Information prompting method and device, computer device and computer readable storage medium
By acquiring and analyzing the orientation and moves of virtual objects in the game, calculating risks and generating recommendation information, the problem of high operational difficulty in competitive games is solved, thereby improving the game experience and user stickiness.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-02-08
- Publication Date
- 2026-05-12
AI Technical Summary
In competitive games, players' lack of skill or inability to predict movement changes can lead to unexpected side effects from their chosen moves, increasing the difficulty of gameplay and reducing the overall gaming experience.
By acquiring the orientation and candidate moves of controlled virtual objects and target attack objects, the risk level is calculated, and recommended information is generated and displayed to reduce game risks and provide safe move hints.
It effectively reduces the difficulty of game operation, improves the player's gaming experience, and increases game account activity and user stickiness.
Smart Images

Figure CN116603236B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to an information prompting method, apparatus, computer device, and computer-readable storage medium. Background Technology
[0002] In gaming scenarios, especially competitive games, game developers typically use methods such as graying out unavailable skills and refreshing the list of available skills, or placing a skill icon in the upper right corner to provide players with alternative moves that can damage opponents. However, the selection of alternative moves is generally left to the user, with game developers not providing much guidance or intervention.
[0003] Therefore, in some existing competitive game scenarios, players inevitably encounter unexpected side effects when using their chosen moves due to their lack of proficiency or inability to predict changes in their movements. This increases the difficulty of the game and reduces the overall gaming experience. Summary of the Invention
[0004] Therefore, it is necessary to provide an information prompting method, device, computer equipment, and computer-readable storage medium to address the aforementioned technical problems, thereby reducing the difficulty of game operation, improving the player's gaming experience, and ultimately increasing the activity of game accounts and user stickiness.
[0005] In a first aspect, this application provides an information prompting method that provides a graphical user interface through a terminal's display component, including:
[0006] Obtain the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object;
[0007] Calculate the expected orientation change of the controlled virtual object when it completes a candidate move, and determine at least one first orientation to be changed corresponding to the expected orientation change;
[0008] Based on the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object, determine the risk level of the controlled virtual object executing candidate moves;
[0009] Based on the level of risk, the target move is determined from all candidate moves;
[0010] Recommendations are generated based on the target move and displayed in the graphical user interface.
[0011] In some embodiments of this application, determining the risk level of a controlled virtual object executing a candidate move based on the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object includes: calculating the angle between the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object to obtain at least one first angle value; and determining the risk level of the controlled virtual object executing a candidate move based on the at least one first angle value.
[0012] In some embodiments of this application, determining the risk level of a controlled virtual object executing a candidate move based on at least one first included angle value includes: if the first included angle value is within a preset dangerous angle range, then determining the risk level of the controlled virtual object executing a candidate move as a first risk level; if the first included angle value is outside the preset dangerous angle range, then determining the risk level of the controlled virtual object executing a candidate move as a second risk level; wherein the risk value of the first risk level is greater than the risk value of the second risk level.
[0013] In some embodiments of this application, determining a target move from candidate moves based on the degree of risk includes: if the degree of risk is a first degree of risk, determining at least one safe move from candidate moves to update the candidate move corresponding to the first degree of risk to at least one safe move; determining the target move based on the maximum damage value of at least one safe move; wherein, the first degree of risk is the degree of risk when the angle between the second orientation and at least one first orientation to be changed is within a preset dangerous angle range.
[0014] In some embodiments of this application, determining at least one safe move from among the candidate moves to update the candidate moves corresponding to the first risk level to at least one safe move includes: determining preset body shape change information corresponding to each candidate move, the body shape change information including the body shape change angle; determining at least one safe move based on the body shape change angle; and updating the candidate moves corresponding to the first risk level to at least one safe move.
[0015] In some embodiments of this application, determining at least one safe move based on the body shape change angle includes: calculating the expected orientation change of the controlled virtual object to complete each candidate move based on the body shape change angle, so as to determine the third orientation corresponding to the expected orientation change; calculating the angle between the second orientation and the third orientation to obtain the second angle value; and filtering out candidate moves whose second angle value is outside the preset danger angle range to obtain at least one safe move.
[0016] In some embodiments of this application, determining the target move based on the maximum damage value of at least one safe move includes: arranging and combining safe moves according to preset body shape change information corresponding to at least one safe move to obtain candidate combos; if there are at least two candidate combos, then determining the target move based on the maximum damage value of each candidate combo.
[0017] In some embodiments of this application, determining the target move based on the maximum damage value of each candidate combo includes: selecting the top-N candidate combos from each candidate combo based on the maximum damage value of each candidate combo as initial moves, where N≥1; comparing the number of moves contained in each initial move, selecting the initial move corresponding to the minimum number of moves among the M initial moves as the target move, where M≥1.
[0018] In some embodiments of this application, the first orientation of the controlled virtual object and / or the second orientation of the target attack object have corresponding orientation identifiers that can be displayed in the graphical user interface; wherein, after determining the risk level of the controlled virtual object executing the candidate move, the method further includes: if the risk level is the first risk level, then displaying the orientation identifier of the controlled virtual object in the graphical user interface in a preset flashing manner; wherein, the first risk level is the risk level when the angle between the second orientation and at least one first orientation to be changed is within a preset dangerous angle range.
[0019] In some embodiments of this application, a graphical user interface provides at least one control, including a display control, which generates recommendation information based on target moves and displays the recommendation information in the graphical user interface, including: generating recommendation information based on target moves; if there are at least two target moves, then displaying the recommendation information in a preset scrolling manner through the display control of the graphical user interface.
[0020] In some embodiments of this application, the control also includes an automatic attack control. After displaying the recommendation information, the control further includes: determining a first running state of the automatic attack control; if the first running state is an enabled state, then controlling the controlled virtual object to change its actions according to the target move corresponding to the recommendation information.
