A prompt method and device in a game, electronic equipment and storage medium

By displaying teammates' positions and attack directions on the graphical user interface of multiplayer games, the problem of low teammate communication efficiency is solved, and the smoothness of operation is improved.

CN116637370BActive Publication Date: 2026-05-29NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-02-15
Publication Date
2026-05-29

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Abstract

The application provides a prompt method and device in a game, electronic equipment and a storage medium. A terminal device provides a graphical user interface. The content displayed by the graphical user interface includes a game scene and a first virtual character in the game scene. The first virtual character is in the same camp as at least one second virtual character. When the second virtual character is attacked, the graphical user interface displays a first orientation mark for prompting the positional relationship of the second virtual character relative to the first virtual character in the game scene, and a second orientation mark for prompting the direction of the attack on the second virtual character in the game scene. Through the above method, the relative position and the direction of the attack on the teammate can be intuitively displayed in the current graphical user interface, which helps to solve the problem of low communication efficiency between teammates.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, electronic device, and storage medium for providing prompts in a game. Background Technology

[0002] In multiplayer games, multiple players typically form multiple teams, and the teams attack each other. The final result of the match is determined based on the injuries sustained by the members of each team.

[0003] For different games, the size and field of view of the virtual game scene provided in the game are different. For games with a large virtual game scene, due to the limitations of the graphical user interface and the player's field of view, when teammates are attacked and need to cooperate with each other, the existing technology usually communicates their positions through in-team voice communication. This makes users need to adjust their field of view or switch views to find the attacked teammates.

[0004] The above methods, on the one hand, interrupt the player's current operation and disrupt the smoothness of the operation; on the other hand, since the game scene includes multiple fields of view from two-dimensional to three-dimensional and multiple views containing each part of the game scene, it is not intuitive for players to find injured teammates based solely on voice communication, resulting in low communication efficiency between players. Summary of the Invention

[0005] In view of this, embodiments of this application provide a method, apparatus, electronic device, and storage medium for providing prompts in games, which can intuitively display the relative position and direction of attack of a hit teammate in the current graphical user interface, helping to solve the problem of low communication efficiency between teammates.

[0006] In a first aspect, embodiments of this application provide a method for providing prompts in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene and a first virtual character located in the game scene, wherein the first virtual character and at least one second virtual character are in the same faction. The method includes:

[0007] When the second virtual character is attacked, a first directional marker is displayed on the graphical user interface to indicate the positional relationship of the second virtual character relative to the first virtual character in the game scene, and a second directional marker is displayed to indicate the direction of attack on the second virtual character in the game scene.

[0008] In one feasible implementation, the first directional identifier includes a first sub-identifier and a second sub-identifier for referring to the second virtual character;

[0009] The method further includes:

[0010] Based on the relative positions of the second virtual character and the first virtual character in the game scene, the display position of the second sub-identifier relative to the first sub-identifier is controlled and adjusted to represent the positional relationship of the second virtual character relative to the first virtual character in the game scene.

[0011] In one feasible implementation, the first sub-identifier is set around the first virtual character, and the second sub-identifier is set around the first sub-identifier.

[0012] In one feasible implementation, both the first sub-identifier and the second sub-identifier are circular, and the perimeter of the first sub-identifier is greater than the perimeter of the second sub-identifier.

[0013] In one feasible implementation, the second sub-identifier is displayed on top of the first sub-identifier and has a different identifier color than the first sub-identifier.

[0014] In one feasible implementation, the second sub-identifier is the character identifier of the second virtual character.

[0015] In one feasible implementation, the second directional marker is positioned around the second sub-marker and points to the direction in which the second virtual character is attacked in the game scene.

[0016] In one feasible implementation, when the first virtual character is attacked, a third bit identifier is displayed on the graphical user interface to indicate the direction of the attack on the first virtual character in the game scene.

[0017] In one feasible implementation, before displaying the second orientation identifier or the third orientation identifier, the method further includes:

[0018] Based on the type of hit received by the first or second virtual character, determine the color and / or shape of the second or third bit identifier;

[0019] A second or third-party bit identifier of the shape and / or the color is displayed on the graphical user interface;

[0020] The types of attacks include ranged attacks and melee attacks.

