Game information display control method and device and electronic equipment
By responding to the hit events of the player character on the target object in the game, determining the impact of event type and attribute adjustments, and displaying the identification and indication animation based on event animation, the problem of single kill information and hit feedback effects in existing games is solved, and the player's hit experience is improved.
Patent Information
- Application Number
- CN202411702133.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-25
- Publication Date
- 2025-03-04
AI Technical Summary
The kill information and hit feedback effects in existing games are relatively single, resulting in poor killing experience for players.
By responding to the player character's hit event on the target object in the game, determining the event type and attribute adjustment impact, and determining the event animation based on the event type, controls displaying the identification indication animation generated based on the event animation and attribute adjustment impact on the attribute value identification of the target object on the sight and/or the target object.
By displaying a variety of different types of hit feedback animations, players can help them understand the performance and property value changes of hit objects more clearly, and improve players' game hit experience.
Smart Images

Figure CN119548819A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game interaction design, and in particular to a method, device and electronic device for displaying and controlling game information. Background Art
[0002] In the game, when a player character kills an enemy character, the kill information will be displayed in the game interface and the hit feedback effect will be displayed in the center of the screen, but the feedback effect is relatively simple, resulting in a poor killing experience for the player. Summary of the invention
[0003] The purpose of the present disclosure is to provide a display control method, device and electronic device for game information, so as to enrich the hit feedback effect displayed in the graphical user interface when the player character attacks the game character or restores the attributes of the game character, so as to improve the player's game hit experience.
[0004] In a first aspect, the present disclosure provides a method for controlling the display of game information, providing a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a first game character and a crosshair controlled by the terminal device, the crosshair being used to indicate the aiming direction of the first game character, the method comprising: in response to a hit event of the first game character on a target object, determining an event type corresponding to the hit event and an attribute adjustment effect of the hit event on the target object, wherein the hit event is a game event for adjusting an attribute value of the target object, and the event type includes at least any one of the following: an attribute value reduction type and an attribute value recovery type; determining an event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations; controlling the display of an identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object to prompt the game effect caused by the hit event on the target object.
[0005] In a second aspect, the present disclosure provides a display control device for game information, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene. The game scene includes a first game character and a crosshair controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first game character. The device includes: a type determination module, which is used to respond to a hit event of the first game character on a target object, determine the event type corresponding to the hit event and the attribute adjustment effect of the hit event on the target object, wherein the hit event is a game event for adjusting the attribute value of the target object, and the event type includes at least any one of the following: an attribute value reduction type and an attribute value recovery type; an animation determination module, which is used to determine the event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations; an animation display module, which is used to control the associated display of an identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object, so as to prompt the game effect caused by the hit event on the target object.
[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned display control method of game information.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game information display control method.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a display control method, device and electronic device for game information. First, in response to a hit event of a first game character on a target object, the event type corresponding to the hit event and the attribute adjustment effect of the hit event on the target object are determined, wherein the hit event is a game event for adjusting the attribute value of the target object, and the event type includes at least any one of the following: attribute value reduction type and attribute value recovery type; then the event animation corresponding to the hit event is determined based on the event type; wherein different event types are configured with different event animations; then the identification indication animation generated based on the event animation and the attribute adjustment effect is controlled to be associated and displayed on the crosshair and / or the attribute value identification corresponding to the target object to prompt the game effect caused by the hit event on the target object. In this method, since different event types are respectively configured with corresponding event animations, different indication animations will be displayed on the crosshair or attribute value identification in the interface when the game character executes different hit events, which helps the player understand the performance and attribute value changes of the hit object, and also helps to improve the player's game hit experience.
