Game information prompting method and device, equipment and storage medium
By rendering enemy attributes based on a preset restraint relationship, the method improves gameplay efficiency and reduces resource consumption by making enemy weaknesses more intuitive.
Patent Information
- Application Number
- CN202310689093.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-09
- Publication Date
- 2024-12-10
AI Technical Summary
Existing game systems require players to manually learn or discover enemy weaknesses through gameplay, leading to increased game time, power consumption, and server performance overhead.
Obtain enemy object information when within a preset area of the player's object and apply attribute special effects rendering based on a preset restraint relationship to intuitively display the enemy's attributes.
Enhances player perception of enemy attributes, reduces gameplay time, conserves power, and decreases server load by making attribute interactions more intuitive.
Smart Images

Figure CN119097917A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game interaction technology, and in particular to a game information prompting method, device, equipment and storage medium. Background Art
[0002] In order to enrich the game experience and strategy selection of players in the game, there is often a setting of object weaknesses. After the player knows the weaknesses of the object in the game, combined with the player's various attack methods, it can usually play a role in improving strategy matching and enriching the gameplay routines, and ultimately improve the player's experience of defeating the enemy. In the prior art, players can usually only remember the weaknesses of each game character, such as by reading the character information of the game character. This method requires players to understand the character information of the game character. Alternatively, the weaknesses of the game character can only be known by fighting with the game character through different attack methods. This method will take up more game time for players, resulting in a longer game time, wasting the power consumption of the terminal device, and the performance overhead of the game server is high. Summary of the invention
[0003] The main purpose of the present invention is to solve the technical problem that the perception information of the game player on the enemy object is not intuitive enough in the existing solution.
[0004] A first aspect of the present invention provides a game information prompt method, comprising: when an enemy object is located in a preset area range of a own object, obtaining enemy object information; based on the enemy object information, according to a preset attribute restraint relationship, performing attribute special effects rendering on the enemy object to obtain a first rendering result, so as to prompt the restraint attribute of the enemy object.
[0005] The second aspect of the present invention provides a game information prompt device, including: an acquisition module, used to obtain enemy object information when the enemy object is located in a preset area range of the own object; an attribute restraint prompt module, used to perform attribute special effects rendering on the enemy object based on the enemy object information and according to a preset attribute restraint relationship, to obtain a first rendering result, so as to prompt the restraint attribute of the enemy object.
[0006] The third aspect of the present invention provides an electronic device, comprising: a memory and at least one processor, wherein the memory stores instructions; the at least one processor calls the instructions in the memory so that the electronic device executes the above-mentioned game information prompt method.
[0007] A fourth aspect of the present invention provides a computer-readable storage medium, wherein the computer-readable storage medium stores instructions, which, when executed on a computer, enable the computer to execute the above-mentioned game information prompt method.
[0008] In the technical solution provided by the present invention, enemy object information is obtained, and based on the enemy object information, attribute special effects rendering is performed on the enemy object according to a preset attribute restraint relationship, and a first rendering result is obtained to prompt the restraint attribute of the enemy object. Rendering the enemy object based on the attribute restraint relationship makes the enemy object's hit performance more intuitive; and the hit performance is strongly related to the attribute restraint relationship, with a memory point, which is conducive to players' perception of the attribute restraint relationship between game objects and reduces the player's understanding cost; it helps to speed up the game process, save power consumption of terminal devices, and reduce the performance overhead of game servers. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Figure 1 A schematic diagram of an embodiment of a method for prompting game information in an embodiment of the present invention;
[0010] Figure 2 A schematic diagram of an embodiment of a game screen in an embodiment of the present invention;
[0011] Figure 3 A schematic diagram of another embodiment of a game screen in an embodiment of the present invention;
[0012] Figure 4 A schematic diagram of another embodiment of the game information prompting method in an embodiment of the present invention;
[0013] Figure 5 A schematic diagram of an embodiment of a game information prompting device in an embodiment of the present invention;
[0014] Figure 6 It is a schematic diagram of another embodiment of the game information prompting device in the embodiment of the present invention;
[0015] Figure 7 FIG. 1 is a schematic diagram of an electronic device in an embodiment of the present invention. DETAILED DESCRIPTION
[0016] The embodiment of the present invention provides a game information prompt method, device, equipment and storage medium. When the enemy object is located in the preset area range of the own object, the enemy object information is obtained; based on the enemy object information, the enemy object is rendered with attribute special effects according to the preset attribute restraint relationship, and a first rendering result is obtained to prompt the restraint attribute of the enemy object. The present invention realizes a more intuitive perception of the attribute restraint content of the enemy object, improves the richness and convenience of the game, strengthens user perception, and the characters and attack special effects have memory points, so that the weakness restraint relationship and performance between game objects have the advantages of clearer perception and stronger performance effect.
[0017] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including" or "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0018] In one embodiment of the present disclosure, the game information prompt method can be run on a local terminal device or a server. When the game information prompt method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0019] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game information prompt method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0020] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0021] In a possible implementation, an embodiment of the present invention provides a game information prompt method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0022] For ease of understanding, the specific process of the embodiment of the present invention is described below. Figure 1 The first embodiment of the game information prompting method in the embodiment of the present invention includes:
[0023] 101. When the enemy object is located in the preset area of the friendly object, obtain the enemy object information;
[0024] It is understandable that the execution subject of the present invention may be a game information prompting device, or a terminal or a server, which is not limited here. The following describes this embodiment with the terminal device as the execution subject.
[0025] In this embodiment, the own object refers to the object controlled by the player, and the own object can perform game behaviors such as moving, attacking, and trading in the game scene. The above-mentioned preset area range can be a circular area range, an elliptical area range, or an area range of other shapes centered on the scene position of the game scene where the own object is located, or a fan-shaped area range with the scene position where the own object is located as the center angle of the circle. Among them, the enemy objects located in the preset area range include visible objects and invisible objects. The invisible object refers to an object blocked by an obstruction, such as an object blocked by a virtual building or virtual fog. Among them, the invisible object does not display or only displays the outline information of the object. The above-mentioned enemy object information at least includes: appearance information, attribute information, status information, etc. of the enemy object. The appearance information includes the enemy object's body shape, body size, equipped weapons and armor, mounts and other visual appearance related information; the attribute information includes relevant information such as fire attribute, water attribute, wind attribute, etc.; the status attribute includes whether it is injured, whether the equipped weapons or armor are lost, etc.