[0021] Secondly, embodiments of this application also provide a prompting device in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene and a first virtual character located in the game scene, wherein the first virtual character and at least one second virtual character are in the same faction. The device includes:

[0022] The display unit is configured to, when the second virtual character is attacked, display on the graphical user interface a first directional marker indicating the positional relationship of the second virtual character relative to the first virtual character in the game scene, and a second directional marker indicating the direction of attack on the second virtual character in the game scene.

[0023] In one feasible implementation, the first directional identifier includes a first sub-identifier and a second sub-identifier for referring to the second virtual character, and the device further includes:

[0024] The adjustment unit is used to control and adjust the display position of the second sub-identifier relative to the first sub-identifier according to the relative position of the second virtual character and the first virtual character in the game scene, so as to represent the positional relationship of the second virtual character relative to the first virtual character in the game scene.

[0025] In one feasible implementation, the first sub-identifier is set around the first virtual character, and the second sub-identifier is set around the first sub-identifier.

[0026] In one feasible implementation, both the first sub-identifier and the second sub-identifier are circular, and the perimeter of the first sub-identifier is greater than the perimeter of the second sub-identifier.

[0027] In one feasible implementation, the second sub-identifier is displayed on top of the first sub-identifier and has a different identifier color than the first sub-identifier.

[0028] In one feasible implementation, the second sub-identifier is the character identifier of the second virtual character.

[0029] In one feasible implementation, the second directional marker is positioned around the second sub-marker and points to the direction in which the second virtual character is attacked in the game scene.

[0030] In one feasible implementation, the device further includes:

[0031] The first prompting unit is used to display a third bit identifier on the graphical user interface when the first virtual character is attacked, indicating the direction of the attack on the first virtual character in the game scene.

[0032] In one feasible implementation, the device further includes:

[0033] The determining unit is configured to determine the color and / or shape of the second or third-party location identifier based on the hit type of the first or second virtual character before displaying the second location identifier or the third location identifier;

[0034] The second prompting unit is used to display a second or third bit identifier of the shape and / or the color on the graphical user interface; wherein the attack type includes remote attack or melee attack.

[0035] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of a prompting method in a game as described in any of the first aspects.

[0036] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of a prompting method in a game as described in any of the first aspects.

[0037] This application provides a game notification method, device, electronic device, and storage medium. Through a graphical user interface provided by a terminal device, a first virtual character and part or all of the game scene are displayed on the graphical user interface. When a second virtual character, who is in the same camp as the first virtual character, is attacked, an identifier for indicating the location of the second virtual character and the direction of the attack is displayed on the graphical user interface. Through the above method, the relative position and direction of the attacked teammate can be displayed intuitively in the current graphical user interface, which helps to solve the problem of low communication efficiency between teammates.

[0038] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0039] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0040] Figure 1 This illustration shows a schematic diagram of a game prompting method provided in an embodiment of this application.

[0041] Figure 2 The diagram illustrates the positional relationship between the second sub-identifier and the second virtual character provided in the embodiments of this application.

[0042] Figure 3This illustration shows a schematic diagram of a first orientation marker setting provided in an embodiment of this application.

[0043] Figure 4 This illustration shows a schematic diagram of a second orientation marker setting provided in an embodiment of this application.

[0044] Figure 5 This illustration shows a schematic diagram of a third-party bit identifier setting provided in an embodiment of this application.

[0045] Figure 6 A schematic diagram of the second type of identifier setting provided in the embodiments of this application is shown.

[0046] Figure 7 A schematic diagram of a third type of identifier setting provided in an embodiment of this application is shown.

[0047] Figure 8 A schematic diagram of the fourth type of identifier setting provided in the embodiments of this application is shown.

[0048] Figure 9 A schematic diagram of the structure of a game prompting device provided in an embodiment of this application is shown.

[0049] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation

[0050] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0051] This application embodiment can be applied to battle games. Users log in to their game accounts through the graphical user interface provided by the terminal device. The terminal device displays a specific game interface to the user through the graphical user interface. When the user selects to team up for battle on the game interface, the system matches the team with a game session. After the game session is matched, the user's team or faction enters a specific game scene and battles against enemies in that game scene. During the battle, when a teammate is attacked by the enemy, the user needs to use in-team voice communication and rotate their own camera to change the viewpoint to help find the location of the attacked teammate. It is not possible to see the location of the attacked teammate directly, resulting in low communication efficiency between teammates.

