Prompt information display method and device, equipment and storage medium
By displaying warning prompt information to indicate the state type and progress of AI-controlled objects, the method improves human-computer interaction in MOBA games by allowing users to anticipate and respond to AI behavior changes.
Patent Information
- Application Number
- CN202310713079.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-15
- Publication Date
- 2024-12-17
AI Technical Summary
Existing methods for displaying prompt information in Multiplayer Online Battle Arena (MOBA) games, such as health bar colors, are simplistic and do not effectively convey the complex states of AI-controlled virtual objects, hindering human-computer interaction.
Display warning prompt information in the virtual environment screen to indicate the warning state type and progress of AI-controlled virtual objects, allowing users to anticipate state changes and take preventive measures.
Enhances human-computer interaction by providing rich display content that informs users of AI object states, enabling adaptive gameplay strategies.
Smart Images

Figure CN119139697A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, device, equipment and storage medium for displaying prompt information. Background Art
[0002] In a game application, there are generally many virtual objects. Of course, these virtual objects may also include some virtual objects controlled by a server, also known as artificial intelligence (AI) virtual objects. In order to ensure the user's gaming experience, these AI virtual objects are usually given some prompt information to inform the user of the properties of these AI virtual objects.
[0003] In a typical Multiplayer Online Battle Arena (MOBA) game, the enemy's soldiers (AI virtual objects) are usually prompted with a different health bar color from the virtual objects of our camp. For example, the enemy's soldier's health bar is red, while the health bar of our virtual object is blue, so as to prompt our virtual object that the soldier is from the enemy camp.
[0004] However, in the above-mentioned related technologies, the health bar color is simply used for prompting, and the content of the prompt information is relatively simple, which is not conducive to human-computer interaction. Summary of the invention
[0005] The present application provides a method, device, equipment and storage medium for displaying prompt information. The technical solution is as follows:
[0006] According to one aspect of an embodiment of the present application, a method for displaying prompt information is provided, the method comprising:
[0007] Displaying a virtual environment screen, wherein the virtual environment screen is a screen of a virtual environment observed from the perspective of a first virtual object, wherein the virtual environment includes the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship;
[0008] In the virtual environment screen, warning prompt information of the second virtual object within the field of view of the first virtual object is displayed, and the warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types.
[0009] According to one aspect of an embodiment of the present application, a device for displaying prompt information is provided, the device comprising:
[0010] A picture display module, used for displaying a virtual environment picture, wherein the virtual environment picture is a picture of the virtual environment observed from the perspective of a first virtual object, wherein the virtual environment includes the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship;
[0011] An information display module is used to display warning prompt information of the second virtual object within the field of view of the first virtual object in the virtual environment screen, wherein the warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types.
[0012] According to one aspect of an embodiment of the present application, a terminal device is provided, the terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above method.
[0013] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above method.
[0014] According to one aspect of the embodiments of the present application, a computer program product is provided, the computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the above method.
[0015] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0016] By displaying the warning prompt information of the second virtual object (AI virtual object) within the field of view of the first virtual object in the virtual environment screen, and the warning prompt information can not only indicate the alert state type of the second virtual object, but also indicate the alert state progress of the second virtual object. Therefore, the display content of the prompt information in the technical solution provided in the embodiment of the present application is relatively rich. Based on the displayed warning prompt information, the user who controls the first virtual object can not only know the alert state type of the second virtual object, but also know the alert state progress of the second virtual object. Based on the alert state progress, the user can know in advance whether the second virtual object is about to switch to other alert state types, so as to adaptively take preventive measures in advance. Therefore, the present application enables the user to have a deeper perception of the second virtual object, which is conducive to improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 It is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;
[0018] Figure 2 It is a schematic diagram of prompt information in the related art;
[0019] Figure 3 is a flowchart of a method for displaying prompt information provided by an embodiment of the present application;
[0020] Figure 4 is a schematic diagram of a field of view provided by an embodiment of the present application;
[0021] Figure 5 is a schematic diagram of warning prompt information provided by an embodiment of the present application;
[0022] Figure 6 is a schematic diagram of warning prompt information provided by another embodiment of the present application;
[0023] Figure 7 is a schematic diagram of warning prompt information provided by another embodiment of the present application;
[0024] Figure 8 is a flowchart of a method for displaying prompt information provided by another embodiment of the present application;
[0025] Fig. 9 is a schematic diagram of first prompt information provided by an embodiment of the present application;
[0026] Fig.10 is a schematic diagram of a method for calculating an orientation provided by an embodiment of the present application;
[0027] Fig.11 is a schematic diagram of first prompt information provided by another embodiment of the present application;
[0028] Fig.12 It is a schematic diagram of an alert state rollback provided by an embodiment of the present application;
[0029] Fig.13 is a flowchart of a method for displaying prompt information provided by another embodiment of the present application;
[0030] Fig.14 is a schematic diagram of second prompt information provided by an embodiment of the present application;
[0031] Fig.15 is a flowchart of a method for displaying prompt information provided by another embodiment of the present application;
[0032] Fig.16 is a block diagram of a method for displaying prompt information provided by an embodiment of the present application;
[0033] Fig.17 is a block diagram of a method for displaying prompt information provided by another embodiment of the present application;
[0034] Fig.18 is a block diagram of a display device for prompt information provided by an embodiment of the present application;
[0035] Fig.19 This is a block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0036] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0037] First, the terms involved in the embodiments of the present application are briefly introduced. The following terms and explanations can be arbitrarily combined with the technical solutions of the embodiments of the present application as optional solutions, and they all belong to the protection scope of the embodiments of the present application. The embodiments of the present application include at least part of the following contents.
[0038] Enemy soldier alert information (alert prompt information): The AI mechanism of the enemy soldier (second virtual object) in the game application will produce a certain alert state under specific circumstances (for example, the first virtual object passes by, the first virtual object kills the third virtual object, etc.), and will have different stress responses to different situations based on the alert state. For example, it will not actively attack under normal conditions, but will launch an active attack in an alert state.
[0039] Multiplayer: Multiplayer is a game play mode in which you can play with or against other remote users, share gameplay, etc.
[0040] Please refer to Figure 1 , which shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application. The solution implementation environment may include: a terminal device 10 and a server 20.
[0041] The terminal device 10 includes, but is not limited to, mobile phones, tablet computers, intelligent voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), vehicle-mounted terminals, smart home appliances and other electronic devices. The client of the target application (such as a game application) can be installed in the terminal device 10. Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a click-to-use application, which is not limited in the embodiments of the present application.
[0042] In the embodiment of the present application, the application may be any one of a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a multiplayer gunfight survival game, a third-person shooting game (TPS), a MOBA game, a strategy game (SLG), a social application, and an interactive entertainment application. In the present embodiment, the application is a game application for example. Optionally, there is a game match in the game application, and different prompt information exists for different AI virtual objects in different game matches. Optionally, a client of the above application is running in the terminal device 10.