[0026] The above attribute information can be the inherent character information of the object (also called a character) controlled by the player. Usually, objects of different camps have different attribute information. Among them, the skills of the object are attribute skills. Generally, after the own object attacks the target object with the attribute skill, the attribute effect will be added to the target object. For example, after attacking with the fire attribute skill, the target object will be added with a burning effect, and the target object's health value will continue to decrease within a preset time, where the preset time usually refers to the display time of the burning effect; for another example, the target object is water attribute, and the own object uses the fire attribute skill to attack the target object, which adds an evaporation effect to the target object and causes additional damage to the target object.
[0027] In addition, the same object can have multiple attributes, and different attributes can be switched automatically, or the player can control the object to switch different attributes. Among them, the skills of the object are attribute skills corresponding to the attributes. For example, the current attribute of the own object is fire. After attacking the first object, the fire attribute effect is marked on the first object; then the attribute of the own object is switched to water attribute, and the first object marked with the fire attribute effect is attacked again. Water and fire trigger the evaporation effect, that is, the evaporation effect is added to the first object, causing additional damage to the first object.
[0028] The above-mentioned attribute information can also be non-inherent character information of the object (also referred to as a character) controlled by the player. For example, the object can learn different skills, and different skills have different attributes. After learning the skills, the object can use the learned skills to perform corresponding attribute attacks. For another example, if the object is equipped with a weapon or armor, it will have the attribute skills corresponding to the weapon / armor. For example, if the object is equipped with a virtual shield, it will have the attribute skills of protection. In addition, it is also possible to inlay attribute gems into weapons or armor. The gems have different attributes. After inlaying gems into weapons or armor, if the object uses the weapon / armor to attack a second object, the corresponding attribute effect will be added to the second object.
[0029] The above-mentioned attribute information may also be the inherent character information of the object controlled by the non-player (i.e., the non-player character). Similarly, different non-player characters have different attribute information, and the non-player character may also have multiple attribute information. The skills of the non-player character are attribute skills. Generally, after the non-player character attacks the target object through the attribute skills, the attribute effect will be added to the target object. The above-mentioned attribute information may also be the non-inherent character information of the object controlled by the non-player (i.e., the non-player character). For example, after the non-player character enters different game scenes, it will have the attribute skills corresponding to the game scenes. Similarly, after the non-player character is equipped with different weapons or armor, the non-player character will also have different attribute skills.
[0030] Specifically, when the enemy object moves to the preset area of the own object, or when the own object is controlled to move, an enemy object appears within the preset area of the own object, the enemy object information of the enemy object within the current preset area is obtained.
[0031] Furthermore, before the above step S102, in response to the target game mode trigger instruction, the game is controlled to enter the target game mode. Before entering the target game mode, the first game screen displayed and the second game screen displayed after entering the target game mode have the same scene range of the game scene, but the display method of the virtual objects within the scene range is different, the purpose is to remind the player that the game has entered the target game mode. For example, the virtual objects within the scene range included in the second game screen are displayed in gray, and the game scene is also displayed in gray. Moreover, in the target game mode, at least part of the enemy object information is rendered and displayed on the enemy object within the preset area range of the own object.
[0032] 102. Based on the enemy object information, according to a preset attribute restraint relationship, attribute special effects rendering is performed on the enemy object to obtain a first rendering result to prompt the restraint attribute of the enemy object.
[0033] In this embodiment, a possible implementation method is: based on the attribute information in the enemy object information, the enemy object is rendered with attribute special effects. That is to say, the attribute information in the enemy object information and the special effects corresponding to the attribute information are obtained, and based on the special effects corresponding to the attribute information, the enemy object is rendered with the attribute special effects to obtain an initial rendering result.
[0034] Afterwards, according to the attribute information in the enemy object information and the attribute information of the own object, according to the preset attribute restraint relationship, it is determined whether the attribute information of the own object restrains the attribute information of the enemy object. If so, the attribute special effect rendering is performed on the enemy object again to obtain the target rendering result; that is, the rendering of the above-mentioned initial rendering result is strengthened again. The above-mentioned first rendering result includes the initial rendering result and the target rendering result. Among them, the effect of the target rendering result is higher than that of the initial rendering result. For example, the initial rendering result is to render a red line on the edge of the outline of the enemy object, and the target rendering result is to render a red flame based on the initial rendering result. The purpose is to remind the own object that it can restrain the enemy object, that is, the attribute information of the own object can restrain the attribute information of the enemy object.
[0035] The first rendering result includes not only static special effects but also dynamic special effects and even sound special effects, such as flowing water, burning flames, the sound of flowing water, the sound of burning flames, etc.
[0036] It should be noted that if the attribute information of the enemy object is the same as that of the own object, or the attribute information of the own object cannot restrain the attribute information of the enemy object, the attribute special effects rendering will not be performed again on the initial rendering result of the enemy object.
[0037] In the acquired enemy object information, for the attribute information therein, the invisible attribute information can be rendered onto the enemy object according to the attribute restraint relationship preset in the game, so that the attribute is visible, and the first rendering result is obtained. The attribute restraint relationship can preset the attribute restraint relationship between gold, wood, water, fire, and earth, where gold restrains wood, wood restrains earth, earth restrains water, water restrains fire, and fire restrains gold.
[0038] For example, according to the attribute restraint relationship, the attribute information can be determined from the enemy object information as "fire", and then for the attribute information "fire", the corresponding special effects are rendered on or around the enemy object (such as rendering the object outline of a red line on the enemy object), thereby making the attribute information of the enemy object visible to prompt the player to configure the battle strategy of the own object to restrain the enemy object. If the attribute information of the own object is "water", the corresponding special effects are continued to be rendered on or around the enemy object (such as rendering the object outline of a red flame on the enemy object).
[0039] In the technical solution provided by the present invention, enemy object information is obtained, and based on the enemy object information, attribute special effects rendering is performed on the enemy object according to a preset attribute restraint relationship, and a first rendering result is obtained to prompt the restraint attribute of the enemy object. Rendering the enemy object based on the attribute restraint relationship makes the enemy object's hit performance more intuitive; and the hit performance is strongly related to the attribute restraint relationship, with a memory point, which is conducive to players' perception of the attribute restraint relationship between game objects and reduces the player's understanding cost; it helps to speed up the game process, save power consumption of terminal devices, and reduce the performance overhead of game servers.
[0040] In one embodiment, based on the enemy object information, attribute special effects rendering is performed on the enemy object according to a preset attribute restraint relationship to obtain a first rendering result, which includes: extracting enemy attribute information from the enemy object information, and determining the weak attributes in the enemy attribute information relative to the own object according to the preset attribute restraint relationship; associating the enemy object with corresponding special effects items based on the weak attributes; rendering the enemy object based on the special effects items to obtain a first rendering result, wherein the special effects items include visual special effects items and auditory special effects items.