[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for controlling display of game information provided by an embodiment of the present disclosure;
[0014] Figure 2 A schematic diagram of a first event animation displayed by a crosshair provided in an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram of a second event animation displayed on an attribute value identifier provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of a hit feedback effect displayed at a property value identification position provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of another hit feedback effect displayed at the location of an attribute value identifier provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of an animation displayed on a crosshair when a broken object is hit provided by an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of an animation displayed on a crosshair when a single shot hits a target provided by an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of a target mark displayed on a crosshair when the divergence amplitude is the largest provided in an embodiment of the present disclosure;
[0021] Fig. 9 A schematic diagram of a fourth mark displayed on a crosshair during a critical hit provided by an embodiment of the present disclosure;
[0022] Fig.10 A schematic diagram of a feedback performance of displaying a third mark on a crosshair when killing a target provided by an embodiment of the present disclosure;
[0023] Fig.11 A schematic diagram of displaying kill information in a graphical user interface provided by an embodiment of the present disclosure;
[0024] Fig.12 A schematic diagram of the structure of a display control device for game information provided by an embodiment of the present disclosure;
[0025] Fig.13 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.
[0027] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.
[0028] In the related art, shooting games all have kill information and crosshair hit feedback effects, but most of them are single feedback that appears and disappears, without making obvious distinctions based on the player's hit situation and damage at the time; at the same time, the performance of the enemy and teammate's health bars is just a simple lengthening and shortening. When the players are fighting fiercely, the information will appear very single, and the players cannot clearly judge the changes in the enemy or teammate's health bars at the time.
[0029] Based on the above problems, the embodiments of the present disclosure provide a method, device and electronic device for controlling the display of game information. The technology can be applied to the information display scenarios of character attack and character attribute value recovery in any game.
[0030] In one embodiment of the present disclosure, the display control method of game information can be run on a local terminal device or a server. When the display control method of game information is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0031] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display control method of the game information are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0032] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0033] In a possible implementation, the embodiment of the present disclosure provides a method for controlling the display of game information, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a first game character and a crosshair controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first game character, such as Figure 1 As shown, the method comprises the following specific steps:
[0034] Step S102, in response to a hit event of the first game character on the target object, determines the event type corresponding to the hit event and the impact of the hit event on the attribute adjustment of the target object, wherein the hit event is a game event for adjusting the attribute value of the target object, and the event type includes at least any one of the following: attribute value reduction type and attribute value recovery type.
[0035] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. For example, the terminal device can be a mobile phone, a tablet computer or a computer. At least part of the game scene is displayed in the graphical user interface, and the game scene may include a first game character and a crosshair controlled by the terminal device. The first game character can attack the game character in the game scene that belongs to a different game camp, or it can restore the attributes of the game character in the game scene that belongs to the same game camp, and the attribute recovery includes healing, mana recovery, energy recovery or other attribute value recovery, etc., which can be determined according to research and development needs. The above-mentioned crosshair is usually located in the center of the graphical user interface, and the display style of the crosshair can be determined according to research and development needs.
[0036] In a specific implementation, the target object may be a second game character in the game scene, or a virtual object in the game scene; wherein the second game character and the first game character are different game characters in the game scene, and the second game character may belong to the same game camp as the first game character, or may belong to a different game camp. Usually, when the second game character and the first game character belong to the same game camp, the first game character may restore the attribute value of the second game character; when the second game character and the first game character belong to different game camps, the first game character may attack the second game character to reduce the attribute value of the second game character. Based on this, the hit event of the first game character on the target object may include but is not limited to: the attack behavior of the first game character hits the target object, the first game character hits the target object using a gain skill, etc.
[0037] In actual applications, the event type corresponding to the hit event is pre-set, and the event type is determined according to the hit event, and the event type includes at least one of the following: attribute value reduction type and attribute value recovery type. Among them, if the hit event is the attack behavior of the first game character hitting the target object, the attribute value of the target object will decrease, so the event type corresponding to the hit event is the attribute value reduction type; if the hit event is the gain skill of the first game character hitting the target object, the attribute value of the target object will increase, so the event type corresponding to the hit event is the attribute value recovery type.
[0038] Step S104, determining the event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations.
[0039] In the specific implementation, different event types are pre-set with different event animations. In addition, each event type may correspond to multiple event animations. Different event animations under the same event type are different, which makes it easier for players to understand the differences between hit events corresponding to the same event type, helping to improve the player's hit experience.