[0043] Among them, the virtual environment is the scene displayed (or provided) when the client of the target application (such as a game application) is running on the terminal device. The virtual environment refers to the environment created for virtual objects to carry out activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, etc. Optionally, the virtual environment is the environment displayed (or provided) when the application is running on the terminal device. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment battles between at least two virtual objects, and there are virtual resources in the virtual environment that can be used by at least two virtual objects.
[0044] The above-mentioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc. controlled by the user account in the target application, and this application does not limit this. Taking the target application as a game application as an example, the virtual object refers to the virtual character controlled by the user account in the game application. The virtual object can be a human form, an animal, a cartoon or other forms, and this embodiment of the application does not limit this. The virtual object can be displayed in a three-dimensional form or a two-dimensional form, and this embodiment of the application does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional stereo model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. The activities of the virtual object include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing at least one of them. Schematically, the virtual object is a virtual character, such as a simulated human character or an animated human character. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, and this embodiment of the application does not limit this. Exemplarily, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects according to different ways of controlling virtual objects, wherein user-controlled virtual objects are objects that are movable in a virtual environment and are controlled by a client. Server-controlled virtual objects are virtual objects controlled by an automatic control algorithm or an artificial intelligence program on a client or a server. Server-controlled virtual objects include movable objects and inactive objects in a virtual environment. Exemplarily, the first virtual object in the present application is a virtual object controlled by a client, and the second virtual object in the present application is a virtual object controlled by a server. Of course, the second virtual object in the present application may also be a virtual object controlled by a client, and the present application does not limit this.
[0045] The server 20 is used to provide background services for the client of the target application in the terminal device 10. For example, the server 20 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited to these.
[0046] In the following embodiments, the first virtual object is a virtual object controlled by a client, the second virtual object is a virtual object controlled by a server, and the third virtual object is a virtual object controlled by a client as an example for explanation. In some embodiments, the terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of a target application is installed on the first terminal device, a second client of a target application is installed on the second terminal device, a first user account of a first user controls a first virtual object in the first client of the target application, and a second user account of a second user controls a third virtual object in the second client of the target application. Optionally, the first virtual object and the third virtual object may belong to a friend relationship, the same camp, the same team, the same organization, or a temporary communication permission. Optionally, the first virtual object and the third virtual object may not have a friend relationship, belong to different camps, different teams, or different organizations. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal device may refer to one of a plurality of terminal devices, and the second terminal device may refer to another of a plurality of terminal devices. This embodiment is only illustrated by the first terminal device and the second terminal device. Optionally, the second virtual object controlled by the server and the first virtual object do not have a friend relationship, belong to different camps, different teams, or different organizations. The second virtual object controlled by the server and the third virtual object do not have a friend relationship, belong to different camps, different teams, or different organizations.
[0047] The terminal device 10 and the server 20 can communicate with each other via a network, which can be a wired network or a wireless network.
[0048] Please refer to Figure 2 , which shows a schematic diagram of prompt information in the related art.
[0049] like Figure 2 As shown in sub-figure a of , in the related art, the enemy soldier (AI virtual object) is distinguished as hostile or friendly by the color of the name above his head or the color of the health bar 200, and there is no warning-related information. This method can only distinguish between the enemy and our own states, and cannot identify the complex states of the enemy soldiers themselves. Of course, it may also be because the enemy soldiers do not have too many states, only the difference between combat and non-combat.
[0050] like Figure 2As shown in sub-figure b of , in the related art, an exclamation mark 210 is added above the enemy's head to prompt the enemy to enter the combat state. The exclamation mark 210 is only used as a prompt information of the change of the enemy's state switching. After the state switching is completed, the exclamation mark 210 disappears. The exclamation mark animation that appears when the conditions are met prompts the switching of the enemy's state. There is only the switching between states, and there is no prompt information of the change between states. The user cannot know when the enemy will switch states.
[0051] Therefore, the content of the prompt information in the above-mentioned related technologies is relatively simple and does not utilize human-computer interaction.
[0052] Please refer to Figure 3 , which shows a flowchart of a method for displaying prompt information provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-320):
[0053] Step 310, displaying a virtual environment screen, where the virtual environment screen is a screen of the virtual environment observed from the perspective of the first virtual object, the virtual environment including the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship.
[0054] Virtual environment: is a virtual environment displayed (or provided) when the above-mentioned target application is running on the terminal device. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The application does not limit the types of objects included in the specific virtual environment. Optionally, at least one virtual environment is provided for the above-mentioned target application. Optionally, the above-mentioned first virtual object (a virtual object controlled by the first user account on the first client), the second virtual object (a virtual object controlled by the server, also referred to as an AI virtual object) and the third virtual object (a virtual object controlled by the second user account on the second client) are active in the virtual environment. Optionally, the first virtual object or the third virtual object can attack the second virtual object, and the second virtual object can also attack the first virtual object or the third virtual object. Optionally, when the first user controls the first virtual object to approach the second virtual object, the second virtual object will be alerted. Optionally, when the second user controls the third virtual object to approach the second virtual object, the second virtual object will be alerted, and the first virtual object can also see the alert prompt information of the second virtual object.
[0055] Perspective of the first virtual object: the perspective of observing the virtual environment based on the first virtual object. In some embodiments, the perspective of the first virtual object is the first-person perspective of the first virtual object. Optionally, a virtual camera is set at the head of the first virtual object, and the head of the first virtual object is considered to be the position of the virtual camera. The direction of the head of the first virtual object is the direction of the virtual camera, so the perspective of the virtual camera is considered to be the perspective of the first virtual object. In some embodiments, the perspective of the first virtual object is considered to be the third-person perspective of the first virtual object. Optionally, a virtual camera is set at a position other than the head of the first virtual object, and the virtual camera can shoot the head of the first virtual object. The direction of the head of the first virtual object is the direction of the virtual camera. At this time, the perspective of the virtual camera is considered to be the perspective of the first virtual object. Optionally, the perspective of the first virtual object is a perspective that changes according to the position of the first virtual object. Optionally, the direction of the perspective of the first virtual object does not change with the change of the direction of the first virtual object, but the position of the virtual camera corresponding to the perspective of the first virtual object always changes according to the position of the first virtual object. Optionally, the first virtual object is always displayed in the perspective of the first virtual object. In other embodiments, the perspective of the first virtual object is a perspective that is independent of the perspective of the first virtual object in the virtual environment. Optionally, the perspective of the first virtual object is the perspective of a virtual camera at a specific position and a specific orientation set by the target application, and the position and orientation of the virtual camera never change, that is, the perspective of the first virtual object never changes. In some embodiments, when the perspective of the first virtual object is a perspective related to the perspective of the first virtual object in the virtual environment, the perspective of the first virtual object is rotated in response to the user's first perspective rotation operation. Optionally, the first perspective rotation operation is an operation for rotating the perspective of the first virtual object. Optionally, the operation type of the first perspective rotation operation includes but is not limited to operations such as clicking, sliding, and dragging. The specific operation type is not limited in this application. In some embodiments, the picture obtained by observing the virtual environment from the perspective of the first virtual object is used as the virtual environment picture. Optionally, the perspective of the first virtual object is the perspective of the virtual camera, and the picture taken by the virtual camera is used as the virtual environment picture. Optionally, when the perspective of the first virtual object changes, the picture obtained by observing the virtual environment from the perspective of the first virtual object will also change.