[0052] Based on this, this application provides a method for providing prompts in a game. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes a game scene and a first virtual character located in the game scene. The first virtual character and at least one second virtual character are in the same faction. After the first virtual character and at least one second virtual character enter the game scene, during the battle between the second virtual character and the enemy, when the second virtual character is attacked, a first directional marker for indicating the positional relationship of the second virtual character relative to the first virtual character in the game scene and a second directional marker for indicating the direction of attack of the second virtual character in the game scene are displayed on the graphical user interface.

[0053] Specifically, the terminal device is a device capable of providing a graphical user interface (GUI), such as a mobile terminal or a computer terminal. The GUI displays all or part of the game scene, including a first virtual character located within that scene. The first virtual character is the character selected by the user's target game account logged into on the terminal device for this game session. The second virtual character is any other virtual character in the same faction as the first virtual character in this game session. A first directional marker indicates the relative positional relationship between the second and first virtual characters. A second directional marker indicates the direction from which the second virtual character is attacked. The portion of the game scene containing the second virtual character may or may not be displayed in the GUI.

[0054] A first virtual character and at least one second virtual character form a target faction. After the start of this game session, the target faction enters the virtual game scene to fight against the target. When at least one second virtual character in the target faction is attacked, a first directional marker is generated for each attacked second virtual character based on the positional relationship between the attacked second virtual character and the first virtual character. This first directional marker serves as a prompt to the first virtual character, allowing the user to determine the relative position of the attacked second virtual character to the first virtual character. Simultaneously with the generation of the first directional marker, a second directional marker indicating the direction of attack for each second virtual character is displayed in the graphical user interface. The target refers to any entity in the game scene capable of causing actual damage to the second virtual characters, including but not limited to: virtual characters from the opposing faction, non-player characters capable of performing attack actions in the game scene, buildings, landmarks, etc.

[0055] For example, Figure 1 This illustration shows a display diagram of a game prompting method provided in an embodiment of this application, such as... Figure 1 As shown, the graphical user interface 101 displays all or part of the game scene. The game scene displays a first virtual character 102. The second virtual character is located at any position in the game scene along the dotted line 103 and its extension direction. The first directional identifier 104 indicates the positional relationship between the second virtual character and the first virtual character (i.e., the second virtual character is located in the direction of the dotted line). The second directional identifier 105 indicates the direction in which the second virtual character is attacked.

[0056] This application does not limit the form of the first location marker. The display form of the first location marker includes, but is not limited to, numbers, mathematical symbols, graphics, and text, and can also be formed by any combination of the above. For example, when the first location marker is a graphic, it can be an arrow, a combination of regular and irregular graphics to indicate the positional relationship between the first virtual character and the second virtual character; when the first location marker is a mathematical symbol, it can be displayed in the graphical user interface in the form of numbers or numerical symbols: a vector representing the first coordinate of the first virtual character object in the game scene, the second coordinate of the attacked second virtual character in the game scene, and a vector representing the data relationship between the first coordinate and the second coordinate, such as "My position: (0, 56, 233)", "Teammate position (0, -266, 233)", "(0, -322, 0)"; when the first location marker is text, the first location marker can be "XXX is located to your right rear", where "XXX" corresponds to the nickname or team number of the attacked second virtual character, or, when no specific information about the second virtual character is provided, it can simply display "A teammate is injured to your right rear".

[0057] In the embodiments provided in this application, the second directional identifier is used to indicate the direction in which the second virtual character is attacked in the game scene. The second directional identifier and the first directional identifier can be displayed together or separately. The second directional identifier can be a number, mathematical symbol, graphic, text, etc., or it can be a combination of any number of display methods. When the second directional identifier is a graphic, it is a graphic that carries a clear indication of direction, including but not limited to: arrows, sharp corners, etc.

[0058] This application provides a game prompting method that uses a graphical user interface (GUI) provided by a terminal device to display a first virtual character and part or all of the game scene. When a second virtual character, who is in the same faction as the first virtual character, is attacked, an indicator is displayed on the GUI to indicate the location of the second virtual character and the direction of the attack. This method can intuitively display the relative position and direction of the attacked teammate in the current GUI, which helps to solve the problem of low communication efficiency between teammates.