[0040] Step S106, controlling the display of an indicator animation generated based on the event animation and the attribute adjustment effect on the attribute value identifier corresponding to the crosshair and / or the target object, so as to indicate the game effect caused by the hit event on the target object.
[0041] In specific implementation, after determining the event animation corresponding to the hit event based on the event type, the identification indication animation generated based on the event animation and the attribute adjustment effect can be displayed only on the crosshairs, or only on the attribute value identification corresponding to the target object, or on both the crosshairs and the attribute value identification. Among them, the above-mentioned attribute value identification can refer to the blood bar identification (also called life value identification), magic value identification, energy value identification, etc., which are attached to a specific position of the target object model in the game scene, and its display position can be determined according to research and development needs. For example, the attribute value identification can be displayed above or below the target object when presented in the graphical user interface.
[0042] Specifically, the above-mentioned identification indication animation is generated based on the event animation and the attribute adjustment influence. Therefore, the identification indication animation generated for different attribute influences is different, and the identification indication animation generated for different event animations is also different. At the same time, the identification indication animation displayed on the crosshairs is also different from the identification indication animation displayed on the attribute value mark, so that the hit feedback can be made clearer, allowing players to know whether the target object is currently hit, and know the attribute reduction or attribute recovery amount when hitting; the identification indication animation displayed on the attribute value mark helps players clearly know the attribute value of the target object, and what kind of game effect is achieved after hitting.
[0043] The above-mentioned display control method of game information configures corresponding event animations for different event types, so that when the game character performs different hit events, different indication animations will be displayed on the crosshairs or attribute value icons in the interface, which helps players understand the performance and attribute value changes of the hit object, and also helps to improve the player's game hit experience.
[0044] The following embodiment is used to describe the corresponding animation display method when the event type is a property value restoration type.
[0045] Specifically, the above-mentioned specific process of determining the event type corresponding to the hit event and the impact of the hit event on the attribute adjustment of the target object in response to the first game character's hit event on the target object may include: in response to the first game character's gain skill hitting the target object, determining that the event type corresponding to the hit event is an attribute value recovery type; in response to the event type corresponding to the hit event being an attribute value recovery type, determining the attribute recovery value caused by the hit event to the target object.
[0046] In specific implementation, when the target object is a teammate character that belongs to the same game camp as the first game character in the game scene, the player can control the first game character to use a buff skill on the teammate character. However, the first game character may hit the teammate character or may not hit the teammate character when using the buff skill. If the first game character hits the teammate character with the buff skill, the attribute value of the teammate character will be restored, that is, the attribute value of the teammate character will be increased. When the hit event is the first game character using the buff skill to hit the teammate character, the event type corresponding to the hit event is the attribute value recovery type. At this time, it is necessary to determine the attribute recovery value caused by the hit event to the teammate character, so as to subsequently generate an indicator logo animation displayed on the crosshairs and / or attribute value logo based on the attribute recovery value.
[0047] Based on the above description, the specific process of controlling the associated display of the identification indication animation generated based on the event animation and the attribute adjustment influence on the attribute value identification corresponding to the crosshair and / or the target object may include: controlling the display of a first event animation corresponding to the attribute value recovery type on the crosshair; and / or controlling the display of a second event animation corresponding to the attribute recovery type on the attribute value identification corresponding to the target object based on the attribute recovery value of the target object.
[0048] In specific implementation, the first event animation is also the event animation corresponding to the attribute recovery type. The first event animation is unique, so that the player can understand through the first event animation that the target object is currently recovering the attribute value. Specifically, the specific animation corresponding to the first event animation can be determined according to R&D requirements or player settings. For example, the first event animation can be a green or yellow light displayed on the crosshairs, or a special mark on the crosshairs that gradually changes.
[0049] In a specific embodiment, the first event animation may include: displaying a first mark in a first preset direction of the crosshair, and the first mark gradually diverges to the outside of the crosshair until the first mark disappears. The specific direction corresponding to the first preset direction may be determined according to research and development requirements, for example, the first preset direction may be any one or more directions around the crosshair; the display style of the first mark may be determined according to research and development requirements, for example, the first mark may be a luminous mark, or a triangular mark, etc.
