] In a third aspect, an embodiment of the present application further provides an electronic device, which includes: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method for processing position exposure information in the game provided in the first aspect.
[0055] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the method for processing position exposure information in the game provided in the first aspect.
[0056] An embodiment of the present application provides a method, device, equipment, and storage medium for processing position exposure information in a game. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene. The method includes: determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position; and providing a first marker for identifying the exposure direction on the graphical user interface based on the exposure direction. This solution mainly determines the exposure direction of the virtual character controlled by the player in the virtual scene based on the position of the virtual character in the virtual scene, so as to help the player judge the exposure state of the virtual character they control, avoiding the problem that the result obtained by the player's naked-eye judgment may be less accurate in a complex scene with a large number of game elements. Finally, based on the exposure direction, a first marker for identifying the exposure direction is provided on the graphical user interface, avoiding the situation where the virtual character is already exposed in a certain direction but the player is unaware, so that the player can quickly formulate an optimal game strategy based on the first marker displayed on the graphical user interface, thereby achieving the effect of optimizing the game experience and improving the game quality. BRIEF DESCRIPTION OF THE DRAWINGS
[0057] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without creative efforts.
[0058] Figure 1 It is a schematic flowchart of a method for processing position exposure information in a game provided by an embodiment of the present application;
[0059] Figure 2 It shows a schematic diagram of the position of a virtual character provided by an embodiment of the present application in a virtual sceneFigure 1 ;
[0060] Figure 3 It is a schematic flowchart of another method for processing position exposure information in a game provided by an embodiment of the present application;
[0061] Figure 4 It is a schematic diagram of the position of a virtual character in a virtual scene provided by an embodiment of the present application Figure 2 ;
[0062] Figure 5 It is a schematic diagram of the position of a virtual character in a virtual scene provided by an embodiment of the present application Figure 3 ;
[0063] Figure 6 It is a schematic flowchart of yet another method for processing position exposure information in a game provided by an embodiment of the present application;
[0064] Figure 7 It is a schematic diagram of the position of a virtual character in a virtual scene provided by an embodiment of the present application Figure 4 ;
[0065] Figure 8 It is a schematic diagram of the position of a virtual character in a virtual scene provided by an embodiment of the present application Figure 5 ;
[0066] Figure 9 It is a schematic diagram of the position of a virtual character in a virtual scene provided by an embodiment of the present application Figure 6 ;
[0067] Figure 10 It is a schematic diagram of the position of a virtual character in a virtual scene provided by an embodiment of the present application Figure 7 ;
[0068] Figure 11 It is a schematic flowchart of another method for processing position exposure information in a game provided by an embodiment of the present application;
[0069] Figure 12 It is a schematic structural diagram of a device for processing position exposure information in a game provided by an embodiment of the present application;
[0070] Figure 13 It is a schematic structural diagram of an electronic device provided by an embodiment of the present application. Specific embodiments
[0071] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the following will clearly and completely describe the technical solutions in the embodiments of this application with reference to the accompanying drawings in the embodiments of this application. It should be understood that the accompanying drawings in this application are only for the purposes of illustration and description, and are not used to limit the protection scope of this application. Additionally, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of this application. It should be understood that the operations in the flowchart may not be implemented in sequence, and steps without a logical context relationship may be reversed or implemented simultaneously. Furthermore, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of this application.
[0072] In addition, the described embodiments are only some embodiments of this application, rather than all of the embodiments. The components of the embodiments of this application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of this application claimed, but merely represents the selected embodiments of this application. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative efforts fall within the protection scope of this application.
[0073] It should be noted that the term "including" will be used in the embodiments of this application to indicate the presence of the features stated thereafter, but does not exclude the addition of other features.