[0041] The above-mentioned enemy attribute information corresponds to the attribute information of the aforementioned enemy object. An enemy object may have one attribute information or multiple attribute information that do not restrain each other. In actual implementation, it is necessary to determine the weak attribute restrained by the attribute information of the own object from the enemy attribute information according to the preset attribute restraint relationship. For example, the enemy attribute information includes "water" and "gold", and the attribute information that restrains "water" and "gold" is searched from the pre-stored mapping relationship table, which are "earth" and "fire" respectively. It is determined that the attribute information of the own object includes "earth" but does not include "fire", then the "water" in the enemy attribute information can be determined as a weak attribute.
[0042] The rendering results obtained by rendering the enemy object based on the above-mentioned visual special effects project include static patterns and dynamic animations, and the rendering results obtained by rendering the enemy object based on the above-mentioned auditory special effects project include the sound of flowing water, wind, burning, metal collision, etc.
[0043] Specifically, the special effects items associated with the weak attributes are usually configured based on the visual or auditory display effects in the real world logic. For example, the special effects items associated with the fire attribute, its visual special effects item is to render flames around the enemy object, and its auditory special effects item is to render the sound of burning fire from the position of the enemy object, and the first rendering result can be obtained. For example, the special effects items associated with the wind attribute, its visual special effects item is to increase the transparency of the enemy object, so that the effect of residual image appears, and its auditory special effects item is to render the sound of wind blowing. That is, the visible and visual weak attributes of the enemy object are displayed, and the weaknesses of the enemy object are more intuitively prompted for players to set combat strategies.
[0044] In one embodiment, rendering the enemy object based on the special effects project to obtain a first rendering result includes: determining that the enemy object is a visual object; adjusting the original rendering parameters of the enemy object based on the special effects project and rendering the enemy object, and / or rendering the animation effect corresponding to the special effects project on the enemy object to obtain a corresponding first rendering result.
[0045] The above-mentioned visible objects refer to enemy objects that are not blocked and have complete character textures, such as Figure 2The enemy object 201 is a visual object. The above-mentioned original rendering parameters at least include: the outline color of the object outline of the enemy object, the transparency of the object itself, the surrounding color of the object outline, etc. In this embodiment, for the visual object, the special effect items can be rendered directly on or around the visual object, such as adjusting the parameter value of the outline color of the visual object, including adjusting from the initial white outline color to red (for indicating fire attribute), gray (for indicating earth attribute), gold (for indicating metal attribute), etc., or adjusting the transparency of the visual object, such as increasing the transparency of the visual object (for indicating wind attribute); for example, adding animation effects such as burning flames, flowing water, frosty ice, petals, and flying butterflies around the object outline of the enemy object.
[0046] In addition, the game screen also includes a player's own object 202 .
[0047] In one embodiment, rendering the enemy object based on the special effect project to obtain a first rendering result may also include: determining that the enemy object is a non-visual object; hiding the enemy object, and adding an animation effect corresponding to the special effect project to the enemy object to obtain a corresponding first rendering result.
[0048] In this embodiment, non-visible objects include occluded objects and invisible objects, which may not display the complete character texture, but only display the basic outline matching the character appearance, such as Figure 2 As shown, the enemy object 203 is a non-visual object. Specifically, the non-visual object can be completely hidden and displayed, or only the object outline of the non-visual object can be displayed. For example, if the non-visual object is a standing person, the person outline is displayed, and if the non-visual object is a lying puppy, the outline of the lying puppy is displayed.
[0049] In actual implementation, the object outline or outline line of the non-visual object can be rendered, and the first rendering result finally obtained does not include the enemy object itself. Since the non-visual object itself is invisible in the game screen, the first rendering result only displays the animation effect of its special effect item, or displays the object outline line of the non-visual object.
[0050] In one embodiment, after performing attribute special effects rendering on the enemy object based on the enemy object information and in accordance with a preset attribute restraint relationship to obtain a first rendering result, it also includes: responding to a selection operation on the enemy object, providing a display area, and displaying the vulnerable attribute of the target enemy object selected by the selection operation in the display area.
[0051] In this embodiment, Figure 2As shown, a display area 204 is provided in the game screen. The display area 204 can be set at any position of the game screen. In order not to affect the display of the overall game screen, it is preferably set in the middle position of the right side of the game screen, and the size of the display area is adaptively adjusted according to the richness of information. Select one of the target enemy objects from one or more enemy objects in the game screen. The display area will only display the weak attributes of one of the target enemy objects to prevent the display mode of multiple enemy objects from confusing the information and making it difficult to distinguish. The weak attributes 205 (i.e., "XXXX" in the box) of the target enemy object selected by the selection operation are displayed in the display area 204; in addition, the strong attributes 206 (i.e., "aaaa" in the box) can also be displayed in the display area 204 to assist the own object to avoid the corresponding attribute attack or configure the corresponding defense means.
[0052] In actual implementation, it is necessary to determine the weak attribute that is restrained by the attribute information of the own object from the enemy attribute information according to the preset attribute restraint relationship. For example, the enemy attribute information includes "water" and "gold", and the attribute information that restrains "water" and "gold" is searched from the pre-stored mapping relationship table, which are "earth" and "fire" respectively. It is determined that the attribute information of the own object includes "earth" but does not include "fire", so the "earth" in the attribute information of the own object can be determined as a strong attribute.
[0053] The selection operation for the enemy object can be clicking the enemy object with a finger, pressing the shortcut key corresponding to the enemy object, or controlling the crosshairs (i.e. the crosshair area mentioned above) with the mouse to move the game screen, and finally controlling the crosshairs to aim at the enemy object, etc.
[0054] In one embodiment, the display area includes an information viewing control, and the game information prompt method further includes: in response to a trigger operation on the information viewing control, calculating the attack benefit of the own object based on the first attack means on the weak attribute, and displaying the attack benefit. Figure 2 As shown, the display area 204 includes an information viewing control 207. By triggering the information viewing control 207 in the display area 204, the page can be switched to display the specific attribute value of each weak attribute, the attribute value of the attribute information of the own object, the first attack method (attribute attack) of the attribute information used to restrain the weak attribute in the own object, the attack benefit of the weak attribute of the enemy object, and other related detailed information, which is convenient for players to formulate battle strategies to restrain the enemy object.
[0055] Specifically, the first attack means is an attribute attack means, such as using water attribute skills, or using wind attribute as the main attribute weapon to attack. Here, the first attack means may include multiple attribute attack means, and the attack benefit of each attribute attack means on the weak attribute of the enemy object is calculated to prompt the player about the effectiveness of the attribute attack means of the own object on the enemy object. For example, the attack benefit of water attribute skills on fire attribute, the attack benefit of fire attribute skills on gold attribute, the attack benefit of earth attribute skills on water attribute, etc.