[0056] In some embodiments, the virtual environment screen is a real-time screen shot for the virtual environment. Optionally, since the virtual object controlled by the user account is active in the virtual environment, the virtual environment will include virtual objects and traces of the virtual object's activities. In this case, the virtual environment screen is a screen that presents the real-time virtual environment state.
[0057] Step 320: Display warning prompt information of the second virtual object within the field of view of the first virtual object in the virtual environment screen. The warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object. The warning state progress is used to control the switching between different warning state types.
[0058] The warning prompt information is information used to indicate the type of the second virtual object's warning state and the progress of the warning state. This application does not limit the specific form of the warning prompt information. The warning prompt information can be in the form of text, pictures, numerical values, etc. to indicate the type of the second virtual object's warning state and the progress of the warning state.
[0059] In some embodiments, the alert state refers to a state of the second virtual object with different attribute values, such as the attribute value of the second virtual object for the first alert state is a, and the attribute value for the second alert state is b. This application does not limit the specific type of the alert state. Exemplarily, this application also does not limit the attributes of the second virtual object. The attributes of the second virtual object include but are not limited to at least one of the following: movement speed, attack speed, attack value, defense value, health value, form of the second virtual object, magic value, hatred value, movement range, attack skills, etc. Exemplarily, the second virtual object moves from stationary to moving forward, and it can be considered that stationary and moving are two alert states. Exemplarily, the attack value of the second virtual object increases from 100 to 200, and it can be considered that the attack value of 100 and the attack value of 200 correspond to two alert states. Exemplarily, the skills of the second virtual object change from skill 1 and skill 2 to skill 3 and skill 4, then the second virtual object with skills 1 and skill 2 is considered to be in one alert state, and the second virtual object with skills 3 and skill 4 is considered to be in another alert state. Specifically, the types of alert states may be set in advance by the developer of the application, or may be set by the user in the setting interface of the application, and this application does not limit this.
[0060] In some embodiments, the alert state progress is used to indicate the alert progress of the second virtual object under the alert state type. Since the second virtual object can be switched in different alert states, the alert state progress is also an important indicator for indicating state switching. Exemplarily, when the second virtual object is in an attack state (a type of alert state), each time a user-controlled virtual object is killed, the state progress increases. When the number of virtual objects killed within a threshold time exceeds a threshold, it is considered that the state progress is full and needs to be switched to a violent state (a type of alert state). After the second virtual object switches to the violent state, the attack power of the second virtual object is improved. When the number of virtual objects killed by the second virtual object within the threshold time is not satisfied with the threshold, the progress is reduced until the progress is reduced to 0 and switched to other states, such as a patrol state. Exemplarily, the second virtual object is in a patrol state. When the user-controlled virtual object is not sensed, the second virtual object remains in a patrol state and the state progress remains unchanged. When the user-controlled virtual object is sensed, the state progress of the patrol state of the second virtual object is controlled to increase until the state progress is full and converted to an attack state.
[0061] In some embodiments, each state type corresponds to a condition for improving or reducing the state progress. It is necessary to detect whether the conditions for improving or reducing the progress are met. When the conditions for improving the progress are met, the progress is improved. When the conditions for improving the progress are not met or the conditions for reducing the progress are met, the progress is reduced. Optionally, for each different state type, the corresponding conditions for improving the state and reducing the state are different. In some embodiments, the server determines the state of the second virtual object and the progress of the state based on the operation data fed back by the client.
[0062] In some embodiments, the warning prompt information of the second virtual object within the field of view of the first virtual object is displayed. That is, when the second virtual object is within the field of view of the first virtual object, the warning prompt information of the second virtual object is displayed. In some embodiments, the field of view of the first virtual object is considered to be the field of view of the virtual camera. Figure 4 As shown in sub-figure a, Figure 4 410 is considered as the first virtual object, of course, Figure 4410 can also be considered as the above-mentioned virtual camera. The field of view of the first virtual object can also be considered as the shooting range of the virtual camera (the acute angle area formed by ray 401 and ray 402). When the second virtual object 400 is within the field of view of the first virtual object 410, the warning prompt information of the second virtual object 400 is displayed. In other embodiments, the second virtual object 420 is still within the field of view of the first virtual object 430, but due to the obstruction of the obstacle 440, the first virtual object 430 cannot directly see the second virtual object 420, that is, the second virtual object 420 cannot be directly displayed within the field of view of the first virtual object 430. In this case, the second virtual object is not directly displayed, but the warning prompt information of the second virtual object is directly displayed. Optionally, not directly displaying the second virtual object can be considered as displaying the outline of the second virtual object, displaying the point position of the second virtual object (for example, highlighting with dots), displaying the direction of the second virtual object, etc. This application is not limited to this.
[0063] In some embodiments, the alert prompt information includes: type prompt information, used to indicate the alert state type of the second virtual object; progress prompt information, used to indicate the progress of the alert state of the second virtual object. Among them, the type prompt information can be displayed in the form of text, numerical value, icon, etc. The progress prompt information can be displayed in the form of text, numerical value, icon, etc. Optionally, each alert state corresponds to an identifier. After the server determines the alert state of the second virtual object, it determines the identifier corresponding to the alert state and displays it in the virtual environment screen. Optionally, different state types correspond to different state identifiers, and the state progress is indicated in the form of a progress bar (which can be a continuous progress bar or a discrete progress point). In some embodiments, such as Figure 5 As shown in FIG. 1 , a warning prompt message is displayed above the head of the second virtual object. Figure 5 As shown in sub-figure a of , when the second virtual object is in a non-combat state, only the shield and the level in the shield are displayed. At this time, the shield and the level 501 in the shield are considered as type prompt information corresponding to the non-combat state. Figure 5 As shown in sub-figure b of FIG. 1 , when the second virtual object is in the alert perception state, a shield and an exclamation mark in the shield are displayed. At this time, the shield and the exclamation mark 502 in the shield are considered to be type prompt information corresponding to the alert perception state. Figure 5 As shown in sub-figure c, when the second virtual object is in the alert search state, a shield and a question mark in the shield are displayed. At this time, the shield and the question mark 503 in the shield are considered to be type prompt information corresponding to the alert search state. Figure 5 The shields in sub-images a, b, and c can all be considered as a progress bar, used to display progress information. Figure 6As shown, the warning prompt information 601, the warning prompt information 602 and the warning prompt information 603 include not only the type prompt information (exclamation mark), but also the progress prompt information. It is not difficult to find that the progress of the states indicated in the warning prompt information 601, the warning prompt information 602 and the warning prompt information 603 are different.