[0074] Before the solution of this application was proposed, in the prior art, mainly players observed the game elements at various positions in the game with the naked eye. Although to a certain extent, it could help players judge the exposure degree of the virtual characters they controlled at various positions through the game elements at various positions. However, in a simple scene with fewer game elements, players could accurately observe the game elements at various positions with the naked eye, and then judge the exposure degree of the virtual characters they controlled at various positions; however, in a complex scene with more game elements, such as when there were more game elements around the position where the virtual character controlled by the player was located, the player's field of vision was blocked, and the accuracy of the result judged by the player with the naked eye might be relatively low. As a result, the reliability of the game strategy formulated by the player based on this judgment result was also relatively low, affecting the player's gaming experience.
[0075] Based on the above problems, the embodiment of the present application proposes a method for processing position exposure information in a game. It mainly determines the exposure direction of a virtual character controlled by a player in a virtual scene based on the position of the virtual character in the virtual scene, so as to help the player judge the exposure state of the virtual character controlled by himself, avoiding the problem of low accuracy of the judgment result when only relying on the player's naked eyes to judge the exposure degree of each position; finally, based on the exposure direction, a first mark for identifying the exposure direction is provided on the graphical user interface, avoiding the situation where the virtual character is already exposed in a certain direction but the player is unaware, so that the player can quickly formulate an optimal game strategy for the first mark displayed on the graphical user interface, thereby achieving the effect of optimizing the game experience and improving the game quality.
[0076] In the method for processing position exposure information in a game according to one embodiment of the present application, it can run on a local terminal device or a server. When the method for processing position exposure information in a game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0077] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the method for processing position exposure information in a game are completed on the cloud game server, and the role of the client device is for data reception, sending, and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0078] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through the graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various ways, for example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0079] In a possible implementation manner, an embodiment of the present application provides a method for processing position exposure information in a game. A graphical user interface is provided through a terminal device. Herein, the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0080] The method for processing position exposure information in the game of the present application will be described in detail through multiple embodiments below.
[0081] Figure 1 It is a schematic flowchart of the method for processing position exposure information in the game provided by the embodiment of the present application. It should be noted that the method for processing position exposure information in the game provided by the present application is not limited to Figure 1 the specific order described below. It should be understood that in other embodiments, the order of some steps in the method for processing position exposure information in the game provided by the present application can be interchanged according to actual needs, or some of the steps can also be omitted or deleted. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and virtual characters located in the virtual scene, such as Figure 1 shown, the method includes:
[0082] S101. Determine the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene.
[0083] Herein, the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position. Exemplarily, with the position where the virtual character is currently located as the center and any length as the radius, a spherical region is drawn, and the exposure direction can be any direction on the spherical surface.
[0084] Optionally, as shown in Figure 2 the virtual scene may refer to the three-dimensional game scene where the virtual character controlled by the player is currently located. The three-dimensional game scene includes virtual resources with relatively fixed positions, such as virtual obstacle resources like the ground, mountains, rocks, flowers, grass, trees, and buildings. The player can control the virtual character to perform actions such as walking, running, squatting, lying prone, attacking, and shooting among the various virtual obstacle resources in the virtual scene, or the player can also control the virtual character to hide using the various virtual obstacle resources.
[0085] In this example, the position of the virtual character in the virtual scene can be obtained in real time, and based on the position of the virtual character in the virtual scene, it can be determined whether the virtual character is exposed in a certain direction when it is at the current position; if so, the direction in which the exposure occurs is taken as the exposure direction of the virtual character, so that the player can, according to the exposure direction of the virtual character in the virtual scene, timely understand that the current position of the virtual character is unsafe and the player needs to control the virtual character to move to escape from the current position in a timely manner; if not, it can be determined that the virtual character is not exposed in any direction when it is at the current position, that is, the current position of the virtual character is safe.
[0086] For example, continuing to refer to Figure 2 as shown, the position P1 of the virtual character N1 controlled by player A in the virtual scene, and at this time, the virtual character N1 controlled by player A is moving eastward. Therefore, based on the position P1 of the virtual character N1 in the virtual scene, it can be determined whether the virtual character N1 can be observed by other players in any direction in the virtual scene. For example, continuing to refer to Figure 2 as shown, by combining the position P1 of the virtual character N1 in the virtual scene and the surrounding environment information of the position P1, it can be determined that the virtual character N1 is exposed in the westward direction when it is at the position P1. That is, the westward direction in which the virtual character N1 is exposed when it is at the position P1 can be taken as the exposure direction.