[0056] Specifically, the current display area only displays strong attributes and weak attributes, and provides the attribute levels of the strong attributes and the attribute levels of the weak attributes, but does not provide detailed attribute values and related information for comparison with own objects. Here, by further triggering the information viewing control, the page is switched to display more detailed information (i.e., the attack benefit of the above-mentioned own object on the weak attribute based on the first attack method).
[0057] In addition, it can also display the recommended attack methods that restrain the enemy's weak attributes, and users can directly select the recommended attack methods to display the battle strategy. Figure 2 As shown, a battle control 208 is also displayed in the display area 204. After configuring the battle strategy, the player can trigger the battle control 208 to enter the battle environment between the player's own object and the target enemy object, that is, control the player's own object to fight against the target enemy object and display the battle screen.
[0058] In one embodiment, the display area includes a difficulty viewing control, and the game information prompt method also includes: responding to a trigger operation on the difficulty viewing control, determining the interpretation information of the first attack method of the self-side object, and displaying the interpretation information.
[0059] like Figure 2 As shown, the display area includes a difficulty viewing control 209, and the game information prompt method also includes: responding to a trigger operation on the difficulty viewing control 209, determining the interpretation information of the first attack method of the own party object, and displaying the interpretation information.
[0060] Optionally, after providing the display area, the above interpretation information can be directly displayed, or the interpretation information can be displayed after triggering the difficulty view control 209. The above interpretation information generally includes: the danger level of the own object attacking the target enemy object, such as relative danger means that the own object may not be able to defeat the target enemy object; and also includes the first attack means of the own object and the defense means that the own object may need.
[0061] In this embodiment, the difficulty viewing control in the display area preliminarily displays the difficulty of the target enemy object, such as easy, equal, difficult, relatively dangerous, very dangerous, etc. The attribute attack means of the enemy object is compared with the first attack means of the own object, and the advantageous attack methods of the enemy object and the advantageous attack methods of the own object are displayed.
[0062] Furthermore, the display area also displays the danger level and object profile (or character profile) of the enemy object, where the danger level is usually determined based on the object attribute information of the enemy object, and is also determined based on the preset attribute restraint relationship and previous experience. The character profile usually includes previous life experience, work experience, combat experience, physical health status, debt situation, etc. The experience may include some important things done, the results or consequences of these things.
[0063] In one embodiment, a crosshair area is provided in the current display interface, and the game information prompt method further includes: responding to a move operation on the crosshair area, determining an enemy object where the crosshair area is located; responding to a selection operation on the enemy object where the crosshair area is located, taking at least one enemy object where the crosshair area is located as a target enemy object.
[0064] In this embodiment, Figure 3 As shown, when a target enemy object is selected through a selection operation among multiple enemy objects, a crosshair area 301 can be displayed at a fixed position in the current display interface and marked with a corresponding crosshair icon. It will only appear in the target game mode. By moving the currently displayed game screen, controlling the crosshair area 301 to aim at a certain enemy object 302 and selecting the aimed enemy object 302, the target enemy object is determined. After the target enemy object is selected, the display area will be displayed. Among them, the crosshair area 301 is preferably in the center area of the graphical user interface.
[0065] In an embodiment of the present invention, enemy object information is obtained, and based on the enemy object information, attribute special effects rendering is performed on the enemy object according to a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object. Rendering the enemy object based on the attribute restraint relationship makes the enemy object's hit performance more intuitive; and the hit performance is strongly related to the attribute restraint relationship, with a memory point, which is conducive to players' perception of the attribute restraint relationship between game objects and reduces the player's understanding cost; it helps to speed up the game process, save power consumption of terminal devices, and reduce the performance overhead of game servers.
[0066] In some games, the attack attributes of some game characters are not the attack attributes indicated by the items carried by the game characters. Therefore, players cannot directly view the attack attributes of the game characters. They need to constantly fight with the game characters to know the attack attributes of the game characters. This method requires players to constantly fight with the game characters, and the player's gaming experience is not good. Please refer to Figure 4 , a second embodiment of the game information prompting method in the embodiment of the present invention includes:
[0067] 401. When the enemy object is located in a preset area of the friendly object, obtain the enemy object information;
[0068] 402. Extracting appearance features from the enemy object information, and when the enemy object is attacked, based on the appearance features and the second attack means, performing attack special effects rendering on the enemy object according to a preset mechanism restraint relationship, to obtain a second rendering result, so as to prompt the restraint mechanism of the enemy object;
[0069] The above-mentioned appearance features usually include armor or weapons worn by the enemy object, various virtual items carried (such as pets), various vehicles or animals ridden, etc. The above-mentioned preset mechanism restraint relationship also includes the restraint relationship between various appearance features, for example, the appearance feature "Tao" restrains "shield", and "gun" restrains the "horse" ridden by the object, etc. It also includes the animation effects and sound effects after different appearance features are attacked. For example, when a knife attacks a shield, there will be animation effects such as the shield tilting and the person staggering. The above-mentioned second rendering result includes at least animation special effects, sound special effects, etc.
[0070] In this embodiment, in addition to utilizing the appearance characteristics of the enemy object to intuitively realize the prompt function, allowing the player to configure the second attack means of restraining the attack of the own object according to the displayed appearance characteristics, when the own object uses the second attack means to attack the enemy object, the attack special effects of the enemy object when it is restrained can be rendered, and the second rendering result obtained can be used to deepen the player's memory of the mechanism of restraining the attack means of the appearance characteristics.
[0071] In one embodiment, when the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship, and obtaining the second rendering result includes: when the enemy object is attacked, determining the restraint type of the second attack means relative to the appearance feature based on the preset mechanism restraint relationship; if the restraint type is a restrained attack, selecting the preset first attack special effects animation corresponding to the appearance feature, rendering the enemy object, and using the rendering result as the second rendering result; if the restraint type is an unrestrained attack, selecting the preset second attack special effects animation corresponding to the appearance feature, rendering the enemy object, and using the rendering result as the second rendering result.