[0064] In some embodiments, the type prompt information includes an alert state icon, and different alert state icons correspond to different alert state types; the progress prompt information includes a progress bar superimposed on the alert state icon. Figure 5 As shown in sub-figure a of , the shield and the level 501 in the shield can also be considered as the alert state icon corresponding to the non-combat state. Figure 5 As shown in sub-figure b of FIG. 5 , the shield and the exclamation mark 502 in the shield can also be considered as the alert state icon corresponding to the alert perception state. Figure 5 As shown in sub-figure c of FIG. 5 , the shield and the question mark 503 in the shield can also be considered as the alert state icon corresponding to the alert search state. Figure 6 As shown, the progress prompt information is a progress bar superimposed on the alert state icon. Optionally, the progress prompt information is a progress bar superimposed on the alert state icon-shield. Optionally, the alert state icon corresponding to each alert state is different, and this application does not limit the specific icon type.
[0065] In some embodiments, different alert status types include at least two of the following: a non-combat status, which refers to a status in which the surrounding environment is not perceived to be abnormal; an alert perception status, which refers to a status in which the surrounding environment is perceived to be abnormal, but the cause of the abnormality has not been determined; an alert enhancement status, which refers to a status in which the surrounding environment is perceived to be abnormal and the cause of the abnormality has been determined; an alert conversion status, which refers to a status in which the surrounding environment is perceived to be abnormal and the state of switching to a combat state is determined based on the determined cause of the abnormality; an alert search status, which refers to a status in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is being searched for.
[0066] Specifically, the alert perception state: the second virtual object can perceive that there is an abnormality in the surrounding environment, but at this time, there is no specific reason for the abnormality, which will trigger the second virtual object to search and other behaviors. At this time, it has no effect on the behavior of the first virtual object, such as assassination, etc., and the perception state can be rolled back. If the cause of the abnormality cannot be found, the second virtual object will return to a non-combat state. Alert reinforcement state: the second virtual object has discovered the cause of the abnormality and can locate the cause of the abnormality (usually the first virtual object), which will cause the anger value of the second virtual object to increase, attack and other behaviors. At this time, it has an impact on many behaviors of the first virtual object, and assassination cannot be performed, etc., and the perception state cannot be rolled back. It is necessary to expand the distance, get out of sight, and wait for a period of time to make the alert state disappear. Alert transformation state: the second virtual object will change from the alert state to the combat state. At this time, the second virtual object has completed the whole process of perceiving the abnormality and determining the cause of the abnormality, and changes its behavior based on observation to enter the combat state. At this time, the second virtual object will determine to enter the attack. At this time, the behavior of the first virtual object will be attacked by the second virtual object, and the alert state will be transformed to the combat state. Alert search state: The second virtual object finds the abnormality of the environment but does not find the cause of the abnormality. After the alert perception state, it will enter the alert search state to find the cause of the abnormality of the environment. After the search result is reached, it will switch to the corresponding state. If the corresponding cause is found, it will switch to the combat state. If there is no result, it will switch to the non-combat state. For example, the second virtual object hears gunshots, footsteps, etc. within its perception range. At this time, it is considered that the second virtual object perceives an abnormality nearby. The second virtual object will check the point where the abnormality occurs based on the control of the server, but the second virtual object may not necessarily find the cause of the abnormality at this point. When the first virtual object is close to the second virtual object, but uses props such as stealth, the second virtual object cannot find the first virtual object, that is, it is considered that the second virtual object perceives the abnormality but does not determine the specific cause of the abnormality. At this time, the second virtual object retreats from the alert perception state to the non-combat state. When the second virtual object perceives the abnormality and keeps searching for the cause of the abnormality, it is considered that the second virtual object is in an alert search state. When the second virtual object finds the first virtual object, it is considered that the second virtual object has determined the cause of the abnormality, and the second virtual object switches to the alert enhancement state. Further, when the second virtual object determines to switch to the combat state according to the cause of the abnormality, it is considered that the second virtual object enters the alert conversion state.
[0067] In some embodiments, Figure 5 The sub-graph a of indicates that the second virtual object is in a non-combat state. Figure 5 As shown in sub-figure b of , it indicates that the second virtual object is in a state of alert perception. Figure 5As shown in the sub-figure c of , it indicates that the second virtual object is in a state of alert search. Figure 6 As shown in the sub-graph a of , it indicates that the second virtual object is in a non-combat state. Figure 6 As shown in sub-figure b of , it indicates that the second virtual object is in a state of alert perception. Figure 6 As shown in the sub-figure c of , it indicates that the second virtual object is in a state of enhanced alert. Figure 6 As shown in sub-figure d of , it indicates that the second virtual object is in the alert conversion state. Optionally, although the alert perception state, alert reinforcement state and alert conversion state are all shields and exclamation marks, they are represented by different colors. For example, the alert perception state is represented by a white progress bar and a white shield, the alert reinforcement state is represented by a yellow progress bar and a yellow shield, and the alert conversion state is represented by a red progress bar and a red shield. Optionally, the progress accumulation or rollback of each alert state can switch the alert state.
[0068] like Figure 7 As shown, it shows that even if the second virtual object 700 is blocked by other virtual objects (walls), as long as the second virtual object is still within the sight range of the first virtual object (the shooting angle of the virtual camera), the warning prompt information 701 of the second virtual object is still displayed. Of course, the outline of the second virtual object 700 can also be displayed at this time to give the first virtual object a reminder.
[0069] In some embodiments, the number of status prompt information of the second virtual object that can be displayed in the virtual environment screen and the perceived distance of the second virtual object are determined according to the first virtual object. Optionally, the game level of the first virtual object is determined according to the historical game information of the user account where the first virtual object is located. Optionally, the game level of the first virtual object is determined according to the historical score of the user account that controls the first virtual object. Optionally, the number of status prompt information of the second virtual object that can be displayed in the virtual environment screen and the perceived distance of the second virtual object are different for first virtual objects of different game levels. Optionally, when the game level of the first virtual object is low, the number of status prompt information of the second virtual object that can be displayed in the virtual environment screen is large, and the perceived distance of the second virtual object is far. That is, when the user is a low-level player, by prompting the user with more second virtual objects and allowing the user to perceive the second virtual object at a farther distance, the first virtual object can perceive the second virtual object in advance and in all directions, thereby improving the game experience of low-level players. In other embodiments, according to the game performance of the first virtual object in the current game, the real combat level of the first virtual object is determined in real time. Optionally, according to the real combat level corresponding to the first virtual object, the number of status prompt information of the second virtual object that can be displayed in the virtual environment screen and the perceived distance of the second virtual object are determined. This is to take into account that when the user who controls the first virtual object is not a frequent user of the user account, the strength of the players in the game may be quite different, which can easily lead to a poor user experience. According to the performance of the first virtual object in the current game, the real combat level of the first virtual object is determined in real time, the real combat level of the first virtual object can be understood in time, and the display rules of the warning prompt information can be adjusted in real time. For high-level players, they have better judgment and perception, and do not need to give too many prompts, that is, there is no need to display too much warning prompt information, which is conducive to reducing data transmission overhead, data processing overhead and data display overhead.