[0021] In some embodiments of this application, the control further includes an auxiliary attack control, and the information prompting method further includes: if the first running state is a closed state, then determining whether at least one first orientation to be changed has an angular deflection, and determining whether the current time has reached the preset combo refresh time; if at least one first orientation to be changed has an angular deflection, and / or the current time has reached the preset combo refresh time, then determining the game state of the controlled virtual object and the target attack object, and determining the second running state of the auxiliary attack control; if the game state is an open state, and the second running state is an open state, then repeatedly executing the step of generating recommendation information and displaying the recommendation information in the graphical user interface.
[0022] In some embodiments of this application, the information prompting method further includes: if at least one first orientation to be changed does not have an angle deflection and the current time has not reached the combo refresh time, then control the controlled virtual object to enter a waiting state until the first running state is the open state, or the first orientation to be changed has an angle deflection, or the current time has reached the preset combo refresh time.
[0023] Secondly, this application provides an information prompting device that provides a graphical user interface, including:
[0024] The information acquisition module is used to acquire the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object;
[0025] The orientation analysis module is used to calculate the expected orientation change of the controlled virtual object when completing the candidate move, and to determine at least one first orientation to be changed corresponding to the expected orientation change;
[0026] The risk determination module is used to determine the risk level of the controlled virtual object executing candidate moves based on the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object;
[0027] The move determination module is used to determine the target move from among the candidate moves based on the level of risk.
[0028] The information display module is used to generate recommended information based on the target move and display the recommended information in the graphical user interface.
[0029] Thirdly, this application also provides a computer device, comprising:
[0030] One or more processors;
[0031] The memory; and one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the above-described information prompting method.
[0032] Fourthly, this application also provides a computer-readable storage medium having a computer program stored thereon, the computer program being loaded by a processor to perform the steps in the above-described information prompting method.
[0033] Fifthly, embodiments of this application provide a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method provided in the first aspect described above.
[0034] The aforementioned information prompting method, device, computer equipment, and computer-readable storage medium allow the terminal to calculate the expected orientation change of the controlled virtual object to complete the candidate move by acquiring the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object. This determines at least one potential first orientation corresponding to the expected orientation change. Furthermore, based on the second orientation of the target attack object and the at least one potential first orientation of the controlled virtual object, the risk level of the controlled virtual object executing the candidate move is determined. Then, based on the risk level, the target move is determined from the candidate moves. Finally, recommendation information is generated based on the target move and displayed in the graphical user interface. This provides players with move prompts to reduce game risks, effectively reducing the difficulty of game operation, improving the player's game experience, enhancing game account activity, and increasing game user stickiness. Attached Figure Description
[0035] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0036] Figure 1 This is a flowchart illustrating the information prompting method in an embodiment of this application;
[0037] Figure 2 This is a schematic diagram of the interface showing the initial positions of two virtual characters before a battle in an embodiment of this application;
[0038] Figure 3 This is a schematic diagram of the interface after the controlled virtual object performs a specified action in the embodiments of this application. Figure 1 ;
[0039] Figure 4 This is a schematic diagram of the interface after the controlled virtual object performs a specified action in the embodiments of this application. Figure 2 ;
[0040] Figure 5 This is a schematic diagram of the interface of the display control in the embodiments of this application;
[0041] Figure 6 This is a schematic diagram of the specific process of the information prompting method in the embodiments of this application;
[0042] Figure 7 This is a schematic diagram of the information prompting device in the embodiments of this application;
[0043] Figure 8 This is a schematic diagram of the structure of the computer device in the embodiments of this application. Detailed Implementation
[0044] 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. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0045] In the description of this application, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of indicated technical features. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of the stated features. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0046] It should be noted that the information prompting method provided in this application embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. However, if the information prompting method runs on a server, it can be implemented and executed based on a cloud interaction system. This cloud interaction system includes a server and client devices. The client device can be a game application client or a browser client carrying a game program, including but not limited to smartphones, tablets, laptops, game consoles, personal computers (PCs), personal digital assistants (PDAs), and other terminal devices.
[0047] Specifically, cloud-based interactive systems can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, it refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen are separate. The storage and execution of information prompts are completed on the cloud server, while the client device is used for data reception, transmission, and game screen display. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a terminal, television, computer, or PDA; however, the device executing information prompts is the cloud server. During gameplay, the player sends operation commands to the cloud server through the client device. The cloud server runs the game according to the commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0048] The following will provide a detailed description of each. However, it should be noted that the order in which the following embodiments appear is not intended to limit the preferred order of the embodiments.
[0049] See Figure 1 , Figure 1 This is a flowchart illustrating an information prompting method provided in an embodiment of this application. The method can be applied to a terminal capable of displaying a graphical user interface (GUI). The terminal provides a GUI, and the game scene contains at least two virtual characters, such as a controlled virtual object and a target attack object. The method includes steps S101 to S105, as follows:
[0050] S101, obtain the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object.
[0051] In this application, the game scene involved in the embodiment includes at least two virtual characters. Each virtual character can be a game virtual unit controlled by the player through a terminal, a game virtual unit controlled by an enemy player in the game, or a non-player character (NPC) pre-set by the game developer in a specific game scene.
[0052] Wherein, the first orientation is the orientation of the controlled virtual object in the game scene, and the second orientation is the orientation of the target attack object in the game scene. Therefore, obtaining the first orientation of the controlled virtual object can be obtaining the initial orientation of the controlled virtual object, and obtaining the second orientation of the target attack object can be obtaining the initial orientation of the controlled virtual object. The "orientation" mentioned in the embodiments of this application refers to the direction in which the virtual character looks from a preset angle, such as the front of the virtual character's face. Candidate moves are attack moves and / or body transformation moves that can be triggered by the player and the controlled virtual object from a preset move library.