[0072] For example, if you use a knife that restrains attacks as the second attack method against an enemy holding a shield, the enemy will display the first attack special effect animation of "shield tilts, person staggers" after being attacked. If you use a sword that does not restrain attacks as the second attack method, the "obstructed sound effect" will be played while displaying the second attack special effect animation of "obstructed block and hit". For example, if you use a weapon that restrains attacks as the second attack method against a heavy weapon, the enemy will display the first attack special effect screen of "knife bounces back" after being attacked. If you use a non-restrained sword, the enemy will display the first attack special effect screen of "knife bounces back" after being attacked. When the attacking weapon is used as the second attack means, the enemy object will display the second attack special effect screen of "the enemy object cannot block and retreats when attacked" after being attacked. For example, if a weapon that restrains attack is used as the second attack means for heavy armor, the enemy object will play the "penetrating sound effect of hitting the cow from a distance" after being attacked, and the first attack special effect screen of the enemy object "kneeling limply" will be displayed at the same time; if a weapon that does not restrain attack is used as the second attack means, the enemy object will display the second attack special effect screen of "blocking the attack" after being attacked. For example, if a weapon that restrains attack is used as the second attack means for cavalry or flying units, the enemy object will display the first attack special effect screen of "horse raising its hooves, panic, etc." after being attacked. For example, if a weapon that restrains attack is used as the second attack means for external skills (i.e. bare-handed), the enemy object will display the first attack special effect screen of "the crisp sound of sword energy cutting and covering the wrist and retreating" after being attacked.
[0073] By displaying the attack effects screen, players can more clearly understand how to attack enemy objects most effectively.
[0074] When the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is rendered with attack special effects according to the preset mechanism restraint relationship. After obtaining the second rendering result, the above method also includes: when the enemy object is attacked, the hidden blood groove attribute corresponding to the appearance feature is adjusted, and when the adjusted hidden blood groove attribute meets the preset separation condition, the appearance feature is separated from the target object and / or the display effect of the appearance feature is adjusted.
[0075] In this embodiment, the preset separation condition is that the attribute value of the hidden blood groove attribute is reset to zero. For example, a shield has a hidden blood groove attribute. After attacking the shield and returning it to zero, the enemy object stumbles and falls, and the shield is out of hand (corresponding to the above-mentioned appearance characteristics being separated from the target object), and becomes a shieldless combat form. For example, a flying unit (horse) has a hidden blood groove attribute. After it is reset to zero, the enemy object falls from the horse, the horse dies, and the enemy object becomes a horseless combat form (corresponding to the above-mentioned appearance characteristics being separated from the target object and the appearance characteristics being adjusted). After the hidden blood groove attribute of fur, poisonous items, etc. is reset to zero, special long-term attacks, burning and rolling, etc. are triggered (i.e., the above-mentioned adjusted appearance characteristics). For example, after the hidden blood groove attribute of an animal-shaped enemy object is reset to zero, special long-term attacks (such as fear performance) are triggered, and some units will flee depending on the situation (corresponding to the above-mentioned adjusted appearance characteristics).
[0076] When the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is rendered with attack special effects according to the preset mechanism restraint relationship, and before obtaining the second rendering result, the method further includes: matching the corresponding second attack means with a restraint type of restrained attack according to the appearance feature and the preset mechanism restraint relationship, and displaying the second attack means with a restraint type of restrained attack;
[0077] In this embodiment, the mechanism restraint relationship refers to the mutual restraint relationship between different appearance characteristics set by the game world with reference to prior knowledge, such as a knife restraining a shield, a gun restraining a riding unit or a flying unit, a fan restraining heavy armor, a thousand machine umbrella restraining heavy weapons (such as hammers), a sword restraining external skills, etc. The restraint type includes restrained attacks and non-restrained attacks (attacks that are not restrained or restrained by each other).
[0078] According to the preset mechanism restraint relationship, the second attack means (mechanism attack means) that restrain the attack is matched based on the appearance features of the enemy object. For example, if the appearance features of the target enemy object include shield, heavy armor, and horse, then the restraint type corresponding to the appearance features is the second attack means that restrain the attack is a knife, fan, and gun, etc.
[0079] The above method also displays the second attack means, specifically, displays the second attack means in the vicinity of the enemy object, such as above the head of the enemy object, so that the player knows that the second attack means can be used to attack the enemy object.
[0080] In this method, players can intuitively perceive the monster type through observation. The effects of different weapons on monster types are more in line with real-life logic. In addition, technology is used to achieve customized performance under different restraint effects, which enhances players' memory points and cognition, allowing them to quickly understand mechanism weaknesses and restraint relationships.
[0081] The first attack method belongs to attribute attack, and the second attack method belongs to mechanism attack, but the two can also be combined, that is, combining the second attack method with mechanism restraint relationship and the first attack method with attribute restraint relationship. Comprehensive attack methods are recommended. For example, for a target enemy object with fire attribute holding a shield, it can be recommended to use a knife to release water attribute skills.
[0082] The above describes the game information prompting method in the embodiment of the present invention. The following describes the game information prompting device in the embodiment of the present invention. Figure 5 In one embodiment of the present invention, a game information prompting device includes:
[0083] An acquisition module 501 is used to acquire information of an enemy object when the enemy object is located in a preset area of the own object;
[0084] The attribute restraint prompt module 502 is used to perform attribute special effect rendering on the enemy object based on the enemy object information and according to a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object.
[0085] In an embodiment of the present invention, enemy object information is obtained, and based on the enemy object information, attribute special effects rendering is performed on the enemy object according to a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object. Rendering the enemy object based on the attribute restraint relationship makes the enemy object's hit performance more intuitive; and the hit performance is strongly related to the attribute restraint relationship, with a memory point, which is conducive to players' perception of the attribute restraint relationship between game objects and reduces the player's understanding cost; it helps to speed up the game process, save power consumption of terminal devices, and reduce the performance overhead of game servers.
[0086] See also Figure 6 Another embodiment of the game information prompting device in the embodiment of the present invention includes:
[0087] An acquisition module 501 is used to acquire information of an enemy object when the enemy object is located in a preset area of the own object;
[0088] The attribute restraint prompt module 502 is used to perform attribute special effect rendering on the enemy object based on the enemy object information and according to a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object.
[0089] Specifically, the attribute restraint prompt module 502 includes:
[0090] The attribute extraction unit 5021 is used to extract the enemy attribute information in the enemy object information, and determine the weak attribute in the enemy attribute information relative to the own object according to the preset attribute restraint relationship;
[0091] An associating unit 5022, configured to associate a corresponding special effect item with the enemy object based on the weak attribute;
[0092] The project rendering unit 5023 is used to render the enemy object based on the special effect project to obtain a first rendering result, and the special effect project includes a visual special effect project and an auditory special effect project.
[0093] Specifically, the project rendering unit 5023 is further used for:
[0094] Determining that the enemy object is a visible object, wherein the visible object is an enemy object visible within the field of view of the own object;
[0095] Based on the special effect item, original rendering parameters of the enemy object are adjusted and the enemy object is rendered, and / or an animation effect corresponding to the special effect item is rendered to the enemy object to obtain a corresponding first rendering result.