[0059] It should be noted that in this embodiment, the first and second location markers are triggered when the second virtual character is attacked. The first display duration after the first location marker is triggered and the second display duration after the second location marker is triggered are preset by the system or can be adjusted by the user according to their personal needs. When the first display duration is reached, the display of the first location marker becomes invalid; when the second display duration is reached, the display of the second location marker becomes invalid. The first and second location markers are triggered again only after the second virtual character is attacked again. The first and second display durations can be the same or different.

[0060] In another feasible implementation, the first location marker can be continuously displayed in the graphical user interface. Users can change the display method and first display duration of the first location marker according to their personal needs. When a user saves the first display duration for the game account in the system as "infinite" or "continuous display" to indicate that the first location marker is continuously displayed, the first location marker will be continuously displayed in the graphical user interface so that the user can observe the position of the target teammate or each teammate in the camp in real time.

[0061] In one feasible implementation, since the first location identifier generated by the attack on the second virtual character consists of two parts, the first location identifier includes a first sub-identifier and a second sub-identifier for referring to the second virtual character; according to the relative position of the second virtual character and the first virtual character in the game scene, the display position of the second sub-identifier relative to the first sub-identifier is controlled and adjusted to represent the positional relationship of the second virtual character relative to the first virtual character in the game scene.

[0062] Specifically, this application provides a feasible implementation method when the first location identifier is a graphic, the first location identifier including a first sub-identifier and a second sub-identifier. The function of the first sub-identifier includes, but is not limited to: indicating the actual position of the first virtual character in the game scene, and referring to the first virtual character; the second sub-identifier is used to refer to the second virtual character.

[0063] When the position of the second virtual character changes in the game scene, the positional relationship between the second sub-identifier and the first sub-identifier is adjusted adaptively. Figure 2 This application provides a diagram illustrating the positional relationship between the second sub-identifier and the second virtual character, as shown in the embodiment. Figure 2 As shown, 201 is the first sub-identifier; 202 indicates the first actual position of the second virtual character in the game scene at the first moment, and 203 indicates the second actual position of the second virtual character in the game scene at the second moment; the second sub-identifier 204 is used to indicate the relative positional relationship between the first and second virtual characters. When the second virtual character moves from the first actual position 202 to the second actual position 203 in the game scene, the position of the second sub-identifier 204 also changes accordingly, as shown in the figure. Figure 2 As shown.

[0064] By using the first and second sub-identifiers and their relationship, the relative positional relationship between the first and second virtual characters is displayed more intuitively and vividly.

[0065] Figure 2 This application only illustrates one method for adjusting the position of the second sub-identifier. This application does not limit the method for adjusting the position of the second sub-identifier or the shape of the second sub-identifier, but it is necessary to ensure that the position of the second sub-identifier corresponds to the position of the second virtual character, or that the position of the second sub-identifier can indicate the direction of the second virtual character.

[0066] It's important to note that the first location marker also serves to indicate the distance and direction of movement between the current first virtual character and the second virtual character. When each second virtual character is attacked, a first location marker is generated for that character and displayed in the graphical user interface. If multiple second virtual characters are attacked simultaneously, the first sub-marker within the first location marker is not generated repeatedly; instead, a second sub-marker is generated for each second virtual character. However, the initial display duration of the first sub-marker is adaptively adjusted based on the time each second virtual character is attacked. For example, if the second virtual characters include character A and character B, and assuming the initial display duration is set to 2 minutes, and character A is first attacked at 13:30, then the first sub-marker generated for character A will be displayed from 13:30 to 13:32; if character B is first attacked at 13:31, then the first sub-marker generated for character B should be displayed from 13:31 to 13:33. Since the first sub-identifier was already displayed in the graphical user interface when character B was injured, the first sub-identifier is not generated again. Instead, the display time of the first sub-identifier is changed from the original 13:30-13:32 to 13:30-13:33.