[0053] Specifically, a controlled virtual object can be a game virtual unit that a player controls via a terminal, while a target attack object can be a game virtual unit controlled by an enemy player. Therefore, the game scene in which the controlled virtual object and the target attack object exist is the game battle scene. The controlled virtual object can attack other virtual units (such as the target attack object) in the game scene, and can also be attacked by other virtual units (such as the target attack object).
[0054] In this specific implementation, the terminal mentioned in this embodiment can be either the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. The operating system of the terminal can include Android, iOS, Windows Phone, Windows, etc., and can usually support the running of various game applications. The game application runs on the terminal, and a graphical user interface (UI) is rendered on the terminal's display component. The content displayed by the graphical user interface at least partially includes a part or all of the game scene. The specific shape of the game scene can be square or other shapes, such as circles, triangles, etc.
[0055] Furthermore, the virtual character can be presented through a graphical user interface, and the presented content can include the entire virtual character or a part of the virtual character. For example, in a third-person perspective game, the content presented by the graphical user interface can include the entire virtual character, or in a first-person perspective game, the content presented by the graphical user interface can include a part or a portion of the virtual character; this application does not impose any specific limitations.
[0056] Furthermore, see [reference] Figure 2 , Figure 2 This is a schematic diagram of the initial positioning of two virtual characters before a battle, as illustrated in this application embodiment, including a controlled virtual object 201 and a target attack object 202. To reduce the difficulty of player operation of the virtual characters, this application proposes to visually display the changes in the player's body shape after each move by setting an orientation indicator associated with the virtual character. The orientation information provided by this indicator is then used to analyze whether there are any side effects after each move—such as exposing the back—to alert the player to potential danger.
[0057] Specifically, the orientation indicator serves two purposes: first, it displays the virtual character's orientation within the graphical user interface; second, when the associated virtual character's risk level is at the highest level, it flashes in a pre-defined manner to alert the player of impending danger. Thus, by setting orientation indicators linked to virtual characters, the changes in the player's posture after each attack can be visually displayed. Furthermore, by analyzing the orientation information provided by these indicators to determine if there is a risk of exposing the player's back after each attack, the game's operational difficulty can be significantly reduced, the player's gaming experience enhanced, and ultimately, game account activity increased, leading to greater user engagement.
[0058] S102, calculate the expected orientation change of the controlled virtual object to complete the candidate move, and determine at least one first orientation to be changed corresponding to the expected orientation change.
[0059] Each candidate move pre-encapsulates a series of action logic programs. When a candidate move is triggered, the terminal retrieves the corresponding logic program and then controls the controlled virtual object to execute it. This causes the controlled virtual object to display a corresponding change in its shape on the graphical user interface, thus determining the expected orientation change after the candidate move is completed. It is understandable that since each candidate move has a corresponding expected orientation change, the controlled virtual object's completion of any candidate move will determine its first potential orientation.
[0060] For example, such as Figure 2 As shown, the controlled virtual object 201 stands perpendicular to the ground before performing a candidate move, and its associated orientation indicator points to the left direction in the graphical user interface. After the controlled virtual object 201 performs the specified action change according to the candidate move triggered by the player, it will appear as follows. Figure 3 The orientation change shown, and Figure 3 The orientation identifier associated with the controlled virtual object points to a first orientation to be changed.
[0061] Specifically, the pre-packaged logic for each candidate move includes body shape change angles, and even superimposed body shape change directions. Both body shape change direction and body shape change angle are body shape change information of the controlled virtual object when launching an attack on the target. For example, body shape change directions include "turn left," "lean back," and "lean forward"; body shape change angles include "30°," "60°," and "90°." However, it should be noted that the body shape change direction can be pre-bound to the candidate move or submitted by the player through the terminal, while the body shape change angle is the angle pre-bound to the candidate move.
[0062] For example, when a player controls a virtual object through a terminal and touches the attack button 1 displayed on the terminal, which is associated with a candidate move A, the player's touch operation on the attack button 1 is the attack operation of the virtual object acting on the target. The determination of the attack move A is equivalent to the determination of the angle and direction of the body change.
[0063] For example, when a player controls a virtual object through a terminal, touches the attack button 1 displayed on the terminal and also controls the direction button. The attack button 1 is associated with attack move A. The player's touch operation on the attack button 1 is the attack operation of the virtual object acting on the target. Determining the attack move A is equivalent to determining the angle of the body change, and controlling the direction button is equivalent to determining the direction of the body change.
[0064] S103, based on the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object, determine the risk level of the controlled virtual object executing candidate moves.
[0065] In specific implementation, as mentioned above, the game side effect to be avoided in the embodiments of this application is mainly the exposure of the back. The main reason is that in some game battle scenarios, exposing one's back is very likely to create an opportunity for the opponent to kill one, such as in sniper games, fighting games, etc. Therefore, in order to avoid such game side effects, reduce the difficulty of game operation, and improve the player's game experience, this application proposes that the terminal can analyze the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object, so as to determine whether the controlled virtual object has exposed its back to the target attack object, and thus determine whether the controlled virtual object has the risk of exposing its back.
[0066] Specifically, analyzing the target's second orientation and at least one potential first orientation of the controlled virtual object mainly involves analyzing whether the orientation of the controlled virtual object after landing following a candidate move falls within the target's kill range. If so, it indicates that the controlled virtual object is at risk of exposing its back, and this risk level is designated as the first risk level; otherwise, it is designated as the second risk level. The kill range can be determined by other information, which will be explained in detail below.
[0067] In one embodiment, this step includes: calculating the angle between the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object to obtain at least one first angle value; and determining the risk level of the controlled virtual object executing candidate moves based on the at least one first angle value.