[0050] like Figure 2 FIG. 1 is a schematic diagram of a first event animation of a crosshair display provided by an embodiment of the present disclosure; when the first game character's enhancement skill hits the target object, a green glowing effect will radiate outwards around the crosshair, and then slowly disappear. Figure 2 The three images in the figure show a glowing effect that appears around the crosshairs, spreads outward, and then slowly fades away.
[0051] Furthermore, the second event animation displayed on the attribute value identifier is determined based on the attribute recovery value caused by the hit event on the target object and the event animation corresponding to the attribute value recovery type. Among them, the event animation corresponding to the attribute value recovery type on the attribute value identifier is the same, but different attribute recovery values will adjust the event animation corresponding to the attribute recovery type, thereby obtaining different second event animations, so that players can understand the changes in the attribute value based on different second event animations. Specifically, the event animation corresponding to the attribute value recovery type on the attribute value identifier is pre-set, for example, it can be a flashing display of the attribute value identifier, it can also be a display of the attribute value identifier with a stroke animation, or it can be a display of a special symbol near the attribute value identifier, etc.
[0052] In an optional embodiment, the specific process of displaying the second event animation corresponding to the attribute recovery type on the attribute value identifier corresponding to the target object based on the attribute recovery value of the target object may include: based on the attribute recovery value of the target object, adding the attribute value indicated by the attribute value identifier, and displaying the second event animation on the attribute value identifier; wherein the second event animation includes: displaying the second identifier around the attribute value identifier, and / or displaying the attribute value identifier in a first color.
[0053] In specific implementation, the display style of the second logo can be determined according to research and development requirements. For example, the second logo can be a plus sign or a star sign, etc.; the specific color corresponding to the first color can also be determined according to research and development requirements. For example, the first color can be green or blue, etc.
[0054] For example, the above attribute value mark is an attribute value mark, and the above attribute recovery value is a life increase value. When the first game character's healing skill (equivalent to the above gain skill) hits the target object, the target object's attribute value mark will emit green light, and a "+" mark representing healing will keep popping up. If the first game character continues to heal, the green light of the attribute value mark will repeatedly highlight, otherwise it will gradually disappear. Figure 3 FIG. 1 is a schematic diagram of a second event animation displayed on an attribute value identifier provided by an embodiment of the present invention. Figure 3 The first figure is a schematic diagram showing a "+" sign near the attribute value mark when the target object receives treatment, and controlling the attribute value mark to glow. Figure 3 The second and third figures in the figure are schematic diagrams of the “+” sign gradually disappearing.
[0055] It should be noted that the attribute value indicated by the attribute value identifier is subject to a maximum value restriction, that is, the attribute value corresponding to the target object will not increase continuously, and will stop increasing when the attribute value increases to the maximum value.
[0056] In the above method, when the first game character performs a buff skill to restore the attribute value of the target object, the crosshair in the center of the screen will trigger different crosshair animation display effects according to different attribute recovery values. In addition, the crosshair's different staged performance methods make the hit feedback clearer, allowing players to clearly know whether the target object has been hit and the amount of recovery when it is hit; the different performance of the attribute value identifier in different situations helps players clearly know the changes in the attribute value of the target object and what game effect is achieved after the hit.
[0057] The following embodiment is used to describe the corresponding animation display method when the event type is a property value reduction type.
[0058] Specifically, the above-mentioned specific process of determining the event type corresponding to the hit event and the impact of the hit event on the attribute adjustment of the target object in response to the hit event of the first game character on the target object may include: in response to the first game character's attack behavior hitting the target object, determining that the event type corresponding to the hit event is an attribute value reduction type; in response to the event type corresponding to the hit event being an attribute value reduction type, determining the attribute reduction value caused by the hit event on the target object.