[0087] S102. Based on the exposure direction, provide a first mark for identifying the exposure direction on the graphical user interface.
[0088] Among them, the embodiments of the present application do not limit the display position and display method of the first mark displayed on the graphical user interface. Exemplarily, the display position of the first mark can be any position displayed on the graphical user interface, and the display method of the first mark is a preset warning icon or text prompt information.
[0089] Continuing to refer to Figure 2 as shown, for example, the display position of the first mark is within a preset range of the current position P1 of the virtual character N1, and the display method of the first mark is text prompt information, that is, the first mark is the exposure direction. In this way, it is convenient for the player to quickly formulate an optimal game strategy for the first mark displayed on the graphical user interface, thereby achieving the effect of optimizing the game experience and improving the game quality.
[0090] In summary, the embodiment of the present application provides a method for processing position exposure information in a game. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene. The method includes: determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position; and providing a first marker for identifying the exposure direction on the graphical user interface based on the exposure direction. This solution mainly determines the exposure direction of the virtual character controlled by the player in the virtual scene based on the position of the virtual character in the virtual scene, so as to help the player judge the exposure state of the virtual character controlled by himself, avoiding the problem of low accuracy of the judgment result when only relying on the player's naked eyes to judge the exposure degree of each position. Finally, based on the exposure direction, a first marker for identifying the exposure direction is provided on the graphical user interface, avoiding the situation where the virtual character is already exposed in a certain direction but the player is unaware, so that the player can quickly formulate an optimal game strategy based on the first marker displayed on the graphical user interface, thereby achieving the effect of optimizing the game experience and improving the game quality.
[0091] The following embodiments will specifically explain how to determine the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene.
[0092] As an optional implementation manner, in the above step S101, determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene includes:
[0093] S301. Detect whether there are obstacles within a preset range in a preset direction with the position of the virtual character as the center in the virtual scene.
[0094] Optionally, as shown in Figure 4 , a circular area is drawn with the position P1 where the virtual character N1 is currently located as the center and any length as the radius. For example, the preset direction can be the normal line at any point on the surface of the circular area. For example, the preset direction can be direction 1 or direction 2, etc.; or the preset direction can be to divide the circular area into eight directions to obtain eight preset directions, namely direction 1, direction 2, direction 3, direction 4, direction 5, direction 6, direction 7, and direction 8.
[0095] It should be understood that the more the number of preset directions obtained by dividing the circular area, the more accurate the exposure direction of the virtual character in the virtual scene is judged based on the position of the virtual character controlled by the player, but at the same time, the operation complexity will be increased. Therefore, the preset direction can be set according to the situation, and the division method and the number of divisions of the preset direction are not specifically limited here.
[0096] For example, referring to Figure 5 as shown, Figure 4 the following is a top view of the virtual character N1 at the position P1 in the virtual scene shown in Figure 4 . In the game, a virtual camera is set up. Through the ray casting algorithm, a ray can be emitted from the virtual camera in a preset direction to detect whether there are obstacles within a preset range corresponding to the preset direction.
[0097] S302. If there is an obstacle, determine the preset direction as a non-exposed direction.
[0098] Continuing to refer to Figure 5 as shown, for example, if a ray L1 is emitted in the direction 7 and it is obtained that the ray L1 collides with the virtual obstacle 2 within the preset range corresponding to the direction 7, it can be determined that there is an obstacle within the preset range corresponding to the direction 7, and the direction 7 is a non-exposed direction. That is, the virtual character N1 is in a non-exposed state in the direction 7.
[0099] S303. If there is no obstacle, determine the preset direction as an exposed direction.
[0100] Continuing to refer to Figure 5 as shown, for example, if a ray L2 is emitted in the direction 1 and it is not obtained that the ray L2 collides with any virtual obstacle within the preset range corresponding to the direction 1, it can be determined that there is no obstacle within the preset range corresponding to the direction 1, and the direction 1 is an exposed direction. That is, the virtual character N1 is in an exposed state in the direction 1, so that the player can timely formulate corresponding game strategies according to the exposed direction 1 of the virtual character in the virtual scene.