[0068] In specific implementation, the analysis of the kill range mentioned in the above embodiments is the angle analysis between the two directions proposed in this embodiment. The angle analysis includes, but is not limited to, the analysis of the magnitude of the angle, such as... Figure 3 As shown, the angle between the controlled virtual object 201 and the target attack object 202 is denoted as "R". By analyzing the value of this first angle "R", the risk level of the controlled virtual object executing the candidate move can be determined, which will be explained in detail below.
[0069] In one embodiment, determining the risk level of a controlled virtual object executing a candidate move based on at least one first included angle value includes: if the first included angle value is within a preset danger angle range, then determining the risk level of the controlled virtual object executing a candidate move as a first risk level; if the first included angle value is outside the preset danger angle range, then determining the risk level of the controlled virtual object executing a candidate move as a second risk level; wherein the risk value of the first risk level is greater than the risk value of the second risk level.
[0070] The preset danger angle range refers to the set of facing angles where there is a risk of exposing one's back. For example, the preset danger angle range can be set to "0 to 90°", but the embodiments of this application are not limited to this.
[0071] In specific implementation, the terminal responds to a controlled virtual object acting on a candidate move of the target attack object. After calculating the expected directional change of the controlled virtual object after completing the candidate move, regardless of whether the target attack object's second orientation changes due to the candidate move, we do not focus on the target attack object's initial second orientation. Instead, we need to obtain the target attack object's second orientation after the candidate move is fully released. That is, there is a second orientation re-determination step to obtain a precise first angle value. Then, the first angle value is matched with a preset danger angle range to analyze whether the first angle value falls within the preset danger angle range. If it falls within the range, the controlled virtual object is determined to be in danger, and the risk level of the controlled virtual object executing the candidate move is the first risk level. This is the angle value analysis proposed in the above embodiment. Conversely, if it does not fall within the range, the controlled virtual object is determined to be in danger, and the risk level of the controlled virtual object executing the candidate move is the second risk level.
[0072] It should be noted that the first included angle value is determined using the image coordinate system contained in the graphical user interface as a reference coordinate system. However, only the included angle value is specified here, without specifically limiting its positive or negative sign. This is because this application proposes to study the risk of a controlled virtual object exposing its back. Therefore, the target attack object confronting the controlled virtual object must be located behind the controlled virtual object for the controlled virtual object to have the risk of exposing its back. If the controlled virtual object is behind the target attack object, i.e., the target attack object stands with its back to the controlled virtual object, then no matter how the controlled virtual object performs its candidate moves and changes its actions, there is no risk of exposing the target attack object's back. Therefore, the hazard analysis process listed in the embodiments of this application is based on the situation where the target attack object is behind the controlled virtual object. In actual scenarios, to analyze whether the target attack object is behind the controlled virtual object, a comparative analysis based on the X-axis value of the image coordinate system can be performed.
[0073] For example, see Figure 3 , Figure 3 In the image, the target attack object 202 is located behind the controlled virtual object 201. If both virtual characters are simultaneously located on the positive half-axis / negative half-axis of the X-axis of the image coordinate system, then the X-axis value of the target attack object 202 must be greater than the X-axis value of the controlled virtual object 201. If the target attack object 202 is located on the positive half-axis of the X-axis of the image coordinate system and the controlled virtual object 201 is located on the negative half-axis of the X-axis of the image coordinate system, then analyzing the X-axis value is meaningless, and only the positive and negative signs of the X-axis need to be analyzed.
[0074] For example, see [reference] Figure 3 , Figure 3 The first included angle value "R = 30°" falls within the preset dangerous included angle range of "0 to 90°" because the terminal can determine that the controlled virtual object is dangerous.
[0075] It should be noted that the steps described above for analyzing the value of the first included angle include: analyzing the value of the first included angle based on the main view plane and / or side view plane of the graphical user interface. This is because the body shape changes included in candidate moves not only include "forward rolls" and "backward leans" within the same plane, but also "left turns" and "right turns" within another plane. If only the body shape changes (mainly angle changes) in one plane are studied, the body shape changes in the other plane cannot be analyzed. For example, Figure 2The two virtual characters shown are both standing facing the left end of the graphical user interface. The subsequent study will examine the changes of the two virtual characters on the main view plane as they "flip forward" or "lean backward". If we also want to study the changes of the two virtual characters as they "turn left" or "turn right", we can determine the value of the first included angle by analyzing the side view plane of the graphical user interface. Since the above embodiment has already listed the analysis principle of the first included angle value of the main view plane, the analysis principle of other planes (including the side view plane) will not be repeated.
[0076] S104: Determine the target move from among the candidate moves based on the level of risk.
[0077] The risk level includes a first risk level and a second risk level, with the risk value of the first risk level being greater than that of the second risk level.
[0078] In practice, to reduce the difficulty of game operation, the terminal can determine the target move from each candidate move based on the risk level analysis after determining the risk level of the controlled virtual object to execute the candidate move. This includes filtering out candidate moves that pose a risk of exposing the back of the controlled virtual object due to their high risk level, and then determining the target move from the remaining candidate moves, so as to improve the player's game experience and ultimately increase the activity of the game account.
[0079] In one embodiment, this step includes: if the risk level is a first risk level, then determining at least one safe move from each candidate move to update the candidate move corresponding to the first risk level to at least one safe move; determining the target move based on the maximum damage value of the at least one safe move; wherein, the first risk level is the risk level when the angle between the second orientation and at least one first orientation to be changed is within a preset dangerous angle range.
[0080] Among them, a safe move can be a candidate move that, when released, will not expose the back of the controlled virtual object; the maximum damage value can be the ideal value of damage that reduces the target's health. For example, if the target's health is "50" and the maximum damage value of a certain safe move is "20", then the target's health after being attacked by the safe move will be "50-20=30". The target move can be a single safe move or a combo consisting of multiple safe moves.