[0070] The technical solution provided by the embodiment of the present application displays the warning prompt information of the second virtual object (AI virtual object) within the field of view of the first virtual object in the virtual environment screen, and the warning prompt information can not only indicate the type of the alert state of the second virtual object, but also indicate the progress of the alert state of the second virtual object. Therefore, the display content of the prompt information in the technical solution provided by the embodiment of the present application is relatively rich. Based on the displayed warning prompt information, the user who controls the first virtual object can not only know the type of the alert state of the second virtual object, but also know the progress of the alert state of the second virtual object. Based on the progress of the alert state, the user can know in advance whether the second virtual object is about to switch to other alert state types, so as to adaptively take preventive measures in advance. Therefore, the present application enables the user to have a deeper perception of the second virtual object, which is conducive to improving the efficiency of human-computer interaction.
[0071] Please refer to Figure 8 , which shows a flowchart of a method for displaying prompt information provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (810-820):
[0072] Step 810, displaying a virtual environment screen, where the virtual environment screen is a screen of the virtual environment observed from the perspective of the first virtual object, the virtual environment including the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship.
[0073] Step 820: Display first prompt information around the first virtual object, where the first prompt information is used to indicate relevant information of a second virtual object within the perception range of the first virtual object.
[0074] In some embodiments, the surrounding of the first virtual object in step 820 can be considered as an area related to the first virtual object. Optionally, the area is a circular area centered on the first virtual object. Optionally, the area is an area in front of the first virtual object. Optionally, the area is an area above the head of the first virtual object. The embodiment of the present application does not limit which areas the surrounding of the first virtual object specifically includes. In some embodiments, the perception range of the first virtual object can be considered as the field of view of the first virtual object, or it can be considered as a circular area centered on the first virtual object. This is because the perception range of the first virtual object includes not only visual perception, but also auditory perception, etc., so the perception range of the first virtual object can also be determined based on the parameters of the first virtual object itself. Optionally, the perception range of the first virtual object is determined based on the visual parameters, auditory parameters, etc. of the first virtual object. Of course, the perception range of the first virtual object can be customized by the user who controls the first virtual object, or it can be set by the developer of the application. When the user who controls the first virtual object wants to increase the difficulty of the game, the perception range can be reduced, and when the user who controls the first virtual object wants to reduce the difficulty of the game, the perception range can be increased.
[0075] In some embodiments, the first prompt information and the alert prompt information are different prompt information. Optionally, the first prompt information is used to indicate relevant information of a second virtual object within the perception range of the first virtual object. In some embodiments, the relevant information of the second virtual object includes at least one of the following: the position of the second virtual object relative to the first virtual object; the alert state type of the second virtual object; the alert state progress of the second virtual object; the distance of the second virtual object relative to the first virtual object.
[0076] In some embodiments, the manner in which the alert state type of the second virtual object and the alert state progress of the second virtual object are indicated in the first prompt information is different from the manner in which the alert state type of the second virtual object and the alert state progress of the second virtual object are indicated in the above-mentioned alert prompt information. Optionally, the identification of the alert state type is different, and the display manner of the alert state progress is different. Although the display manner is different, reference can also be made to the discussion of the alert state type and the alert state progress in the above-mentioned embodiments. Here, only the display type is different, and the displayed object is the same. The alert state type of the second virtual object and the alert state progress of the second virtual object indicated in the above-mentioned alert prompt information, and the alert state type of the second virtual object and the alert state progress of the second virtual object indicated in the first prompt information here, are one-to-one corresponding.
[0077] In some embodiments, the position of the second virtual object relative to the first virtual object is determined according to the position of the second virtual object and the position of the first virtual object. Optionally, the server determines the position of the second virtual object relative to the first virtual object according to the received position of the second virtual object and the position of the first virtual object, and sends the position of the second virtual object relative to the first virtual object to the client for display by the client.
[0078] In some embodiments, the distance of the second virtual object relative to the first virtual object is determined according to the position of the second virtual object and the position of the first virtual object. Optionally, the server determines the distance of the second virtual object relative to the first virtual object according to the received position of the second virtual object and the position of the first virtual object, and sends the distance of the second virtual object relative to the first virtual object to the client, which is displayed by the client. Optionally, when the distance of the second virtual object relative to the first virtual object is indicated by the first prompt information, there are at least two indication methods. One is to directly use the distance as a quantified value and display it in the first prompt information. The other is to characterize the distance of the second virtual object relative to the first virtual object according to the display position or display size of the first prompt information. Optionally, when the distance of the second virtual object relative to the first virtual object is large, the first prompt information is farther from the first virtual object, and when the distance of the second virtual object relative to the first virtual object is close, the first prompt information is farther from the first virtual object. Optionally, when the distance of the second virtual object relative to the first virtual object is large, the display font or logo of the first prompt information is small, and when the distance of the second virtual object relative to the first virtual object is close, the display font or logo of the first prompt information is large.
[0079] In some embodiments, the first prompt information includes graphical prompt elements corresponding to each second virtual object within the perception range of the first virtual object; the direction of the graphical prompt element is used to indicate the position of the second virtual object relative to the first virtual object; the color of the graphical prompt element is used to indicate the alert state type of the second virtual object; the length of the graphical prompt element is used to indicate the alert state progress of the second virtual object. In some embodiments, the graphical prompt element is an arc prompt element. Fig. 9 As shown, the arc-shaped prompt element 901 represents the first prompt information of a first virtual object. Optionally, the direction of the graphical prompt element 901 is used to indicate the position of the second virtual object relative to the first virtual object; the color of the graphical prompt element 901 is used to indicate the alert state type of the second virtual object; the length of the graphical prompt element 901 is used to indicate the alert state progress of the second virtual object. In some embodiments, Fig.10, which shows how to determine the position of the second virtual object 1002 relative to the first virtual object 1001. According to the facing direction of the first virtual object, the angle between the second virtual object and the first object is determined, and the angle is used as the position of the second virtual object relative to the first virtual object. In some embodiments, the dynamic angle changes of +180 degrees and -180 degrees in the direction of the initial 0 point of the plane are calculated by the angle between the second virtual object and the first virtual object, and information prompts are given according to the angle. In other embodiments, Fig. 9 The arc-shaped prompt element 901 also includes the distance of the second virtual object relative to the first virtual object. Fig. 9 The different arc prompt elements shown in FIG. 1 are displayed at different positions according to the distance of the second virtual object relative to the first virtual object. When the distance of the second virtual object relative to the first virtual object is large, the arc prompt element is farther from the first virtual object, and when the distance of the second virtual object relative to the first virtual object is close, the arc prompt element is close to the first virtual object. When the distance of the second virtual object relative to the first virtual object is large, the arc prompt element is small, and when the distance of the second virtual object relative to the first virtual object is close, the arc prompt element is large.