[0101] The setting of the preset range mentioned in the above step S301 will be introduced through the following embodiments.
[0102] As an alternative implementation, the preset range is set as one of the following:
[0103] The maximum field of view distance in the game, the farthest casting distance of a game skill in the game, the maximum attack distance of a virtual weapon in the game.
[0104] Among them, the game field of view refers to during the operation of the game application, in response to the player's up, down, left, and right dragging operations on the game field of view adjustment control displayed on the graphical user interface, to obtain the adjusted game field of view, so that the player can understand the road conditions in front and behind the current position of the virtual character. That is, the maximum field of view distance in the game can be the field of view at the farthest distance that the player can observe from the adjusted game field of view. Therefore, the maximum field of view distance in the game can be used as the preset range.
[0105] For different game skills, some game skills are released on specific virtual characters or positions within a certain range, and some game skills are released in a specific direction. Therefore, the maximum casting distance of a game skill in the game can be used as the preset range. For example, the casting distance of game skill a is 200 meters, and the casting distance of game skill b is 100 meters, that is, the casting distance of game skill a is the largest. Therefore, player B can control the virtual character N2 to cast game skill a in the direction of the position of the virtual character N1 controlled by player A. The maximum casting distance of game skill a is 200 meters, that is, the current preset range is 200 meters. Among them, player B and player A are opponent players to each other.
[0106] It should be understood that the virtual scene includes at least one virtual weapon, and the virtual weapon can be a weapon and equipment used by a virtual character controlled by a terminal device in a shooting game. The virtual weapon can include but is not limited to: virtual pistol, virtual rifle, virtual machine gun, virtual submachine gun, virtual rocket launcher, and the attack distances of each virtual weapon are different. Therefore, the maximum attack distance among the various virtual weapons owned by the player in the game can be used as the preset range.
[0107] For example, the virtual weapon currently owned by player B is a virtual rifle, and player B controls the virtual character N2 to use the virtual rifle to start an attack in the direction of the position of the virtual character N1 controlled by player A. The maximum attack distance of the virtual rifle is 50 meters, that is, the current preset range is 50 meters. Among them, player B and player A are opponent players to each other.
[0108] In another implementable way, the preset range can also be a pre-set distance value. For example, the preset range is within 100 meters around the virtual character when it is at the current position. In this way, it only needs to be determined whether there are obstacles within 100 meters around the virtual character when it is at the current position.
[0109] The following embodiments will specifically explain how to provide a first mark for identifying the exposure direction in the graphical user interface based on the exposure direction.
[0110] As an alternative implementation, referring to Figure 6 shown, in the above step S102, providing a first mark for identifying the exposure direction in the graphical user interface based on the exposure direction includes:
[0111] S601. Provide a spherical identifier in the graphical user interface.
[0112] Among them, the spherical identifier includes a spherical surface corresponding one-to-one to the preset direction in the virtual scene.
[0113] In an implementable way, referring to Figure 7 shown, the spherical identifier can be displayed on the virtual character. AsFigure 7 The spherical identifier in [[ ]] is centered at the current position of the virtual character N1 and a spherical area identifier is drawn with any length (or a preset length) as the radius. For example, Figure 7 The spherical identifier in [[ ]] includes spherical surfaces corresponding one by one to direction 1 (or direction 2) in the virtual scene. That is, the preset direction in the virtual scene has nothing to do with the forward direction of the virtual character, and the preset direction can be multiple predefined directions, such as the normal vectors of each position point on the spherical surface, to ensure that it is possible to determine from multiple directions whether there is a direction in which the virtual character is in an exposed state in the virtual scene.
[0114] In another implementable way, referring to Figure 8 As shown in [[ ]], the spherical identifier can be displayed at any position point on the graphical user interface according to the player's operation habit. For example, Figure 8 The spherical identifier in [[ ]] is centered at any position point on the graphical user interface and a spherical area identifier is drawn with any length (or a preset length) as the radius. For example, Figure 8 The spherical identifier in [[ ]] also includes spherical surfaces corresponding one by one to direction 1 (or direction 2) in the virtual scene.