[0067] When generating multiple second sub-identifiers, the distance between each second sub-identifier and the first sub-identifier can be adjusted based on the distance of each second virtual character to the first virtual character. For example, the attacked second virtual characters include character A and character B. If the distance from the first virtual character to character A is greater than the distance from the first virtual character to character B, then the distance between the first sub-identifier and the second sub-identifier generated for character A is greater than the distance between the first sub-identifier and the second sub-identifier generated for character B. Furthermore, this application also provides a method for adjusting the prominence of the second sub-identifier based on the actual degree of injury of the second virtual character. For example, the higher the degree of injury of the second virtual character, the more prominent the second sub-identifier; the lower the degree of injury of the second virtual character, the less prominent the second sub-identifier. Methods for highlighting the second sub-identifier include, but are not limited to, enlarging the second sub-identifier, highlighting the second sub-identifier with color, and increasing the display duration of the second sub-identifier.

[0068] In one feasible implementation, after the second virtual character is attacked and a first location identifier is generated, the method for setting the first sub-identifier and the second sub-identifier in the first location identifier includes: setting the first sub-identifier around the first virtual character, and setting the second sub-identifier around the first sub-identifier.

[0069] Specifically, in one embodiment of this application, the first sub-identifier is positioned around the first virtual character and displayed near the first virtual character, serving as a clear prompt. The second sub-identifier is displayed around the first sub-identifier. If the first sub-identifier is only partially displayed in the graphical user interface, the second sub-identifier is displayed around the area where the first sub-identifier is displayed in the graphical user interface. The vicinity of the first virtual character includes, but is not limited to, positions above, below, or in any of the four directions (front, back, left, right) relative to the first virtual character's location in the game scene, within a preset distance.

[0070] By setting both the first and second sub-identifiers to be displayed around the first virtual character, users can more vividly observe the relative positional relationship between the first and second virtual characters on the graphical user interface and obtain the location information of the second virtual character in real time.

[0071] It should be noted that the location of the first directional marker is not displayed in this embodiment. The first directional marker can be set to any location in the game scene displayed in the graphical user interface, including but not limited to: around the first virtual character, on the minimap, or directly in front of the current facing position of the first virtual character.

[0072] In one feasible implementation, the method for setting the first sub-identifier and the second sub-identifier further includes: both the first sub-identifier and the second sub-identifier are circular, and the perimeter of the first sub-identifier is greater than the perimeter of the second sub-identifier.

[0073] Specifically, Figure 3 This illustration shows a schematic diagram of a first directional marker setting provided in an embodiment of this application, such as... Figure 3 As shown, 301 is the first virtual character, and 302 is the second virtual character. Both the first sub-identifier 201 and the second sub-identifier 204 are circular, with the radius of the first sub-identifier 201 being larger than the radius of the second sub-identifier 204. The circle formed by the first sub-identifiers 201 is displayed around the first virtual character 301, with the first virtual character 301 as its center. The second sub-identifier 204 is displayed around the first sub-identifier 201, with any point on the arc of the first sub-identifier 201 as its center, depending on the position of the second virtual character 302 relative to the first virtual character 301. This embodiment does not specifically limit the display position of the second sub-identifier 204; it only needs to be displayed near the first sub-identifier 201 (including inside and outside the first sub-identifier). Simultaneously, it is necessary to ensure that both the first and second sub-identifiers 201 can appear in the graphical user interface, ensuring that the user can observe the position of the second sub-identifier 204 through the graphical user interface provided by the terminal device.

[0074] By setting the perimeter of the first sub-identifier to be greater than that of the second sub-identifier, the size of the second sub-identifier is limited. At the same time, the smaller the perimeter of the second sub-identifier, the more accurate the position of the second virtual character indicated by the second sub-identifier will be. However, the perimeter of the second sub-identifier cannot be too small to ensure that the second sub-identifier can be clearly observed.

[0075] It should be noted that the ring includes both closed and open rings; that is, the ring can be a complete circle or a partial arc on a circle. The actual location of the second virtual character 302 in the game scene may or may not appear in the graphical user interface, without affecting the setting of the second sub-identifier 204.

[0076] In one feasible implementation, when setting the first sub-identifier and the second sub-identifier, their display methods include: the second sub-identifier is displayed on top of the first sub-identifier, and the identifier color is different from that of the first sub-identifier.