[0059] In a specific implementation, the target object may be an enemy character in a game scene that belongs to a different game camp than the first game character. The player may control the first game character to perform an attack on the enemy character. However, the first game character may hit the enemy character or may not hit the enemy character when performing the attack. If the first game character hits the enemy character when performing the attack, it will cause damage to the enemy character, which means that the attribute value of the enemy character can be reduced. When the hit event is the first game character performing the attack and hitting the enemy character, the event type corresponding to the hit event is the attribute value reduction type. At this time, it is necessary to determine the attribute reduction value caused by the hit event to the enemy character, so as to generate an indicator mark animation displayed on the crosshairs and / or attribute value mark based on the attribute reduction value.
[0060] In a specific embodiment, the specific process of determining the attribute reduction value caused by the hit event on the target object may include: determining the attribute reduction value caused by the hit event on the target object within a preset duration. The specific duration corresponding to the preset duration may be determined according to research and development requirements, for example, the preset duration may be 0.2 seconds, 0.3 seconds or 0.5 seconds, etc.
[0061] In specific implementation, since the first game character can perform attack behavior on the target object only once or continuously, when the first game character performs attack behavior on the target object once, the attribute reduction value caused to the target object within the preset time will not be accumulated, but when the attack behavior is performed continuously, the attribute reduction value caused to the target object within the preset time will be accumulated.
[0062] Furthermore, the attribute value reduction type is configured with multiple preset event animations; the multiple preset event animations include: multiple first preset animations for display on the crosshairs, and multiple second preset animations for display on the attribute value identifier; wherein different first preset animations correspond to different attribute reduction ranges.
[0063] In specific implementation, multiple preset event animations with the above-mentioned attribute value reduction types are pre-set, and different preset event animations are different. At the same time, the preset animations displayed at different positions are also different. Among them, multiple second preset animations displayed on the attribute value identifier are usually different; among the multiple first preset animations displayed on the sight, there may be the same identifier, but the presentation methods of the identifiers are different. In addition, each first preset animation corresponds to an attribute reduction range, and different first preset animations correspond to different attribute reduction ranges. Table 1 lists five first preset animations that can be displayed on the sight. These first preset animations will determine which first preset animation to display on the sight according to the attribute reduction value caused to the target object within the preset duration.
[0064] Table 1
[0065] First preset animation Attribute reduction range First preset animation 1 First gear 0 <X<=25 First preset animation 2 Second gear 25 <X<=50 First preset animation 3 Third gear 50 <X<=100 First preset animation 4 Fourth gear 100 <X<=125 First preset animation 5 Fifth gear 125 <X<=150
[0066] The five first preset animations in Table 1 are pre-made with five gears from the minimum value to the maximum value of the sight spread. When the first game character hits the target object, which gear of the first preset animation to play is determined by the damage amount, and the damage amount here is equivalent to the above-mentioned attribute reduction value. Among them, the five gears corresponding to the first preset animation are equivalent to five attribute reduction ranges, and these five gears are: the first gear 0 < X <= 25, the second gear 25 < X <= 50, the third gear 50 < X <= 100, the fourth gear 100 < X <= 125, the fifth gear 125 < X <= 150, where X represents the attribute reduction value.
[0067] Based on the above description, the specific process of associatively displaying an identifier indication animation generated based on an event animation and an attribute adjustment effect on the sight and / or the attribute value identifier corresponding to the target object may include: determining a third event animation from multiple first preset animations based on the attribute reduction value caused to the target object within the preset duration by the hit event and the attribute reduction ranges respectively corresponding to the multiple first preset animations, and displaying the third event animation on the sight; and / or determining an attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value, and continuously playing multiple second preset animations on the attribute value reduction area.
[0068] In the specific implementation, it is first necessary to determine which attribute reduction range of the attribute reduction ranges corresponding to multiple first preset animations the attribute reduction value caused by the hit event on the target object within the preset duration belongs to, and then determine the first preset animation corresponding to the attribute reduction range as the third event animation. The area where the attribute value corresponding to the above attribute value identifier is reduced is animated to facilitate players to understand the current reduction amount of the attribute value. Among them, the above-mentioned continuous playback of multiple second preset animations refers to the multiple second preset animations being played in sequence. For example, the multiple second preset animations include animation 1 and animation 2, and animation 1 is played first and then animation 2.