[0080] In some embodiments, Fig.11 As shown, it shows different first prompt information. Fig.11 As shown in sub-figure a of FIG, the first prompt information shown indicates that the second virtual object is in a warning perception state. Fig.11 As shown in sub-figure b of FIG. 1 , the second virtual object indicated in the first prompt information is in a state of enhanced alert. Fig.11 As shown in sub-figure c, the second virtual object indicated in the first prompt information is in a warning conversion state. Fig.12 Sub-figures a, b, c and d of show that the first virtual object regresses from the alert perception state to the non-alert state.
[0081] The technical solution provided by the embodiment of the present application provides a first prompt information displayed on the side of the first virtual object, which can help the user who controls the first virtual object to quickly perceive the second virtual object. Furthermore, based on the first prompt information, the user can know the position of the second virtual object relative to the first virtual object, the alert state type of the second virtual object, and the alert state progress of the second virtual object. Therefore, the prompt information can be relatively rich, which is conducive to improving the efficiency of human-computer interaction. Furthermore, the use of graphical prompt elements for prompting can improve the user's perception speed, thereby improving the reaction speed, so as to enhance the user's gaming experience.
[0082] Please refer to Fig.13, which shows a flowchart of a method for displaying prompt information provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (1310-1320):
[0083] Step 1310, displaying a virtual environment screen, where the virtual environment screen is a screen of the virtual environment observed from the perspective of the first virtual object, the virtual environment including the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship.
[0084] Step 1320: display second prompt information in the virtual environment screen, where the second prompt information is used to indicate at least one of the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.
[0085] In some embodiments, the second prompt information is prompt information different from the above-mentioned alert prompt information and the first prompt information. Optionally, the second prompt information is used to indicate at least one of the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object. Figure 4 As shown, if the second virtual object 420 cannot be directly seen by the first virtual object 430, the second prompt information of the second virtual object is displayed. In other embodiments, when the second virtual object is outside the field of view of the first virtual object (that is, outside the sector area of the acute angle formed by the ray 401 and the ray 402), the second prompt information is displayed in the virtual environment screen, and the second prompt information is used to indicate at least one of the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.
[0086] In some embodiments, the specific manner in which the second prompt information indicates the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object is not limited. Optionally, a number is used to indicate the distance between the second virtual object and the first virtual object, and an arrow is used to indicate the position of the second virtual object relative to the first virtual object. Different symbols are used to indicate different alert state types, and different color progresses are used to indicate different alert state progresses. Fig.14As shown, the specific manner in which the second prompt information 1400 indicates the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object (for example, under water) is not limited. In some embodiments, when the second virtual object is outside the field of view of the first virtual object, the second prompt information is displayed at the edge of the virtual environment screen. The second prompt information is displayed on the line connecting the positions of the first virtual object and the second virtual object.
[0087] In some embodiments, when the first virtual object leaves the perception range of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated; within the first period of time when the second virtual object leaves the perception range of the second virtual object, if the third virtual object having a hostile relationship with the second virtual object enters the perception range of the second virtual object at the first moment, the alert state type and alert state progress of the second virtual object are continuously updated from the first moment. In some embodiments, when the first virtual object is the only reason for the change of the alert state of the second virtual object, when the first virtual object leaves the perception range of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated, for example, the alert state progress of the second virtual object will be rolled back. As for whether to roll back to the next state, it is determined by whether there are other reasons causing the second virtual object to be alert within the threshold time. If not, after the threshold time is met, the alert state of the second virtual object continues to roll back until it rolls back to the non-combat state. However, during the process of the alert state progress and the alert state type regression, if a third virtual object enters the perception range of the second virtual object, the second virtual object stops the trend of regression, and the alert state type and the alert state progress of the second virtual object are determined again based on the alert state type and the alert state progress of the second virtual object at the moment when the third virtual object enters the perception range of the second virtual object.
[0088] In some embodiments, when the first virtual object reaches the condition of being out of alert, the alert state type and alert state progress of the second virtual object are continuously updated; within the first period after the second virtual object is out of alert, if the third virtual object having a hostile relationship with the second virtual object enters the perception range of the second virtual object at the first moment, the alert state type and alert state progress of the second virtual object are continuously updated from the first moment. Optionally, the condition of being out of alert includes but is not limited to the first virtual object being out of sight of the second virtual object, the distance between the first virtual object and the second virtual object being greater than a threshold, and the like. When the first virtual object reaches the condition of being out of alert, the first virtual object is no longer the cause of the second virtual object's alert. At this time, the alert state of the second virtual object will be rolled back. During the rollback process, if there are no other causes of alert, it will be returned to the non-combat state. If other causes of alert appear during the rollback process, the alert state type and alert state progress of the second virtual object will be recalculated from the moment when other causes of alert appear.
[0089] In some embodiments, the perception range of the second virtual object can be set by the user account corresponding to the first virtual object, or can be designed by the developer of the application. Optionally, when the user can change the perception range of the second virtual object, it can be changed not only in real time during the game, but also in advance outside the game, and this application does not limit this.
[0090] In the embodiment of the present application, the inheritance of the alert state of the second virtual object (also called enemy soldier inheritance) is realized. Enemy soldier inheritance can enhance the user's experience in the virtual environment, that is, it is possible that the enemy soldier is clearly the alert caused by other players (third virtual objects), but the current user (first virtual object) just passes by, and the enemy soldier will also attack the first virtual object, thereby enhancing the vividness of the virtual environment.
[0091] In addition, when the second virtual object is outside the field of view of the first virtual object, the second prompt information is displayed to indicate the direction, distance, alert state type, and alert state progress of the second virtual object, which is conducive to enriching the display content and display form of the prompt information, thereby enhancing human-computer interaction.
[0092] Below, the technical solution provided in the embodiment of the present application is exemplarily described from the perspective of the server.
[0093] Please refer to Fig.15 , which shows a flowchart of a method for displaying prompt information provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1The server 20 in the implementation environment of the scheme shown, such as the execution subject of each step, can be the server of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as "server". The method can include at least one of the following steps (1510-1520):
[0094] Step 1510: determining state data of at least one second virtual object based on operation data reported by at least one client, the state data being used to characterize an alert state of the second virtual object, and including an alert state type and an alert state progress of the second virtual object.