[0081] In its specific implementation, this application proposes not only to provide players with risk warnings about exposing their backs, but also to provide counterattack prompts, thereby reducing the game's difficulty. Specifically, based on the back exposure risk analysis method described in the above embodiments, the terminal first obtains the currently available safe moves for the controlled virtual object, then locks the target move based on the maximum damage value of the safe moves, and finally displays recommended information about the target move through a graphical user interface to prompt the user operating the controlled virtual object to use the target move to trigger an attack on the target. The safe move determination step, candidate move update step, and target move determination step involved in this embodiment will be described in detail below.
[0082] In one embodiment, determining at least one safe move from among the candidate moves to update the candidate moves corresponding to the first risk level to at least one safe move includes: determining preset body shape change information corresponding to each candidate move, the body shape change information including the body shape change angle; determining at least one safe move based on the body shape change angle; and updating the candidate moves corresponding to the first risk level to at least one safe move.
[0083] In practice, the terminal pre-sets the body shape change information after each candidate move is fully released, including the body shape change angle. Then, the player's initial body shape at the current moment can be superimposed with the body shape change angle of each candidate move for analysis to obtain a new first orientation to be changed. If the new first orientation to be changed poses a risk of exposing the back, it cannot be used as a safe move; otherwise, if the new first orientation to be changed does not pose a risk of exposing the back, it can be used as a safe move.
[0084] In one embodiment, determining at least one safe move based on the body shape change angle includes: calculating the expected orientation change of the controlled virtual object to complete each candidate move based on the body shape change angle, so as to determine the third orientation corresponding to the expected orientation change; calculating the angle between the second orientation and the third orientation to obtain the second angle value; and filtering out candidate moves whose second angle value is outside the preset danger angle range to obtain at least one safe move.
[0085] In practice, the terminal can superimpose the body shape change angle contained in the body shape change information onto the first orientation of the controlled virtual object to obtain a new first orientation to be changed as the third orientation. Then, it can analyze whether the value of the second angle between the third orientation and the second orientation is outside the preset dangerous angle range. If so, the candidate moves associated with the body shape change information can be used as safe moves. In this way, safe moves can be selected from each candidate move.
[0086] For example, such as Figure 3 and Figure 4 As shown, Figure 3If the included angle value is within the preset danger angle range, the controlled virtual object faces the risk of exposing its back. The degree of risk at this point, and the first degree of risk, will cause the controlled virtual object to exhibit... Figure 3 The candidate moves shown in the indicated orientation are not safe moves. However, Figure 4 If the included angle value is outside the preset danger angle range, the controlled virtual object does not pose a risk of exposing its back. This determines its risk level and secondary risk level, thus prompting the controlled virtual object to exhibit... Figure 4 The candidate moves shown are safe moves.
[0087] In one embodiment, determining the target move based on the maximum damage value of at least one safe move includes: arranging and combining safe moves according to preset body shape change information corresponding to at least one safe move to obtain candidate combos; if there are at least two candidate combos, then determining the target move based on the maximum damage value of each candidate combo.
[0088] In practical implementation, after the terminal analyzes and filters out safe moves, if there is only one safe move, it can be directly identified as the target move. If there are multiple safe moves, they can be arranged and combined. During this process, the triggering order of the safe moves must be considered, as different triggering orders will result in different physical appearances of the controlled virtual object after releasing the move. Therefore, the terminal can arrange and combine the safe moves based on a strategy of varying move order and progressively increasing the number of moves, obtaining at least one candidate combo, and each candidate combo must contain at least one safe move.
[0089] Specifically, after the terminal analysis obtains at least one candidate combo, if each candidate combo contains only one safe move, there is no need to process the maximum damage value of each candidate combo. It is only necessary to sort them in descending order according to the maximum damage value of the single safe move in each candidate combo to determine the first candidate combo in the sequence as the target move.
[0090] Furthermore, if some or all of the candidate combos contain more than one safe move, then damage value processing needs to be performed on the candidate combos containing multiple safe moves. This can be achieved by summing the damage values of the multiple safe moves as the maximum damage value of the candidate combo, by stacking the damage values of the multiple safe moves in a tiered manner, or by taking the average damage value of the multiple safe moves as the maximum damage value of the candidate combo. Therefore, this application does not specifically limit the method for determining the maximum damage value of a candidate combo.
[0091] In one embodiment, determining the target move based on the maximum damage value of each candidate combo includes: selecting the top-N candidate combos from each candidate combo based on the maximum damage value of each candidate combo as initial moves, where N≥1; comparing the number of moves contained in each initial move, selecting the initial move corresponding to the minimum number of moves among the M initial moves as the target move, where M≥1.
[0092] In practice, since various moves in a game generally cannot be released simultaneously, candidate combos containing multiple safe moves inevitably have intervals between move releases, thus the controlled virtual object still faces the risk of being counter-killed. Therefore, this application proposes that, based on the number of moves included in the candidate combo, the combo scheme with fewer moves can be selected as the target move.
[0093] S105 generates recommended information based on the target move and displays the recommended information in the graphical user interface.
[0094] In practice, after determining the target move from the candidate moves based on the risk level, the terminal can generate recommendation information based on the target move so that the recommendation information can be displayed in the graphical user interface, prompting the player operating the controlled virtual object to trigger the target move corresponding to the recommendation information. In this way, there is no risk of exposing one's back, and the target object can be attacked and suffer damage that reduces its health.
[0095] In one embodiment, a graphical user interface provides at least one control, including a display control, which generates recommendation information based on target moves and displays the recommendation information in the graphical user interface, including: generating recommendation information based on target moves; if there are at least two target moves, then displaying the recommendation information in a preset scrolling manner through the display control of the graphical user interface.
[0096] In practice, if the terminal analyzes and determines that the controlled virtual object is dangerous, it can display relevant prompts on the graphical user interface to alert the player controlling the controlled virtual object that there is danger. The relevant prompts are the recommended information of the target moves determined through the previous steps.