[0115] S602. Display a first mark at the spherical surface position corresponding to the exposure direction on the spherical identifier.
[0116] Referring to Figure 9 As shown in [[ ]], taking the spherical mark shown in Figure 7 as an example, for example, direction 1 is the exposure direction. Therefore, a first mark with a text prompt such as "direction 1 is the exposure direction" can be displayed at the spherical surface position of direction 1, so that the player can timely know in which direction the virtual character controlled by himself / herself is in an exposed state in the virtual scene according to the first mark displayed on the graphical user interface, and quickly formulate an optimal game strategy, thereby achieving the effect of optimizing the game experience and improving the game quality.
[0117] As an optional implementation manner, the method for processing position exposure information in the game provided by this application further includes:
[0118] Based on the exposure direction, provide a second mark for identifying the exposure rate of the virtual character in the graphical user interface, where the exposure rate is used to indicate the exposure degree of the virtual character in the virtual scene.
[0119] Among them, the embodiments of this application do not limit the display position and display manner of the second mark displayed on the graphical user interface. Exemplarily, the display position of the second mark can be any position displayed in the graphical user interface, or a certain position point around the virtual character, and the display manner of the second mark is a preset warning icon corresponding to different exposure rates or a simple text prompt message.
[0120] For example, when the exposure rate is 0, the preset warning icon corresponding to the exposure rate of 0 is green; when the exposure rate is 25%, the preset warning icon corresponding to the exposure rate of 25% is blue; when the exposure rate is 50%, the preset warning icon corresponding to the exposure rate of 50% is orange; when the exposure rate is 75%, the preset warning icon corresponding to the exposure rate of 75% is red; when the exposure rate is 100%, the preset warning icon corresponding to the exposure rate of 100% is dark red. In this way, players can more intuitively obtain the exposure degree of the virtual character at the current position.
[0121] In addition, in addition to using different colors of the same icon to represent different exposure rates, different levels of star icon patterns can also be used to represent different exposure rates, or the size of the same pattern can be used to represent different exposure rates, which is not specifically limited here.
[0122] In the above Figure 9 On the basis of displaying the first mark at the spherical position corresponding to the exposure direction on the spherical identifier, at the same time, a second mark for identifying the exposure rate of the virtual character can also be provided in the graphical user interface, so that players can timely understand the exposure degree of the virtual character they control in the virtual scene according to the second mark displayed in the graphical user interface, and quickly formulate corresponding optimal game strategies according to the severity of the exposure degree, thereby achieving the effect of optimizing the game experience and improving the game quality.
[0123] Refer to Figure 10 As shown, for example, if the exposure rate of the virtual character N1 is 25%, a second mark in the form of a star icon for identifying that the exposure rate of the virtual character N1 is 25% can also be displayed within the preset range of the first mark.
[0124] As an optional implementation manner, the method for processing position exposure information in the game provided by this application further includes:
[0125] Determine the ratio of the number of exposure directions to the total number of preset directions in the virtual scene, and use the ratio as the exposure rate.
[0126] For example, continuing to refer to Figure 5 The total number of preset directions in the virtual scene is 8. Currently, the virtual character is not exposed only in directions 7 and 8, and the virtual character is exposed in other directions (i.e., directions 1, 2, 3, 4, 5, 6). The number of exposure directions is 6. Therefore, it can be calculated that the exposure rate of the virtual character N1 at the current position in the virtual scene is 6 / 8 = 75%.
[0127] As an optional implementation manner, the method provided by this application further includes:
[0128] If the exposure rate is greater than the preset threshold, display a warning message in the graphical user interface.