[0096] Specifically, the project rendering unit 5023 is further used for:
[0097] Determining that the enemy object is a non-visible object;
[0098] The enemy object is hidden, and an animation effect corresponding to the special effect item is added to the enemy object to obtain a corresponding first rendering result.
[0099] Specifically, the game information prompting device further includes a selection module 503, which is used to:
[0100] In response to a selection operation on the enemy object, a display area is provided, and the vulnerable attribute of the target enemy object selected by the selection operation is displayed in the display area.
[0101] Specifically, a crosshair area is provided in the current display interface, and the game information prompting device further includes a moving module 504, which is used to:
[0102] In response to a movement operation on the crosshair area, determining an enemy object where the crosshair area is located;
[0103] In response to a selection operation on an enemy object where the crosshair region is located, at least one enemy object where the crosshair region is located is taken as a target enemy object.
[0104] Specifically, the display area includes an information viewing control, and the game information prompting device also includes a revenue calculation module 505, which is used to:
[0105] In response to a trigger operation on the information viewing control, the attack benefit of the own object on the vulnerable attribute based on the first attack means is calculated, and the attack benefit is displayed.
[0106] Specifically, the display area includes a difficulty viewing control, and the game information prompting device also includes a display module 506, which is used to:
[0107] In response to a trigger operation on the difficulty viewing control, interpretation information of the first attack means of the enemy object is determined, and the interpretation information is displayed.
[0108] Specifically, the game information prompting device further includes a mechanism restraint prompting module 507, which is used to:
[0109] The appearance features in the enemy object information are extracted, and when the enemy object is attacked, based on the appearance features and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship to obtain a second rendering result to prompt the restraint mechanism of the enemy object.
[0110] Specifically, the mechanism restraint prompt module 507 includes:
[0111] The restraint type determination unit 5071 is used to determine the restraint type of the second attack means with respect to the appearance feature based on a preset mechanism restraint relationship when the enemy object is attacked;
[0112] The first animation rendering unit 5072 is configured to select a preset first attack special effect animation corresponding to the appearance feature, render the enemy object, and use the rendering result as a second rendering result if the restraint type is restrained attack;
[0113] The second animation rendering unit 5073 is used to select the preset second attack special effect animation corresponding to the appearance feature if the restraint type is a non-restraint attack, render the enemy object, and use the rendering result as the second rendering result.
[0114] Specifically, the game information prompting device further includes a separation module 508, which is used to:
[0115] When the enemy object is attacked, the hidden blood groove attribute corresponding to the appearance feature is adjusted. When the adjusted hidden blood groove attribute meets the preset separation condition, the appearance feature is separated from the target object and / or the display effect of the appearance feature is adjusted.
[0116] Specifically, the game information prompting device further includes a matching module 509, which is used to:
[0117] According to the appearance feature and in accordance with the preset mechanism restraint relationship, the corresponding second attack means with the restraint type of restrained attack is matched, and the second attack means with the restraint type of restrained attack is displayed.
[0118] above Figure 5 and Figure 6 The game information prompting device in the embodiment of the present invention is described in detail from the perspective of modular functional entities, and the electronic device in the embodiment of the present invention is described in detail from the perspective of hardware processing.
[0119] Figure 7 7 is a schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. The electronic device 700 may have relatively large differences due to different configurations or performances, and may include one or more processors (central processing units, CPU) 710 (for example, one or more processors) and a memory 720, and one or more storage media 730 (for example, one or more mass storage devices) storing application programs 733 or data 732. Among them, the memory 720 and the storage medium 730 can be temporary storage or permanent storage. The program stored in the storage medium 730 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations in the electronic device 700. Furthermore, the processor 710 can be configured to communicate with the storage medium 730 to execute a series of instruction operations in the storage medium 730 on the electronic device 700.
[0120] The electronic device 700 may also include one or more power supplies 740, one or more wired or wireless network interfaces 750, one or more input and output interfaces 760, and / or one or more operating systems 731, such as Windows Server, Mac OS X, Unix, Linux, FreeBSD, etc. It will be appreciated by those skilled in the art that Figure 7 The structure of the electronic device shown does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0121] The present invention also provides an electronic device, wherein the computer device includes a memory and a processor, wherein the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the processor executes the steps of the game information prompt method in the above-mentioned embodiments, for example:
[0122] When the enemy object is located in the preset area of the own object, obtaining the enemy object information;
[0123] Based on the enemy object information, according to the preset attribute restraint relationship, attribute special effects rendering is performed on the enemy object to obtain a first rendering result to prompt the restraint attribute of the enemy object.
[0124] Optionally, based on the enemy object information, according to a preset attribute restraint relationship, performing attribute special effect rendering on the enemy object to obtain a first rendering result includes:
[0125] Extracting enemy attribute information from the enemy object information, and determining the weak attribute in the enemy attribute information relative to the own object according to a preset attribute restraint relationship;
[0126] Associating corresponding special effect items with the enemy object based on the weak attribute;
[0127] Based on the special effect items, the enemy object is rendered to obtain a first rendering result, wherein the special effect items include visual special effect items and auditory special effect items.
[0128] Optionally, rendering the enemy object based on the special effect item to obtain a first rendering result includes:
[0129] Determining that the enemy object is a visible object, wherein the visible object is an enemy object visible within the field of view of the own object;
[0130] Based on the special effect item, original rendering parameters of the enemy object are adjusted and the enemy object is rendered, and / or an animation effect corresponding to the special effect item is rendered to the enemy object to obtain a corresponding first rendering result.
[0131] Optionally, rendering the enemy object based on the special effect item to obtain a first rendering result includes:
[0132] Determining that the enemy object is a non-visible object;
[0133] The enemy object is hidden, and an animation effect corresponding to the special effect item is added to the enemy object to obtain a corresponding first rendering result.
[0134] Optionally, after performing attribute special effect rendering on the enemy object based on the enemy object information and according to a preset attribute restraint relationship to obtain a first rendering result, the method further includes:
[0135] In response to a selection operation on the enemy object, a display area is provided, and the vulnerable attribute of the target enemy object selected by the selection operation is displayed in the display area.
[0136] Optionally, a crosshair area is provided in the current display interface, and the game information prompt method further includes:
[0137] In response to a movement operation on the crosshair area, determining an enemy object where the crosshair area is located;
[0138] In response to a selection operation on an enemy object where the crosshair region is located, at least one enemy object where the crosshair region is located is taken as a target enemy object.