[0069] For example, after the first game character performs an attack and hits the target object, within 0.3 seconds (equivalent to the above preset duration), if the same target object is hit again, the first preset animation corresponding to which gear in Table 1 the cumulative damage (equivalent to the above attribute reduction value) reaches will be played, and the same applies to continuous hits; when continuous hits and the cumulative attribute reduction value have reached 150, subsequent continuous hits will only play the first preset animation 5 corresponding to the fifth gear. When the first game character hits the target object, within 0.3 seconds, if the same target object is not hit again, the attribute reduction value will not be accumulated, and the cumulative attribute reduction value will be recalculated for the next hit; the animation to be played is determined by the attribute reduction value of the next single hit.
[0070] In a specific implementation, the specific process of determining the attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value may include: in response to the attribute reduction value being less than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area to which the remaining attribute values indicated by the attribute value identifier that match the attribute reduction value belong as the attribute value reduction area; in response to the attribute reduction value being greater than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area where the entire attribute value identifier is located as the attribute value reduction area.
[0071] In another optional embodiment, the length of the attribute value identifier corresponding to each target object is the same, and the attribute value identifier may include multiple attribute grids. The size of the attribute value corresponding to each attribute grid is determined by the number of grids. For example, the maximum value of the attribute indicated by the attribute value identifier is 100, and the attribute value identifier contains 4 attribute grids, each of which has 25 attribute values. Multiple second preset animations are prepared in advance, including an animation of the attribute value identifier being broken and an animation of disappearing after being broken. The playback range of the attribute value identifier broken animation is determined by the corresponding attribute reduction value within 0.5 seconds. For example, when the first game character performs an attack and hits the target object, 50 attribute values are deducted within 0.5 seconds, then the attribute value identifier will be deducted by 2 grids of attribute grids, and the broken animation will show a 2-grid range effect, and so on; when the attribute value of the target object is deducted, the entire animation of the attribute value identifier being broken and disappearing is played.
[0072] In a specific embodiment, the attribute value identifier includes an identifier base and the remaining attribute value displayed on the identifier base; the display color and display style of the identifier base can be determined according to research and development requirements, for example, the identifier base can be a light gray or white strip base, etc. Based on this, the above-mentioned animation of disappearing after being broken includes: displaying the identifier base in a broken form, and gradually reducing the identifier base until the identifier base disappears in the graphical user interface.
[0073] In an optional embodiment, while a plurality of second preset animations are continuously played in the attribute value reduction area, a second mark is displayed at the position of the remaining attribute value indicated by the attribute value mark, so as to prompt the current remaining attribute value through the second mark. The display style corresponding to the above second mark can be determined according to research and development requirements. For example, the second mark can be a white line or bar displayed at the edge of the remaining attribute value corresponding to the attribute value mark.
[0074] like Figure 4 It is a schematic diagram of a hit feedback effect of an attribute value identification position display provided by an embodiment of the present invention; Figure 4 The character model in the figure is the target object, and the bar above the target object's head is the attribute value identifier. Figure 4 The first figure is the display style of the attribute value identifier corresponding to the maximum attribute value of the target object. Figure 4 The second picture is the display style of the attribute value identifier corresponding to the target object when the first game character attacks and hits the target object. That is, the attribute value identifier corresponding to the target object will be gradually deducted to the left in a broken form (that is, multiple second preset animations are played), and at the same time, the edge part of the remaining attribute value on the attribute value identifier is enlarged by a light gray strip identifier to enable the player to understand the remaining attribute value of the target object.
[0075] like Figure 5 Shown is a schematic diagram of another hit feedback effect displayed at the location of an attribute value identifier provided by an embodiment of the present invention; Figure 5 The character model in the figure is the target object, and the bar above the head of the target object is the attribute value identifier. Figure 5 The dark gray part of the attribute value identifier corresponding to the target object in the first figure is used to indicate the current remaining attribute value. Figure 5 The second and third figures in the figure are the display styles of the attribute value identifiers corresponding to the target object after the first game character kills the target object, that is, the attribute values corresponding to the target object are completely deducted, leaving a bottom attribute value identifier (equivalent to Figure 5 The display style of the attribute value identifier corresponding to the second figure in the figure) is a display process in which the image explodes and shrinks in a fragmented form until it disappears completely.