[0097] For details, please refer to Figure 5 Recommended moves for specific targets can be displayed via a control in the lower right corner of the graphical user interface. This allows players controlling the virtual object to view and learn these moves in real time, improving their game proficiency and reducing the overall difficulty of the game. It should be noted that... Figure 5 The display control in the lower right corner of the interface shown can be a display bar that scrolls through the various safe moves in the target moveset. This display control can also be located anywhere within the graphical user interface.
[0098] In one embodiment, the control further includes an automatic attack control. After displaying the recommendation information, the control further includes: determining a first running state of the automatic attack control; if the first running state is an enabled state, controlling the controlled virtual object to change its actions according to the target move corresponding to the recommendation information.
[0099] In practical implementation, if the graphical user interface includes an auto-attack control, the player can enable or disable this control to allow the terminal to automatically unleash the target attack, or allow the terminal to wait for the player to enable the auto-attack control before automatically unleashing the target attack. This effectively reduces the demands on the player's reaction speed, hand speed, and decision-making speed, thereby lowering the game's difficulty, improving the player's gaming experience, and ultimately increasing game account activity and user stickiness.
[0100] Specifically, the automatic attack control can be integrated with the display control in the previous embodiment into one control, or it can be set independently from the display control. If it is separate from the display control, the automatic attack control can be displayed in the battle scene screen like the display control, or it can be displayed when the player navigates to other pages instead of in the battle scene screen. This application does not limit the specifics.
[0101] In one embodiment, the control further includes an auxiliary attack control, and the method further includes: if the first running state is closed, determining whether at least one candidate first orientation has an angular deflection, and determining whether the current time has reached the preset combo refresh time; if at least one candidate first orientation has an angular deflection, and / or the current time has reached the preset combo refresh time, determining the game state of the controlled virtual object and the target attack object, and determining the second running state of the auxiliary attack control; if the game state is open, and the second running state is open, repeating the step of generating recommendation information and displaying the recommendation information in the graphical user interface.
[0102] In specific implementation, the auxiliary attack control can be used to initiate the acquisition of target moves. That is to say, the target move acquisition scheme proposed in the above embodiment can have a prerequisite: the running state of the auxiliary attack control is in the on state. If its running state is in the off state, it cannot continue to acquire target moves. At this time, if the terminal determines that the second running state of the auxiliary attack control is in the on state, it can analyze and acquire target moves containing at least one safe move. However, after acquiring the target move, it is necessary to further determine whether the first running state of the automatic attack control is in the on state. If it is, the target move can be released directly. Otherwise, the second running state of the auxiliary attack control can be comprehensively judged based on the preset strategy. In this way, the scheme of assisting the player in selecting safe moves is repeatedly executed in the game scene, reducing the probability of the player being counter-killed by the opponent due to unfamiliarity with the skills during the kill process.
[0103] In one embodiment, the information prompting method further includes: if at least one first orientation to be changed does not have an angle deflection and the current time has not reached the combo refresh time, then control the controlled virtual object to enter a waiting state until the first running state is the open state, or the first orientation to be changed has an angle deflection, or the current time has reached the preset combo refresh time.
[0104] For specific implementation details, please refer to [link / reference]. Figure 6 , Figure 6 This is a schematic diagram illustrating the specific process of the information prompting method in one embodiment of this application. Following the process described in the previous embodiment, after the controlled virtual object enters the game battle scene against the target attack object, it can first activate the auxiliary combo control (providing a target move containing at least one safe move), prompting the terminal to initiate the acquisition operation for the target move in subsequent processes. Simultaneously, the player operating the controlled virtual object can also set the forced refresh of the combo scheme parameter "k", which defaults to 30 seconds; and set the running status of the automatic combo control, which defaults to enabled. Thus, the terminal can sequentially execute the risk prompt scheme and the move acquisition scheme, and during the execution of the move acquisition scheme, comprehensively analyze the specific situation of the automatic combo control, the auxiliary combo control, and other information.
[0105] The aforementioned information prompting method allows the terminal to calculate the expected orientation change of the controlled virtual object to complete the candidate move by acquiring the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object. It then determines at least one potential first orientation corresponding to the expected orientation change, and based on the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object, determines the risk level of the controlled virtual object executing the candidate move. Based on the risk level, it then determines the target move from among the candidate moves, and finally generates recommended information based on the target move. This recommended information is displayed in the graphical user interface, providing players with move prompts to reduce game risks. This effectively reduces the difficulty of game operation, improves the player's game experience, enhances game account activity, and increases game user stickiness.
[0106] To better implement the information prompting method provided in the embodiments of this application, based on the information prompting method provided in the embodiments of this application, this application also provides an information prompting device, which provides a graphical user interface, such as... Figure 7 As shown, the information prompting device 700 includes:
[0107] The information acquisition module 710 is used to acquire the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object;
[0108] Orientation analysis module 720 is used to calculate the expected orientation change of the controlled virtual object to complete the candidate move, and to determine at least one first orientation to be changed corresponding to the expected orientation change;
[0109] Risk determination module 730 is used to determine the risk level of the controlled virtual object executing candidate moves based on the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object;
[0110] The move determination module 740 is used to determine the target move from each candidate move based on the risk level;
[0111] The information display module 750 is used to generate recommended information based on the target move and display the recommended information in the graphical user interface.
[0112] In one embodiment, the risk determination module 730 is further configured to calculate the angle between the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object, to obtain at least one first angle value; and to determine the risk level of the controlled virtual object executing the candidate move based on the at least one first angle value.
[0113] In one embodiment, the risk determination module 730 is further configured to determine the risk level of the controlled virtual object executing the candidate move as a first risk level if the first angle value is within a preset dangerous angle range; and to determine the risk level of the controlled virtual object executing the candidate move as a second risk level if the first angle value is outside the preset dangerous angle range; wherein the risk value of the first risk level is greater than the risk value of the second risk level.