[0139] Optionally, the display area includes an information viewing control, and the game information prompt method further includes:
[0140] In response to a trigger operation on the information viewing control, the attack benefit of the own object on the vulnerable attribute based on the first attack means is calculated, and the attack benefit is displayed.
[0141] Optionally, the display area includes a difficulty viewing control, and the game information prompt method further includes:
[0142] In response to a trigger operation on the difficulty viewing control, interpretation information of the first attack means of the enemy object is determined, and the interpretation information is displayed.
[0143] Optionally, the game information prompt method further includes:
[0144] The appearance features in the enemy object information are extracted, and when the enemy object is attacked, based on the appearance features and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship to obtain a second rendering result to prompt the restraint mechanism of the enemy object.
[0145] Optionally, when the enemy object is attacked, based on the appearance feature and the second attack means, performing attack special effects rendering on the enemy object according to a preset mechanism restraint relationship, and obtaining the second rendering result includes:
[0146] When the enemy object is attacked, determining the restraint type of the second attack means with respect to the appearance feature based on a preset mechanism restraint relationship;
[0147] If the restraint type is restrained attack, selecting a preset first attack special effect animation corresponding to the appearance feature, rendering the enemy object, and using the rendering result as the second rendering result;
[0148] If the restraint type is an unrestrained attack, a preset second attack special effect animation corresponding to the appearance feature is selected to render the enemy object, and the rendering result is used as the second rendering result.
[0149] Optionally, when the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is subjected to attack special effects rendering according to a preset mechanism restraint relationship, and after obtaining the second rendering result, the method further includes:
[0150] When the enemy object is attacked, the hidden blood groove attribute corresponding to the appearance feature is adjusted. When the adjusted hidden blood groove attribute meets the preset separation condition, the appearance feature is separated from the target object and / or the display effect of the appearance feature is adjusted.
[0151] Optionally, when the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is subjected to attack special effects rendering according to a preset mechanism restraint relationship, and before obtaining the second rendering result, the method further includes:
[0152] According to the appearance feature and in accordance with the preset mechanism restraint relationship, the corresponding second attack means with the restraint type of restrained attack is matched, and the second attack means with the restraint type of restrained attack is displayed.
[0153] In an embodiment of the present invention, enemy object information is obtained, and based on the enemy object information, attribute special effects rendering is performed on the enemy object according to a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object. Rendering the enemy object based on the attribute restraint relationship makes the enemy object's hit performance more intuitive; and the hit performance is strongly related to the attribute restraint relationship, with a memory point, which is conducive to players' perception of the attribute restraint relationship between game objects and reduces the player's understanding cost; it helps to speed up the game process, save power consumption of terminal devices, and reduce the performance overhead of game servers.
[0154] The present invention also provides a computer-readable storage medium, which may be a non-volatile computer-readable storage medium or a volatile computer-readable storage medium. The computer-readable storage medium stores instructions, which, when executed on a computer, cause the computer to execute the steps of the game information prompt method, for example:
[0155] When the enemy object is located in the preset area of the own object, obtaining the enemy object information;
[0156] Based on the enemy object information, according to the preset attribute restraint relationship, attribute special effects rendering is performed on the enemy object to obtain a first rendering result to prompt the restraint attribute of the enemy object.
[0157] Optionally, based on the enemy object information, according to a preset attribute restraint relationship, performing attribute special effect rendering on the enemy object to obtain a first rendering result includes:
[0158] Extracting enemy attribute information from the enemy object information, and determining the weak attribute in the enemy attribute information relative to the own object according to a preset attribute restraint relationship;
[0159] Associating corresponding special effect items with the enemy object based on the weak attribute;
[0160] Based on the special effect items, the enemy object is rendered to obtain a first rendering result, wherein the special effect items include visual special effect items and auditory special effect items.
[0161] Optionally, rendering the enemy object based on the special effect item to obtain a first rendering result includes:
[0162] Determining that the enemy object is a visible object, wherein the visible object is an enemy object visible within the field of view of the own object;
[0163] Based on the special effect item, original rendering parameters of the enemy object are adjusted and the enemy object is rendered, and / or an animation effect corresponding to the special effect item is rendered to the enemy object to obtain a corresponding first rendering result.
[0164] Optionally, rendering the enemy object based on the special effect item to obtain a first rendering result includes:
[0165] Determining that the enemy object is a non-visible object;
[0166] The enemy object is hidden, and an animation effect corresponding to the special effect item is added to the enemy object to obtain a corresponding first rendering result.
[0167] Optionally, after performing attribute special effect rendering on the enemy object based on the enemy object information and according to a preset attribute restraint relationship to obtain a first rendering result, the method further includes:
[0168] In response to a selection operation on the enemy object, a display area is provided, and the vulnerable attribute of the target enemy object selected by the selection operation is displayed in the display area.
[0169] Optionally, a crosshair area is provided in the current display interface, and the game information prompt method further includes:
[0170] In response to a movement operation on the crosshair area, determining an enemy object where the crosshair area is located;
[0171] In response to a selection operation on an enemy object where the crosshair region is located, at least one enemy object where the crosshair region is located is taken as a target enemy object.
[0172] Optionally, the display area includes an information viewing control, and the game information prompt method further includes:
[0173] In response to a trigger operation on the information viewing control, the attack benefit of the own object on the vulnerable attribute based on the first attack means is calculated, and the attack benefit is displayed.
[0174] Optionally, the display area includes a difficulty viewing control, and the game information prompt method further includes:
[0175] In response to a trigger operation on the difficulty viewing control, interpretation information of the first attack means of the enemy object is determined, and the interpretation information is displayed.
[0176] Optionally, the game information prompt method further includes:
[0177] The appearance features in the enemy object information are extracted, and when the enemy object is attacked, based on the appearance features and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship to obtain a second rendering result to prompt the restraint mechanism of the enemy object.
[0178] Optionally, when the enemy object is attacked, based on the appearance feature and the second attack means, performing attack special effects rendering on the enemy object according to a preset mechanism restraint relationship, and obtaining the second rendering result includes:
[0179] When the enemy object is attacked, determining the restraint type of the second attack means with respect to the appearance feature based on a preset mechanism restraint relationship;
[0180] If the restraint type is restrained attack, selecting a preset first attack special effect animation corresponding to the appearance feature, rendering the enemy object, and using the rendering result as the second rendering result;
[0181] If the restraint type is an unrestrained attack, a preset second attack special effect animation corresponding to the appearance feature is selected to render the enemy object, and the rendering result is used as the second rendering result.