[0077] Specifically, the second sub-identifier is displayed on top of the first sub-identifier, and the first and second sub-identifiers are different colors. Users can adjust the colors of the first and second sub-identifiers according to their own needs and save the color settings to the server used to store the settings data of the currently logged-in game account.

[0078] By setting different colors for the first and second sub-identifiers, they can be clearly distinguished. For example, the first sub-identifier can be set to red, and the second sub-identifier to blue. Furthermore, when multiple second sub-identifiers exist in the graphical user interface, the color of the first sub-identifier can be softened to avoid obstructing the observation of the second sub-identifiers.

[0079] In one feasible implementation, when the second virtual character is attacked, the second sub-identifier in the generated first location identifier represents the positional relationship between the first and second virtual characters in the game scene through location, and represents the identity of the second virtual character through graphic or textual information, including: the second sub-identifier is the character identifier of the second virtual character.

[0080] Specifically, when multiple second virtual characters are attacked, a second sub-identifier is generated for each second virtual character. Each second sub-identifier is marked with information such as color, number, text, and graphics, so that the user's graphical user interface displays second sub-identifiers that can distinguish different second virtual characters. For example, the second sub-identifier can be the team number of the second virtual character or the avatar of the second virtual character.

[0081] The second directional identifier is used to identify the direction in which the second virtual character is attacked. The second directional identifier includes, but is not limited to, a graphic carrying a directional indicator, or numbers or text that can represent a direction. Figure 4 This illustration shows a schematic diagram of a second directional marker setting provided in an embodiment of this application, such as... Figure 4 As shown, the direction indicated by the second directional marker 401 is the direction of attack displayed in the game scene when the second virtual character 302 is attacked.

[0082] By setting a second directional marker, the direction in which the second virtual character is attacked can be directly displayed in the graphical user interface, helping users to determine the direction of enemy attacks or the approximate location of the enemy.

[0083] It should be noted that when the second directional identifier includes a graphic, the identifier can be two-dimensional or three-dimensional, and its shape can be regular or irregular. Examples include spherical identifiers, gas-shaped three-dimensional identifiers, two-dimensional arrows, and three-dimensional arrows. When a second virtual character dies or is eliminated directly in the virtual scene due to an attack, the second sub-identifier and second directional identifier generated for that virtual character will not be displayed.

[0084] In one feasible implementation, after the first virtual character and the second virtual character enter the game scene, during the battle between the first virtual character and the enemy, when the first virtual character is attacked, a third bit identifier is displayed on the graphical user interface to indicate the direction of the attack on the first virtual character in the game scene.

[0085] Specifically, Figure 5 This illustration shows a schematic diagram of a third-party bit identifier setting provided in an embodiment of this application, such as... Figure 5 As shown, the direction indicated by the third-party identifier 501 is the direction of attack displayed in the game scene when the first virtual character 301 is attacked. By displaying the direction of attack of the first virtual character, the user can be intuitively prompted and helped to judge the direction of the enemy.

[0086] It should be noted that the embodiments of this application do not limit the shape or arrangement of the first sub-identifier, the second sub-identifier, the second orientation identifier, and the third orientation identifier. In addition to the above... Figures 2-5 In addition to the setup methods described above, the following setup methods are also listed:

[0087] Setup Method 1 Figure 6 This illustration shows a second type of identifier setting provided in an embodiment of this application, and... Figure 5 The positions and shapes of the first sub-identifier, second sub-identifier, second directional identifier, and third directional identifier shown are all different. Figure 6In the illustrated setup method, 601 is the first sub-identifier, 602 is the second sub-identifier, 603 is the third position identifier, and 604 is the second position identifier. The first sub-identifier 601 and the second sub-identifier 602 are partial arcs on the first circle and the second circle, respectively. The radius of the first circle is larger than the radius of the second circle, and the arc containing the first sub-identifier 601 is longer than the arc containing the second sub-identifier 602. The first sub-identifier 601 is displayed around the first virtual character 301, and the second sub-identifier 602 is displayed on top of the first sub-identifier 601.

[0088] Setting Method Two Figure 7 This illustration shows a third type of identifier setting provided in an embodiment of this application, such as... Figure 7 As shown, Figure 6 The second sub-identifier 602 and the second location identifier 604 in the text were replaced with... Figure 7 The second sub-identifier 701 and the second orientation identifier 702 in the middle.