[0095] In some embodiments, operation data reported by at least one client is received to determine environmental data corresponding to the perception range of the second virtual object; the environmental data is matched with a state rule library corresponding to the second virtual object, and the state rule library records a state achievement condition and a state progress change condition corresponding to at least one alert state; when the environmental data satisfies the state achievement condition corresponding to the target alert state in the state rule library, the target alert state is determined as the alert state type of the second virtual object; according to the environmental data and the state progress change condition corresponding to the target alert state, the alert state progress of the second virtual object is determined; according to the alert state type of the second virtual object and the alert state progress of the second virtual object, the state data of the second virtual object is determined.
[0096] In some embodiments, the operation data includes the operations performed by the user, the location of the virtual object controlled by the user, the posture of the virtual object, etc. Optionally, each client in the virtual environment needs to report the operation data to the server. Optionally, the server determines the environmental data corresponding to the perception range of the second virtual object based on the operation data and the perception range of each second virtual object. Optionally, the environmental data includes whether there are other virtual objects, the location of other virtual objects, whether there are abnormal sounds, etc. The environmental data is matched with the state rule library corresponding to the second virtual object, and the state rule library records the state achievement conditions and state progress change conditions corresponding to at least one alert state. For example, the condition for the second virtual object to enter the alert perception state is that there is at least one other virtual object within the perception range of the second virtual object. When there is at least one other virtual object according to the environmental data, the alert state type of the second virtual object is determined as the alert perception state; the alert state progress of the second virtual object is determined according to the state progress change conditions corresponding to the environmental data and the target alert state (for example, the alert progress increases accordingly according to the time that other virtual objects stay within the perception range of the second virtual object); the state data of the second virtual object is determined according to the alert state type of the second virtual object and the alert state progress of the second virtual object.
[0097] In some embodiments, the alert state is managed by the enemy soldier AI state bottom layer, and the alert state is managed by obtaining values through the AI behavior tree. In some embodiments, different behaviors of the virtual object controlled by the user may cause the enemy soldier (second virtual object) to generate different alert values, and the corresponding reaction is called from the enemy soldier's reaction library through this alert value for execution, which is also called a state management mechanism at the bottom layer of the second virtual object. This state management mechanism contains various condition libraries and corresponding reaction mechanism libraries for enemy soldiers entering alert, and for various reasons, the enemy soldiers will perform various behaviors such as alert, fighting, ignoring, patrolling, etc.
[0098] Step 1520, sending the status data of the second virtual object to the first client where the first virtual object is located, the status data is used to display the warning prompt information of the second virtual object in the virtual environment screen displayed on the first client; wherein the first virtual object and the second virtual object are in a hostile relationship, the warning prompt information is used to indicate the warning state type and the warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types.
[0099] In some embodiments, when the first virtual object leaves the perception range of the second virtual object, the alert state type and the alert state progress of the second virtual object continue to be updated; within the first time period after the second virtual object leaves the perception range of the second virtual object, if a third virtual object that has a hostile relationship with the second virtual object enters the perception range of the second virtual object at a first moment, the second virtual object continues to update the alert state type and the alert state progress from the first moment.
[0100] For details, please refer to the embodiments on the terminal device side, which will not be described again here.
[0101] Please refer to Fig.16 , which shows a block diagram of a method for determining the type of alert status provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the solution shown may also be Figure 1 The server 20 in the implementation environment of the illustrated solution, for example, the execution subject of each step can be a client or server of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as a "computer device".
[0102] In some embodiments, Fig.16As shown in 1600, it is determined whether there are conditions that cause the enemy soldiers to be alert. If so, the enemy soldiers enter the alert perception state and the progress begins to grow. If not, the enemy soldiers enter the non-combat state. After the enemy soldiers enter the alert perception state, it is determined whether the enemy soldiers can find the cause of the alert within a limited time. If so, the enemy soldiers enter the alert enhancement state. If not, the alert retreats until it retreats to the non-combat state. After the enemy soldiers enter the alert enhancement state, the progress begins to grow, and it is determined whether the protagonist can meet the conditions for leaving the alert within a limited time. If so, the enemy soldiers switch states and enter the combat state. If not, the enemy soldiers enter the alert search state. Among them, the conditions for causing alert include hearing the footsteps around (the volume of footsteps reaches a certain value), the appearance of corpses within the range of the enemy soldiers' patrol, seeing a player walking over, etc. The conditions for leaving the alert include staying away from sight, increasing the distance, squatting to reduce the sound, finding a hidden bush and staying away, etc.
[0103] In this embodiment, the enemy soldier refers to the second virtual object, and the protagonist refers to the first virtual object.
[0104] Please refer to Fig.17 , which shows a block diagram of a method for inheriting an alert state provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the solution shown may also be Figure 1 The server 20 in the implementation environment of the illustrated solution, for example, the execution subject of each step can be a client or server of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as a "computer device".
[0105] In some embodiments, Fig.17 As shown in 1700, it is determined whether player A has caused the enemy soldier to be alert. If so, the enemy soldier enters the alert state and the players who meet the conditions can see the alert prompt information. If not, the enemy soldier is in a non-combat state. Continue to determine whether player A can meet the conditions for leaving the alert within the limited time. If so, the enemy soldier remains in the alert state. If not, player A obtains the enemy soldier alert and combat hatred target. If the enemy soldier remains in the alert state, it is determined whether player B appears in the enemy soldier discovery range (perception range) within the limited time. If so, the enemy soldier alert is inherited by player B and obtains the subsequent combat hatred target. If not, the enemy soldier enters the alert search state. In this embodiment, the detailed process of the change of the enemy soldier alert state is fully presented, and in the multiplayer mode, the state inheritance of the alert state from player A to player B can be realized.
[0106] In this embodiment, the enemy soldier refers to the second virtual object, the player A refers to the first virtual object, and the player B refers to the third virtual object.
[0107] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.
[0108] Please refer to Fig.18 , which shows a block diagram of a display device for prompt information provided by an embodiment of the present application. The device has the function of implementing the above method example, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the terminal device introduced above, or it can be set in the terminal device. Fig.18 As shown, the device 1800 may include: a screen display module 1810 and an information display module 1820 .
[0109] The screen display module 1810 is used to display a virtual environment screen, wherein the virtual environment screen is a screen of the virtual environment observed from the perspective of the first virtual object, wherein the virtual environment includes the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship;
[0110] The information display module 1820 is used to display the warning prompt information of the second virtual object within the field of view of the first virtual object in the virtual environment screen, wherein the warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types.
[0111] In some embodiments, the alert prompt information includes: type prompt information, used to indicate the alert state type of the second virtual object; and progress prompt information, used to indicate the alert state progress of the second virtual object.