[0129] Exemplarily, for example, the preset threshold is 50%. Based on the above embodiments, it can be determined that Figure 5 the exposure rate of the virtual character N1 at the current position in the virtual scene shown in is 75%, which is greater than the preset threshold. Then, a warning message needs to be displayed on the graphical user interface (such as the virtual character N1 needs to hide immediately). In this way, it is convenient for the player to timely understand the current exposure situation of the virtual character controlled by himself in the virtual scene according to the warning message displayed on the graphical user interface, and quickly formulate the corresponding optimal game strategy according to the warning message, so as to optimize the game experience and improve the game quality.
[0130] As an alternative implementation manner, the method provided in this application further includes:
[0131] Controlling and adjusting the marking shape, display area, or marking color of the second mark according to the change of the exposure rate.
[0132] In this embodiment, in order to enable the player to more intuitively obtain the change situation of the exposure degree when the virtual character is at the current position, the attribute information such as the marking shape, display area, or marking color of the second mark displayed on the graphical user interface can also be adjusted and controlled.
[0133] For example, when the exposure rate is 0, the marking shape of the second mark corresponding to the exposure rate of 0 is a star, the display area is 1, or the marking color is green; when the exposure rate is 25%, the marking shape of the second mark corresponding to the exposure rate of 25% is two stars, the display area is 2, or the marking color is blue; when the exposure rate is 50%, the marking shape of the second mark corresponding to the exposure rate of 50% is three stars, the display area is 3, or the marking color is orange; when the exposure rate is 75%, the marking shape of the second mark corresponding to the exposure rate of 75% is four stars, the display area is 4, or the marking color is red; when the exposure rate is 100%, the marking shape of the second mark corresponding to the exposure rate of 100% is five stars, the display area is 5, or the marking color is dark red.
[0134] The following embodiments will specifically explain how to determine the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene.
[0135] As an alternative implementation manner, referring to Figure 10 shown, determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene in the above step S101 includes:
[0136] S1101. Determine a virtual sphere area in the virtual scene.
[0137] Among them, the virtual sphere area takes the virtual scene as the center of the sphere and a preset distance as the radius.
[0138] S1102. Obtain the projection area of the virtual obstacle in the virtual sphere area on the virtual sphere surface.
[0139] S1103. If the virtual character is in the direction pointing to the center point of the projection area, the virtual character is in a non-exposed state; if the virtual character is in a direction outside the direction pointing to the center point of the projection area, the virtual character is in an exposed state.
[0140] Specifically, taking the virtual scene as the center of the sphere and a preset distance as the radius, a transparent virtual sphere area is drawn. According to the projection areas of the preset virtual obstacles in the virtual sphere area on the virtual sphere surface, for example, the projection area of virtual obstacle 1 on the virtual sphere surface is 1, and the projection area of virtual obstacle 2 on the virtual sphere surface is 2; if virtual character N1 is in the direction pointing to the center point of projection area 1 (or projection area 2), it can be determined that virtual character N1 is in a non-exposed state in the direction towards virtual obstacle 1 (or projection area 2); if the virtual character is in a direction outside the direction pointing to projection area 1 (or projection area 2), the virtual character is in an exposed state in the direction towards virtual obstacle 1 (or projection area 2).
[0141] Based on the same inventive concept, an apparatus for processing position exposure information in a game corresponding to the method for processing position exposure information in a game is further provided in an embodiment of the present application. Since the principle of solving problems by the apparatus in the embodiment of the present application is similar to the method for processing position exposure information in the game in the embodiment of the present application, the implementation of the apparatus can refer to the implementation of the method, and the repeated parts will not be described again.
[0142] Figure 12 It is a module structure diagram of the apparatus for processing position exposure information in a game provided in an embodiment of the present application. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene, such as Figure 12 shown, the apparatus includes:
[0143] A determination module 1201, configured to determine the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position;
[0144] A providing module 1202, configured to provide a first mark for identifying the exposure direction on the graphical user interface based on the exposure direction.
[0145] In a possible implementation manner, the determination module 1201 is further configured to:
[0146] In the virtual scenario, centered on the position of the virtual character, detect whether there is an obstacle within a preset range in a preset direction;
[0147] If there is an obstacle, determine the preset direction as the non-exposed direction;
[0148] If there is no obstacle, determine the preset direction as the exposed direction.