[0089] Setup Method 3 Figure 8 This illustration shows a fourth type of identifier setting provided in an embodiment of this application, such as... Figure 8 As shown, the second sub-identifier and the second directional identifier are merged into a prompt identifier 801. The included angle formed by the two long sides of the prompt identifier 801 points to the direction in which the second virtual character is attacked. The position of the prompt identifier 801 reflects the positional relationship between the second virtual character and the first virtual character. It should be noted that this application embodiment does not limit the shape of the prompt identifier 801. The prompt identifier 801 can also be any other shape that can indicate the direction, including but not limited to: arrows, angles or other irregular shapes.

[0090] In one feasible implementation, before displaying the second orientation identifier or the third orientation identifier, the method further includes the following steps:

[0091] Based on the type of attack received by the first or second virtual character, determine the color and / or shape of the second or third bit identifier. Display the shape and / or color of the second or third bit identifier on the graphical user interface; wherein the type of attack received includes ranged attack or melee attack.

[0092] Specifically, when the first virtual character is attacked remotely, a first pattern of the remote weapon attacking the first virtual character is displayed on the graphical user interface to serve as the third location identifier, wherein the first pattern includes: a first shape and / or a first color; when the second virtual character is attacked remotely, a second pattern of the remote weapon attacking the second virtual character is displayed on the graphical user interface to serve as the second location identifier, wherein the second pattern includes: a second shape and / or a second color.

[0093] Similarly, when the first virtual character / second virtual character is attacked by melee, the first pattern / second pattern is adaptively adjusted to obtain a third position marker / second position marker to indicate that the first virtual character / second virtual character has been attacked by melee. To ensure game balance, the third position marker / second position marker may not display the specific shape of each attacking weapon, but simply distinguish between melee and ranged attacks. For example, for the second position marker, when attacked by melee and ranged attacks, the shape of the hit displayed by the second position marker is the same, but the color of the hit is different; or, when attacked by melee and ranged attacks, the color of the hit displayed by the second position marker is the same, but the shape of the hit is different. When the first virtual character and the second virtual character are attacked by the same type of weapon, the first pattern and the second pattern can be the same or different.

[0094] Figure 9 This illustration shows a schematic diagram of a game notification device provided in an embodiment of this application. A graphical user interface (GUI) is provided via a terminal device. The GUI displays a game scene and a first virtual character located within the game scene, wherein the first virtual character and at least one second virtual character are in the same faction. Figure 9 As shown, the device includes a display unit 901.

[0095] Display unit 901 is configured to display, on the graphical user interface, a first directional marker indicating the positional relationship of the second virtual character relative to the first virtual character in the game scene, and a second directional marker indicating the direction of attack on the second virtual character in the game scene when the second virtual character is attacked.

[0096] This application provides a game notification device that displays a first virtual character and part or all of the game scene in a graphical user interface provided by a terminal device. When a second virtual character, who is in the same faction as the first virtual character, is attacked, an indicator is displayed on the graphical user interface to indicate the location of the second virtual character and the direction of the attack. Through the above device, the relative position and direction of the attacked teammate can be displayed intuitively in the current graphical user interface, which helps to solve the problem of low communication efficiency between teammates.

[0097] In one feasible implementation, the first directional identifier includes a first sub-identifier and a second sub-identifier for referring to the second virtual character, and the device further includes:

[0098] The adjustment unit is used to control and adjust the display position of the second sub-identifier relative to the first sub-identifier according to the relative position of the second virtual character and the first virtual character in the game scene, so as to represent the positional relationship of the second virtual character relative to the first virtual character in the game scene.

[0099] In one feasible implementation, the first sub-identifier is set around the first virtual character, and the second sub-identifier is set around the first sub-identifier.

[0100] In one feasible implementation, both the first sub-identifier and the second sub-identifier are circular, and the perimeter of the first sub-identifier is greater than the perimeter of the second sub-identifier.

[0101] In one feasible implementation, the second sub-identifier is displayed on top of the first sub-identifier and has a different identifier color than the first sub-identifier.

[0102] In one feasible implementation, the second sub-identifier is the character identifier of the second virtual character.

[0103] In one feasible implementation, the second directional marker is positioned around the second sub-marker and points to the direction in which the second virtual character is attacked in the game scene.