[0112] In some embodiments, the type prompt information includes an alert state icon, and different alert state icons correspond to different alert state types; and the progress prompt information includes a progress bar superimposed on the alert state icon.
[0113] In some numbers, the different types of alert states include at least two of the following: a non-combat state, which refers to a state in which the surrounding environment is not perceived to be abnormal; an alert perception state, which refers to a state in which the surrounding environment is perceived to be abnormal, but the cause of the abnormality is not determined; an alert enhancement state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is determined; an alert conversion state, which refers to a state in which the surrounding environment is perceived to be abnormal and the state of switching to a combat state is determined based on the determined cause of the abnormality; an alert search state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is being searched for.
[0114] In some embodiments, the information display module 1820 is used to display first prompt information around the first virtual object, where the first prompt information is used to indicate relevant information of the second virtual object within the perception range of the first virtual object.
[0115] In some embodiments, the relevant information of the second virtual object includes at least one of the following: the position of the second virtual object relative to the first virtual object; the alert state type of the second virtual object; and the alert state progress of the second virtual object.
[0116] In some embodiments, the first prompt information includes graphical prompt elements corresponding to each of the second virtual objects within the perception range of the first virtual object; the direction of the graphical prompt element is used to indicate the position of the second virtual object relative to the first virtual object; the color of the graphical prompt element is used to indicate the alert state type of the second virtual object; the length of the graphical prompt element is used to indicate the alert state progress of the second virtual object.
[0117] In some embodiments, the information display module 1820 is used to display second prompt information in the virtual environment screen, and the second prompt information is used to indicate at least one of the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.
[0118] In some embodiments, when the first virtual object leaves the perception range of the second virtual object, the alert state type and the alert state progress of the second virtual object continue to be updated; within a first time period when the second virtual object leaves the perception range of the second virtual object, if a third virtual object that has a hostile relationship with the second virtual object enters the perception range of the second virtual object at a first moment, the alert state type and the alert state progress of the second virtual object continue to be updated starting from the first moment.
[0119] It should be noted that the device provided in the above embodiment, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0120] Please refer to Fig.19 , which shows a block diagram of a terminal device 1900 provided in one embodiment of the present application. The terminal device 1900 may be Figure 1The terminal device 10 in the implementation environment shown is used to implement the display method of prompt information provided in the above embodiment. Specifically:
[0121] Typically, the terminal device 1900 includes: a processor 1901 and a memory 1902 .
[0122] The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may also include an AI processor for processing computing operations related to machine learning.
[0123] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include a high-speed random access memory and a non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1902 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned method for displaying prompt information.
[0124] In some embodiments, the terminal device 1900 may further optionally include: a peripheral device interface 1903 and at least one peripheral device. The processor 1901, the memory 1902 and the peripheral device interface 1903 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1903 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a display screen 1905, an audio circuit 1907 and a power supply 1908.
[0125] Those skilled in the art will understand that Fig.19The structure shown in the figure does not constitute a limitation on the terminal device 1900, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0126] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium, and when the computer program is executed by a processor, the method for displaying the above prompt information is implemented.
[0127] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0128] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the above-mentioned method for displaying prompt information.
[0129] It should be noted that the relevant data collection and processing in this application should be strictly in accordance with the requirements of relevant national laws and regulations when applied in examples, and the informed consent or separate consent of the personal information subject should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0130] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.
[0131] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for displaying prompt information, characterized in that: The method comprises: Displaying a virtual environment screen, wherein the virtual environment screen is a screen of a virtual environment observed from the perspective of a first virtual object, wherein the virtual environment includes the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship; In the virtual environment screen, warning prompt information of the second virtual object within the field of view of the first virtual object is displayed, and the warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types.
2. The method according to claim 1, characterized in that The warning prompt information includes: Type prompt information, used to indicate the alert state type of the second virtual object; The progress prompt information is used to indicate the progress of the alert state of the second virtual object.
3. The method according to claim 2, characterized in that The type prompt information includes an alert status icon, and different alert status icons correspond to different alert status types; The progress prompt information includes a progress bar superimposed on the alert status icon.
4. The method according to claim 1, characterized in that: The different alert status types include at least two of the following: The non-combat state refers to the state where the surrounding environment is not perceived to be abnormal; The alert perception state refers to the state where the surrounding environment is perceived to be abnormal, but the cause of the abnormality has not been determined; The alert enhancement state refers to the state where the surrounding environment is perceived to be abnormal and the cause of the abnormality is determined; The alert conversion state refers to the state in which the surrounding environment is sensed to be abnormal, and the state of switching to the combat state is determined based on the cause of the abnormality; The alert search state refers to the state in which the surrounding environment is sensed to be abnormal and the cause of the abnormality is being searched.
5. The method according to claim 1, characterized in that The method further comprises: First prompt information is displayed around the first virtual object, where the first prompt information is used to indicate relevant information of the second virtual object within the perception range of the first virtual object.
6. The method according to claim 5, characterized in that The relevant information of the second virtual object includes at least one of the following: the position of the second virtual object relative to the first virtual object; the alert state type of the second virtual object; The alert state progress of the second virtual object.
7. The method according to claim 6, characterized in that The first prompt information includes graphical prompt elements corresponding to each of the second virtual objects within the perception range of the first virtual object; The direction of the graphical prompt element is used to indicate the position of the second virtual object relative to the first virtual object; The color of the graphical prompt element is used to indicate the alert state type of the second virtual object; The length of the graphical prompt element is used to indicate the progress of the alert state of the second virtual object.
8. The method according to claim 1, characterized in that: The method further comprises: Displaying second prompt information in the virtual environment screen, the second prompt information is used to indicate at least one of the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.
9. The method according to claim 1, characterized in that: When the first virtual object leaves the perception range of the second virtual object, the alert state type and alert state progress of the second virtual object continue to be updated; During the first time period when the second virtual object leaves the perception range of the second virtual object, if a third virtual object that has a hostile relationship with the second virtual object enters the perception range of the second virtual object at a first moment, the second virtual object continues to update the alert state type and alert state progress from the first moment.
10. A display device for prompt information, characterized in that: The device comprises: A picture display module, used for displaying a virtual environment picture, wherein the virtual environment picture is a picture of the virtual environment observed from the perspective of a first virtual object, wherein the virtual environment includes the first virtual object and at least one second virtual object, and the first virtual object and the second virtual object are in a hostile relationship; An information display module is used to display warning prompt information of the second virtual object within the field of view of the first virtual object in the virtual environment screen, wherein the warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types.
11. A terminal device, characterized in that: The terminal device comprises a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the method according to any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method according to any one of claims 1 to 9.
13. A computer program product, characterized in that The computer program product comprises a computer program, wherein the computer program is stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement the method according to any one of claims 1 to 9 above.