[0076] The following embodiments are used to describe the specific content corresponding to the first preset animation.
[0077] Specifically, among the multiple first preset animations, different first preset animations correspond to different object types; wherein the object types include character types and breakable object types. That is, the first preset animation corresponding to the character type is different from the first preset animation corresponding to the breakable object type, and the specific animation corresponding to each first preset animation is determined according to research and development requirements.
[0078] In a specific embodiment, the object type corresponding to the target object is a breakable object type, that is, when the target object is a breakable object, in response to the first game character hitting the target object, a first preset animation corresponding to the breakable object type is controlled to be displayed in the graphical user interface, and the first preset animation corresponding to the breakable object type includes: displaying a target mark in a second preset direction of the crosshairs, and the target mark gradually diverges to the outside of the crosshairs until the target mark disappears.
[0079] In a specific implementation, the above-mentioned breakable objects may be buildings, doors, windows or ornaments in the game scene. The above-mentioned second preset direction may be any one or more directions around the crosshairs, and the display style of the above-mentioned target mark may be determined according to research and development requirements. For example, the target mark may be an arrow mark or an elliptical mark. Figure 6 The figure shows an animation diagram of a crosshair display when hitting a breakable object provided by an embodiment of the present invention. When the first game character hits a breakable object in the game scene, yellow arrow marks (equivalent to the target marks) will be displayed in the four directions of the crosshair, and then the arrow marks will gradually disappear.
[0080] In an optional embodiment, different parts of the target object corresponding to the hit character type correspond to different first preset animations. Based on this, when the target object is a character type, the first game character's attack behavior hitting the target object can be divided into multiple attack types, including: single hit, continuous hit, critical hit and kill. Specifically, different attack types have different first preset animations corresponding to the crosshairs, so that the player can clearly understand the current hit situation of the game character, which helps to improve the player's hit experience.
[0081] In specific implementation, the above-mentioned single hit refers to the first game character hitting the target object's body part with a single attack; the above-mentioned continuous hits refers to the first game character hitting the target object's body part with continuous attacks; the above-mentioned critical hit refers to the first game character hitting the target object's head; the above-mentioned kill refers to the first game character defeating or killing the target object.
[0082] In an optional embodiment, if the first game character hits the target object with a single shot, based on the attribute reduction value caused by the hit event to the target object within a preset time period, and the attribute reduction ranges corresponding to the multiple first preset animations corresponding to the single shot hit, a third event animation is determined from the multiple first preset animations corresponding to the single shot hit, and the third event animation is displayed on the crosshairs. Among them, the animation content of the multiple first preset animations corresponding to the single shot hit is the same, but the divergence degree of the target identification in the animation content is different, and the animation content can be determined according to research and development needs.
[0083] In a specific embodiment, the animation content of the multiple first preset animations corresponding to the above-mentioned single-shot hit includes: displaying a specified number of target logos on the crosshairs, and controlling the target logos to diverge outward, diverge to preset positions, and then shrink in the opposite direction until the target logos disappear in the graphical user interface. The above-mentioned specified number can be determined according to research and development needs. For example, the specified number can be four or two, etc.; the display style of the above-mentioned target logo can also be determined according to research and development needs. For example, the target logo can be a sharp-angle logo, or a bar logo, etc. The specific position corresponding to the above-mentioned preset position can also be determined according to research and development needs. For example, the preset position can be a position at a preset distance from the crosshairs. Figure 7 FIG. 1 is a schematic diagram of an animation displayed on a crosshair when a single shot hits a target according to an embodiment of the present invention. Figure 7 , which is a schematic diagram of the third event animation at various stages displayed by the crosshairs when the first game character hits the target object's body part once, wherein: Figure 7 The first picture in the figure shows the display style of the crosshair in the graphical user interface, and the second picture shows that four sharp corner marks are generated on the crosshair, and the sharp corner marks continue to diverge outward (such as Figure 7 As shown in the third figure in the figure), it diverges to a certain extent and then recycles (as shown in the figure in the figure). Figure 7 ), and then the sharp corner mark disappears on the front sight.