[0149] In a possible implementation, the preset range is set to one of the following:
[0150] The maximum viewing distance in the game, the farthest casting distance of a game skill in the game, the maximum attack distance of a virtual weapon in the game.
[0151] In a possible implementation, the providing module 1202 is further configured to:
[0152] Provide a spherical identifier in the graphical user interface, where the spherical identifier includes a spherical surface corresponding one-to-one to the preset directions in the virtual scenario;
[0153] Display a first mark at the spherical surface position corresponding to the exposed direction on the spherical identifier.
[0154] In a possible implementation, the providing module 1202 is further configured to:
[0155] Based on the exposed direction, provide a second mark for identifying the exposure rate of the virtual character in the graphical user interface, where the exposure rate is used to indicate the exposure degree of the virtual character in the virtual scenario.
[0156] In a possible implementation, the determining module 1201 is further configured to:
[0157] Determine the ratio of the number of exposed directions to the total number of preset directions in the virtual scenario, and use the ratio as the exposure rate.
[0158] In a possible implementation, the device further includes:
[0159] A display module, configured to display a warning message in the graphical user interface if the exposure rate is greater than a preset threshold.
[0160] In a possible implementation, the device further includes:
[0161] A control module, configured to control and adjust the mark shape, display area, or mark color of the second mark according to the change of the exposure rate.
[0162] In a possible implementation, the determining module 1201 is further configured to:
[0163] Determine a virtual spherical region in the virtual scene, where the virtual spherical region has the virtual scene as the center of the sphere and a preset distance as the radius;
[0164] Obtain the projection region of the virtual obstacle in the virtual spherical region on the virtual spherical surface;
[0165] If the virtual character is in the direction pointing to the center point of the projection region, the virtual character is in a non-exposed state; if the virtual character is in a direction outside the direction pointing to the center point of the projection region, the virtual character is in an exposed state.
[0166] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, which will not be elaborated here.
[0167] The above modules may be one or more integrated circuits configured to implement the above method, for example: one or more application specific integrated circuits (ASICs), or, one or more microprocessors (digital signal processors, DSPs), or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain above module is implemented in the form of a processing element dispatching program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0168] The above modules may be connected or communicate with each other via wired connections or wireless connections. Wired connections may include metal wires, optical fibers, hybrid wires, etc., or any combination thereof. Wireless connections may include connections in the form of LAN, WAN, Bluetooth, ZigBee, or NFC, etc., or any combination thereof. Two or more modules may be combined into a single module, and any one module may be divided into two or more units. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the above-described systems and devices may refer to the corresponding processes in the method embodiments, which will not be elaborated in this application.
[0169] It should be noted that the above modules may be one or more integrated circuits configured to implement the above methods. For example: one or more Application Specific Integrated Circuits (ASICs), or, one or more Digital Signal Processors (DSPs), or, one or more Field Programmable Gate Arrays (FPGAs), etc. Again, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a System-on-a-chip (SOC).
[0170] Please refer to Figure 13 , an embodiment of the present application also provides an electronic device, which includes: a processor 1301, a storage medium 1302, and a bus 1303. The storage medium 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device runs, the processor 1301 communicates with the storage medium 1302 through the bus 1303, and the processor 1301 executes the machine-readable instructions to perform the steps of the method for processing position exposure information in the game provided by any of the foregoing embodiments.
[0171] An embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of any of the foregoing embodiments.
[0172] In several embodiments provided by this application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions, and operations of devices, methods, and computer program products according to multiple embodiments of this application. In this regard, each block in the flowchart or block diagram can represent a module, a program segment, or a part of code, and the module, program segment, or part of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than that marked in the accompanying drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, as well as the combination of blocks in the block diagram and / or flowchart, can be implemented by a dedicated hardware-based system for performing the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.
[0173] In addition, in each embodiment of this application, the various functional modules can be integrated together to form an independent part, or each module can exist separately, or two or more modules can be integrated to form an independent part.
[0174] If the described functions are implemented in the form of software functional modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of this application. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.