[0114] In one embodiment, the move determination module 740 is further configured to determine at least one safe move from each candidate move if the risk level is a first risk level, so as to update the candidate move corresponding to the first risk level to at least one safe move; and determine the target move according to the maximum damage value of at least one safe move; wherein, the first risk level is the risk level when the angle between the second orientation and at least one first orientation to be changed is within a preset dangerous angle range.
[0115] In one embodiment, the move determination module 740 is further configured to determine the preset body shape change information corresponding to each candidate move, the body shape change information including the body shape change angle; determine at least one safe move based on the body shape change angle; and update the candidate move corresponding to the first risk level to at least one safe move.
[0116] In one embodiment, the move determination module 740 is further configured to calculate the expected orientation change of the controlled virtual object to complete each candidate move based on the body shape change angle, so as to determine the third orientation corresponding to the expected orientation change; calculate the angle between the second orientation and the third orientation to obtain the second angle value; and filter out candidate moves whose second angle value is outside the preset danger angle range to obtain at least one safe move.
[0117] In one embodiment, the move determination module 740 is further configured to arrange and combine safe moves according to preset body shape change information corresponding to at least one safe move to obtain candidate combos; if there are at least two candidate combos, the target move is determined according to the maximum damage value of each candidate combo.
[0118] In one embodiment, the move determination module 740 is further configured to filter out the top-N candidate combos from each candidate combo based on the maximum damage value of each candidate combo, as initial moves, where N≥1; compare the number of moves contained in each initial move, and filter out the initial moves corresponding to the minimum number of M moves from each initial move, as target moves, where M≥1.
[0119] In one embodiment, the first orientation of the controlled virtual object and / or the second orientation of the target attack object have corresponding orientation indicators that can be displayed in the graphical user interface. The information prompting device 700 further includes an orientation indicator display module, which is used to display the orientation indicator of the controlled virtual object in the graphical user interface in a preset flashing manner if the risk level is a first risk level. The first risk level is the risk level when the angle between the second orientation and at least one first orientation to be changed is within a preset dangerous angle range.
[0120] In one embodiment, the graphical user interface provides at least one control, including a display control. The information display module 750 is also used to generate recommendation information based on the target moves. If there are at least two target moves, the recommendation information is displayed in a preset scrolling manner through the display control of the graphical user interface.
[0121] In one embodiment, the control further includes an automatic attack control, and the information display module 750 is also used to determine the first running state of the automatic attack control; if the first running state is an enabled state, the controlled virtual object is controlled to change its actions according to the target moves corresponding to the recommended information.
[0122] In one embodiment, the control further includes an auxiliary attack control. The information display module 750 is further configured to, if the first running state is off, determine whether at least one first orientation to be changed has an angular deflection and whether the current time has reached the preset combo refresh time; if at least one first orientation to be changed has an angular deflection and / or the current time has reached the preset combo refresh time, determine the game state of the controlled virtual object and the target attack object, and determine the second running state of the auxiliary attack control; if the game state is on and the second running state is on, repeat the steps of generating recommendation information and displaying recommendation information in the graphical user interface.
[0123] In one embodiment, the information display module 750 is further configured to control the controlled virtual object to enter a waiting state if at least one first orientation to be changed does not have an angle deflection and the current time has not reached the combo refresh time, until the first running state is the open state, or if the first orientation to be changed has an angle deflection, or if the current time has reached the preset combo refresh time.
[0124] In the above embodiments, by analyzing the orientation relationship between two virtual characters in the game scene, and providing recommended moves to avoid risks when a risk is detected in the controlled virtual object, the difficulty of the player's game operation can be effectively reduced, the player's game experience can be improved, the activity of the game account can be improved, and the stickiness of the game user can be increased.
[0125] In some embodiments of this application, the information prompting device 700 can be implemented as a computer program, and the computer program can be implemented in, for example... Figure 8 The computer device shown operates on this device. The computer device's memory can store various program modules that make up the information display device 700, for example, Figure 7 The information acquisition module 710, orientation analysis module 720, risk determination module 730, move determination module 740, and information display module 750 are shown. The computer program comprised of these modules causes the processor to execute the steps of the information prompting methods in the various embodiments of this application described in this specification.
[0126] For example, Figure 8 The computer device shown can be accessed via, for example Figure 7The information acquisition module 710 in the information prompting device 700 executes step S101. The computer device can execute step S102 via the orientation analysis module 720. The computer device can execute step S103 via the risk determination module 730. The computer device can execute step S104 via the move determination module 740. The computer device can execute step S105 via the information display module 750. The computer device includes a processor, memory, and network interface connected via a system bus. The processor of the computer device provides computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage medium. The network interface of the computer device is used to communicate with external computer devices via a network connection. When the computer program is executed by the processor, it implements an information prompting method.
[0127] Those skilled in the art will understand that Figure 8 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0128] In some embodiments of this application, a computer device is provided, including one or more processors; a memory; and one or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the processors according to the steps of the information prompting method described above. The steps of the information prompting method here may be steps from the information prompting methods of the various embodiments described above.
[0129] In some embodiments of this application, a computer-readable storage medium is provided, storing a computer program. The computer program is loaded by a processor, causing the processor to execute the steps of the aforementioned information prompting method. The steps of this information prompting method may be those found in the information prompting methods of the various embodiments described above.
[0130] Those skilled in the art will understand that all or part of the processes in the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, or optical storage, etc. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM), etc.
[0131] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0132] The above provides a detailed description of an information prompting method, apparatus, computer device, and computer-readable storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.