[0104] In one feasible implementation, the device further includes:

[0105] The first prompting unit is used to display a third bit identifier on the graphical user interface when the first virtual character is attacked, indicating the direction of the attack on the first virtual character in the game scene.

[0106] In one feasible implementation, the device further includes:

[0107] The determining unit is configured to determine the color and / or shape of the second or third-party location identifier based on the hit type of the first or second virtual character before displaying the second location identifier or the third location identifier.

[0108] The second prompting unit is used to display a second or third bit identifier of the shape and / or the color on the graphical user interface; wherein the attack type includes remote attack or melee attack.

[0109] Figure 10 The diagram illustrates the structure of an electronic device according to an embodiment of this application, including a processor 1001, a storage medium 1002, and a bus 1003. The storage medium 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device runs a prompting method in a game as described in the embodiment, the processor 1001 communicates with the storage medium 1002 via the bus 1003, and the processor 1001 executes the machine-readable instructions to perform the steps as described in the embodiment.

[0110] In this embodiment, the storage medium 1002 may also execute other machine-readable instructions to perform other methods as described in the embodiment. For details on the specific execution steps and principles, please refer to the description of the embodiment, which will not be repeated here.

[0111] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0112] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0113] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0114] If the aforementioned functions are implemented as software functional units 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 portion of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0115] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0116] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for providing hints in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game scene and a first virtual character located in the game scene, wherein the first virtual character is in the same faction as at least one second virtual character. When the second virtual character is attacked, a first directional marker is displayed on the graphical user interface to indicate the positional relationship of the second virtual character relative to the first virtual character in the game scene, and a second directional marker is displayed to indicate the direction of attack on the second virtual character in the game scene. The first directional marker includes a second sub-marker for referring to the second virtual character. The second directional marker is arranged around the second sub-marker and points to the direction in which the second virtual character is attacked in the game scene.

2. The prompting method as described in claim 1, characterized in that, The first directional identifier also includes a first sub-identifier; The method further includes: Based on the relative positions of the second virtual character and the first virtual character in the game scene, the display position of the second sub-identifier relative to the first sub-identifier is controlled and adjusted to represent the positional relationship of the second virtual character relative to the first virtual character in the game scene.

3. The prompting method as described in claim 2, characterized in that, The first sub-identifier is set around the first virtual character, and the second sub-identifier is set around the first sub-identifier.

4. The prompting method as described in claim 3, characterized in that, Both the first sub-identifier and the second sub-identifier are circular, and the perimeter of the first sub-identifier is greater than the perimeter of the second sub-identifier.

5. The prompting method as described in claim 2, characterized in that, The second sub-identifier is displayed on top of the first sub-identifier, and its color is different from that of the first sub-identifier.

6. The prompting method as described in claim 2, characterized in that, The second sub-identifier is the character identifier of the second virtual character.

7. The prompting method as described in claim 1, characterized in that, The method further includes: When the first virtual character is attacked, a third bit identifier is displayed on the graphical user interface to indicate the direction of the attack on the first virtual character in the game scene.

8. The prompting method as described in claim 7, characterized in that, Before displaying the second azimuth identifier or the third azimuth identifier, the method further includes: Based on the type of hit received by the first or second virtual character, determine the color and / or shape of the second or third bit identifier; A second or third-party bit identifier of the shape and / or the color is displayed on the graphical user interface; The type of attack is either a ranged attack or a melee attack.

9. A prompting device in a game, characterized in that, A graphical user interface is provided via a terminal device, the content displayed by the graphical user interface including a game scene and a first virtual character located in the game scene, wherein the first virtual character is in the same camp as at least one second virtual character, the device comprising: The display unit is configured to display, on the graphical user interface, a first directional marker indicating the positional relationship of the second virtual character relative to the first virtual character in the game scene, and a second directional marker indicating the direction of attack on the second virtual character in the game scene when the second virtual character is attacked. The first directional marker includes a second sub-marker for referring to the second virtual character. The second directional marker is arranged around the second sub-marker and points to the direction in which the second virtual character is attacked in the game scene.

10. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of a prompting method in a game as described in any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of a prompting method in a game as described in any one of claims 1 to 8.