[0175] The foregoing is only the preferred embodiment of this application and is not used to limit this application. For those skilled in the art, this application can have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of this application shall be included within the protection scope of this application.
Claims
1. A method for processing position exposure information in a game, characterized in that, a graphical user interface is provided by a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene. The method includes: Based on the position of the virtual character in the virtual scene, determine the exposure direction of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position; Based on the exposure direction, provide a first marker for identifying the exposure direction on the graphical user interface; wherein, the determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene includes: Determine a virtual sphere area in the virtual scene, where the virtual sphere area takes the virtual scene as the center of the sphere and a preset distance as the radius; Obtain the projection area of the virtual obstacles in the virtual sphere area on the spherical surface of the virtual sphere; If the virtual character is in the direction pointing to the center point of the projection area, the virtual character is in a non-exposed state; if the virtual character is in a direction outside the direction pointing to the center point of the projection area, the virtual character is in an exposed state; wherein, the method further includes: Based on the exposure direction, provide a second marker for identifying the exposure rate of the virtual character on the graphical user interface, where the exposure rate is used to indicate the exposure degree of the virtual character in the virtual scene; Determine the ratio of the number of the exposure directions to the total number of preset directions in the virtual scene, and use the ratio as the exposure rate.
2. The method according to claim 1, characterized in that, the determining the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene includes: Taking the position of the virtual character as the center in the virtual scene, detect whether there are obstacles within a preset range in a preset direction; If there are obstacles, determine the preset direction as a non-exposure direction; If there are no obstacles, determine the preset direction as an exposure direction.
3. The method according to claim 2, characterized in that, the preset range is set to one of the following: The maximum field of view distance in the game, the farthest casting distance of a game skill in the game, the maximum attack distance of a virtual weapon in the game.
4. The method according to claim 1, characterized in that, the providing a first marker for identifying the exposure direction on the graphical user interface based on the exposure direction includes: Providing a spherical identifier on the graphical user interface, where the spherical identifier includes spherical surfaces corresponding one by one to the preset directions in the virtual scene; Display the first marker at the spherical surface position corresponding to the exposure direction on the spherical identifier.
5. The method according to claim 1, characterized in that, the method further includes: If the exposure rate is greater than a preset threshold, display a warning message on the graphical user interface.
6. The method according to claim 1, It is characterized in that The method further includes: Controlling and adjusting the marking shape, display area or marking color of the second mark according to the change of the exposure rate.
7. A device for processing position exposure information in a game, It is characterized in that A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a virtual scene and a virtual character located in the virtual scene. The device includes: A determination module, configured to determine the exposure direction of the virtual character in the virtual scene based on the position of the virtual character in the virtual scene, where the exposure direction is the direction in which the virtual character is in an exposed state when located at the current position; A providing module, configured to provide a first mark for identifying the exposure direction on the graphical user interface based on the exposure direction; The determination module is specifically configured to: Determine a virtual sphere area in the virtual scene, where the virtual sphere area takes the virtual scene as the center of the sphere and a preset distance as the radius; Obtain the projection area of the virtual obstacle in the virtual sphere area on the sphere surface of the virtual sphere; If the virtual character is in the direction pointing to the center point of the projection area, the virtual character is in a non-exposed state; if the virtual character is in a direction outside the direction pointing to the center point of the projection area, the virtual character is in an exposed state; The providing module is further configured to: Provide a second mark for identifying the exposure rate of the virtual character on the graphical user interface based on the exposure direction, where the exposure rate is used to indicate the exposure degree of the virtual character in the virtual scene; The determination module is further configured to: Determine the ratio of the number of the exposure directions to the total number of preset directions in the virtual scene, and use the ratio as the exposure rate.
8. An electronic device, It is characterized in that The electronic device includes: a processor, a storage medium and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of any one of the methods as claimed in claims 1-6.
9. A computer-readable storage medium, It is characterized in that A computer program is stored on the storage medium, and when the computer program is run by a processor, it performs the steps of any one of the methods as claimed in claims 1-6.
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