Claims
1. An information prompting method, characterized in that, The method of providing a graphical user interface via a terminal's display component includes: Obtain the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object; Calculate the expected orientation change of the controlled virtual object when it completes the candidate move, and determine at least one first orientation to be changed corresponding to the expected orientation change; Calculate the angle between the second orientation of the target attack object and at least one variable first orientation of the controlled virtual object to obtain at least one first angle value; Based on the at least one first included angle value, determine the risk level of the controlled virtual object executing the candidate move; Based on the stated risk level, a target move is determined from each of the candidate moves; Recommendation information is generated based on the target move, and the recommendation information is displayed in the graphical user interface; If the first included angle value is within the preset dangerous included angle range, then the risk level of the controlled virtual object executing the candidate move is determined to be the first risk level. If the first included angle value is outside the preset dangerous included angle range, then the risk level of the controlled virtual object executing the candidate move is determined to be the second risk level; Wherein, the risk value of the first risk level is greater than the risk value of the second risk level.
2. The method as described in claim 1, characterized in that, The step of determining the target move from the candidate moves based on the risk level includes: If the risk level is a first risk level, then at least one safe move is determined from each of the candidate moves, so as to update the candidate move corresponding to the first risk level to the at least one safe move; The target move is determined based on the maximum damage value of the at least one safe move; Wherein, the first risk level is the risk level when the angle between the second orientation and the at least one first orientation to be changed is within a preset dangerous angle range.
3. The method as described in claim 2, characterized in that, The step of determining at least one safe move from each of the candidate moves, and updating the candidate move corresponding to the first risk level to the at least one safe move, includes: Determine the preset body shape change information corresponding to each of the candidate moves, wherein the body shape change information includes the body shape change angle; Based on the angle of the body shape change, determine the at least one safe move; Update the candidate moves corresponding to the first risk level to at least one safe move.
4. The method as described in claim 3, characterized in that, The process of determining the at least one safe move based on the change in body position includes: Based on the body shape transformation angle, calculate the expected orientation change of the controlled virtual object to complete each of the candidate moves, and determine the third orientation corresponding to the expected orientation change; Calculate the angle between the second orientation and the third orientation to obtain the value of the second angle; Candidate moves whose second angle value is outside the preset danger angle range are selected to obtain at least one safe move.
5. The method as described in claim 2, characterized in that, Determining the target move based on the maximum damage value of the at least one safe move includes: Based on the preset body shape change information corresponding to the at least one safety move, the safety moves are arranged and combined to obtain candidate combos; If there are at least two candidate combos, the target move is determined based on the maximum damage value of each candidate combo.
6. The method as described in claim 5, characterized in that, The step of determining the target move based on the maximum damage value of each candidate combo includes: Based on the maximum damage value of each candidate combo, select the top-N candidate combos from each candidate combo and use them as the initial moves, where N≥1; Compare the number of moves contained in each initial move, and select the initial move corresponding to the minimum number of M moves in each initial move as the target move, where M≥1.
7. The method as described in claim 1, characterized in that, The first orientation of the controlled virtual object and / or the second orientation of the target attack object have corresponding orientation identifiers that can be displayed in the graphical user interface; wherein... After determining the risk level of the controlled virtual object executing the candidate move, the method further includes: If the risk level is the first risk level, then the orientation indicator of the controlled virtual object is displayed in the graphical user interface in a preset flashing manner; Wherein, the first risk level is the risk level when the angle between the second orientation and the at least one first orientation to be changed is within a preset dangerous angle range.
8. The method as described in claim 1, characterized in that, The graphical user interface provides at least one control, including a display control. The step of generating recommendation information based on the target move and displaying the recommendation information in the graphical user interface includes: Recommendation information is generated based on the target moves; If there are at least two target moves, the recommended information is displayed in a preset scrolling manner through the display controls of the graphical user interface.
9. The method as described in claim 8, characterized in that, The control also includes an automatic attack control, which, after displaying the recommendation information, further includes: Determine the first running state of the automatic attack control; If the first running state is the on state, then the controlled virtual object is controlled to change its actions according to the target move corresponding to the recommended information.
10. The method as described in claim 9, characterized in that, The control also includes an auxiliary attack control, and the method further includes: If the first operating state is the off state, then determine whether there is an angular deflection in the at least one first orientation to be changed, and determine whether the current moment has reached the preset combo refresh time; If the at least one first orientation to be changed has an angular deflection, and / or the current time reaches the preset combo refresh time, then the game state of the controlled virtual object and the target attack object is determined, and the second running state of the auxiliary attack control is determined; If the game state is active and the second running state is active, then the steps of generating recommendation information and displaying the recommendation information in the graphical user interface are repeated.
11. The method as described in claim 10, characterized in that, Also includes: If the at least one first orientation to be changed does not have an angle deflection, and the current time has not reached the combo refresh time, then the controlled virtual object is controlled to enter a waiting state until the first running state is on, or the first orientation to be changed has an angle deflection, or the time reaches the preset combo refresh time.
12. An information prompting device, characterized in that, The device provides a graphical user interface and includes: The information acquisition module is used to acquire the first orientation of the controlled virtual object, the second orientation of the target attack object, and at least one candidate move of the controlled virtual object; An orientation analysis module is used to calculate the expected orientation change of the controlled virtual object when completing the candidate move, and to determine at least one first orientation to be changed corresponding to the expected orientation change. A risk determination module is used to calculate the angle between the second orientation of the target attack object and at least one potential first orientation of the controlled virtual object, obtaining at least one first angle value; and to determine the risk level of the controlled virtual object executing the candidate move based on the at least one first angle value; wherein, if the first angle value is within a preset danger angle range, the risk level is determined to be a first risk level; if the first angle value is outside the preset danger angle range, the risk level is determined to be a second risk level. The move determination module is used to determine the target move from each of the candidate moves based on the risk level. An information display module is used to generate recommended information based on the target move and display the recommended information in the graphical user interface.
13. A computer device, characterized in that, include: One or more processors; Memory; and one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the information prompting method of any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, It stores a computer program, which is loaded by a processor to perform the steps of the information prompting method according to any one of claims 1 to 11.