[0182] Optionally, when the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is subjected to attack special effects rendering according to a preset mechanism restraint relationship, and after obtaining the second rendering result, the method further includes:
[0183] When the enemy object is attacked, the hidden blood groove attribute corresponding to the appearance feature is adjusted. When the adjusted hidden blood groove attribute meets the preset separation condition, the appearance feature is separated from the target object and / or the display effect of the appearance feature is adjusted.
[0184] Optionally, when the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is subjected to attack special effects rendering according to a preset mechanism restraint relationship, and before obtaining the second rendering result, the method further includes:
[0185] According to the appearance feature and in accordance with the preset mechanism restraint relationship, the corresponding second attack means with the restraint type of restrained attack is matched, and the second attack means with the restraint type of restrained attack is displayed.
[0186] In an embodiment of the present invention, enemy object information is obtained, and based on the enemy object information, attribute special effects rendering is performed on the enemy object in accordance with a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object. Rendering the enemy object based on the attribute restraint relationship makes the enemy object's hit performance more intuitive; and the hit performance and the attribute restraint relationship are strongly correlated, with a memory point, which is beneficial for players to perceive the attribute restraint relationship between game objects and reduce the player's understanding cost; it helps to speed up the game process, save power consumption of terminal devices, and reduce the performance overhead of game servers.
[0187] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0188] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk and other media that can store program codes.
[0189] As described above, the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit the same. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that the technical solutions described in the aforementioned embodiments may still be modified, or some of the technical features thereof may be replaced by equivalents. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A game information prompt method, It is characterized in that The game information prompting method comprises: When the enemy object is located in the preset area of the own object, obtaining the enemy object information; Based on the enemy object information, according to the preset attribute restraint relationship, attribute special effects rendering is performed on the enemy object to obtain a first rendering result to prompt the restraint attribute of the enemy object.
2. The game information prompting method according to claim 1, It is characterized in that The performing attribute special effect rendering on the enemy object based on the enemy object information and according to the preset attribute restraint relationship to obtain the first rendering result includes: Extracting enemy attribute information from the enemy object information, and determining the weak attribute in the enemy attribute information relative to the own object according to a preset attribute restraint relationship; Associating corresponding special effect items with the enemy object based on the weak attribute; Based on the special effect items, the enemy object is rendered to obtain a first rendering result, wherein the special effect items include visual special effect items and auditory special effect items.
3. The game information prompting method according to claim 2, It is characterized in that The rendering of the enemy object based on the special effect item to obtain a first rendering result includes: Determining that the enemy object is a visible object; Based on the special effect item, original rendering parameters of the enemy object are adjusted and the enemy object is rendered, and / or an animation effect corresponding to the special effect item is rendered to the enemy object to obtain a corresponding first rendering result.
4. The game information prompting method according to claim 2, It is characterized in that The rendering of the enemy object based on the special effect item to obtain a first rendering result includes: Determining that the enemy object is a non-visible object; The enemy object is hidden, and an animation effect corresponding to the special effect item is added to the enemy object to obtain a corresponding first rendering result.
5. The game information prompting method according to claim 1, It is characterized in that After performing attribute special effect rendering on the enemy object based on the enemy object information and according to the preset attribute restraint relationship to obtain the first rendering result, the method further includes: In response to a selection operation on the enemy object, a display area is provided, and the vulnerable attribute of the target enemy object selected by the selection operation is displayed in the display area.
6. The game information prompting method according to claim 5, It is characterized in that A crosshair area is set in the current display interface, and the game information prompt method further includes: In response to a movement operation on the crosshair area, determining an enemy object where the crosshair area is located; In response to a selection operation on an enemy object where the crosshair region is located, at least one enemy object where the crosshair region is located is taken as a target enemy object.
7. The game information prompting method according to claim 5, It is characterized in that The display area includes an information viewing control, and the game information prompt method further includes: In response to a trigger operation on the information viewing control, the attack benefit of the own object on the vulnerable attribute based on the first attack means is calculated, and the attack benefit is displayed.
8. The game information prompting method according to claim 5, It is characterized in that The display area includes a difficulty viewing control, and the game information prompt method further includes: In response to a trigger operation on the difficulty viewing control, interpretation information of the first attack means of the own object is determined, and the interpretation information is displayed.
9. The game information prompting method according to claim 1, It is characterized in that The game information prompting method further includes: The appearance features in the enemy object information are extracted, and when the enemy object is attacked, based on the appearance features and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship to obtain a second rendering result to prompt the restraint mechanism of the enemy object.
10. The game information prompting method according to claim 9, It is characterized in that When the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is subjected to attack special effects rendering according to the preset mechanism restraint relationship, and the second rendering result is obtained, which includes: When the enemy object is attacked, determining the restraint type of the second attack means with respect to the appearance feature based on a preset mechanism restraint relationship; If the restraint type is restrained attack, selecting a preset first attack special effect animation corresponding to the appearance feature, rendering the enemy object, and using the rendering result as the second rendering result; If the restraint type is an unrestrained attack, a preset second attack special effect animation corresponding to the appearance feature is selected to render the enemy object, and the rendering result is used as the second rendering result.
11. The game information prompting method according to claim 9, It is characterized in that When the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship, and after obtaining the second rendering result, the method further includes: When the enemy object is attacked, the hidden blood groove attribute corresponding to the appearance feature is adjusted. When the adjusted hidden blood groove attribute meets the preset separation condition, the appearance feature is separated from the target object and / or the display effect of the appearance feature is adjusted.
12. The game information prompting method according to claim 9, It is characterized in that When the enemy object is attacked, based on the appearance feature and the second attack means, the enemy object is rendered with attack special effects according to a preset mechanism restraint relationship, and before obtaining the second rendering result, the method further includes: According to the appearance feature and in accordance with the preset mechanism restraint relationship, the corresponding second attack means with the restraint type of restrained attack is matched, and the second attack means with the restraint type of restrained attack is displayed.
13. A game information prompting device, It is characterized in that The game information prompting device comprises: An acquisition module, used for acquiring information of an enemy object when the enemy object is located within a preset area of the own object; The attribute restraint prompt module is used to perform attribute special effect rendering on the enemy object based on the enemy object information and according to a preset attribute restraint relationship to obtain a first rendering result to prompt the restraint attribute of the enemy object.
14. An electronic device, It is characterized in that The electronic device comprises: a memory and at least one processor, wherein instructions are stored in the memory; The at least one processor calls the instructions in the memory so that the electronic device executes each step of the game information prompt method as described in any one of claims 1-12.
15. A computer-readable storage medium having stored thereon instructions, It is characterized in that When the instructions are executed by the processor, the various steps of the game information prompt method as described in any one of claims 1-12 are implemented.