[0084] In another optional embodiment, the multiple first preset animations corresponding to the continuous hits are the same as the multiple first preset animations corresponding to the single hits, but when calculating the attribute reduction value caused by the hit event to the target object within the preset time, the attribute reduction value corresponding to the continuous hits needs to be accumulated. Usually, the accumulated attribute reduction value will be larger, resulting in a larger divergence range of the target mark on the crosshair in the animation.
[0085] In specific implementation, since the amount of damage to the target object is cumulative when hit continuously, in order to more clearly display the degree of damage to the target object, the divergence range of the target logo can be increased according to the increase of the damage amount (equivalent to the above attribute reduction value), and the display size of the target logo can be increased. Figure 8The figure shows a schematic diagram of a target mark displayed on the crosshair when the divergence amplitude is the largest according to an embodiment of the present invention. Figure 8 The divergence in the image will become larger and larger, and the four sharp corners will become longer and longer, so that Figure 8 The divergence in Figure 7 The third graph in corresponds to the magnitude of the divergence.
[0086] In another optional embodiment, the animation content of the multiple first preset animations corresponding to the critical hit is the same, but the divergence degree of the fourth identifier in the animation content is different, and the animation content can be determined according to research and development requirements. In a specific embodiment, the animation content of the multiple first preset animations corresponding to the critical hit includes: displaying a specified number of fourth identifiers on the crosshairs, and displaying the fourth identifier as a second color; wherein the display length and display position of the fourth identifier on the crosshairs are determined based on the attribute reduction value corresponding to the target object. The specific color corresponding to the above-mentioned second color can be determined according to research and development requirements. For example, the second color can be red or yellow. Specifically, the larger the attribute reduction value corresponding to the target object, the longer the display length of the fourth identifier on the crosshairs; at the same time, when the attribute reduction value corresponding to the target object is different, the display position of the fourth identifier on the crosshairs will also be different.
[0087] like Fig. 9 The figure shows a schematic diagram of a fourth mark displayed on the crosshairs when a critical hit is made according to an embodiment of the present invention. When the first game character hits the head of the target object (equivalent to the first game character critically hitting the target object), four sharp corner marks will be displayed on the crosshairs, and the display color of the sharp corner marks is different from the display color of the sharp corner marks when a single hit is made and when a continuous hit is made. For example, the angle mark can be displayed in red or red when a critical hit is made, and the sharp corner mark is displayed in white when a continuous hit is made and a single hit is made. For example, when a critical hit is made, the sharp corner mark will turn red, and the length of the sharp corner mark will be longer than when a single hit or a continuous hit is made on the target object. At the same time, different attribute reduction values will correspond to different display lengths and display positions (also referred to as divergent sizes). Fig. 9 The first picture shows the display style of the sharp corner mark when the critical hit is the minimum (that is, the attribute reduction value is small). At this time, the display size of the sharp corner mark is small and the divergence is weak; Fig. 9 The second picture shows the display style of the sharp-cornered logo corresponding to the maximum critical strike (large attribute reduction value). At this time, the display size of the sharp-cornered logo is larger and the degree of divergence is also stronger.
[0088] In another optional embodiment, in response to the hit event that the first game character kills the target object, a third mark is controlled to be displayed on the crosshair. The display style and display size of the third mark can be determined according to research and development requirements. For example, the third mark can be a cross mark or other marks. In addition, the display color of the third mark can be relatively bright, so as to significantly remind the player that an object is currently being killed. It should be noted that when the first game character performs an attack behavior and hits the target object, if the attribute reduction value of the target object is greater than or equal to the remaining attribute value of the target object, the target object will be killed by the first game character.
[0089] like Fig.10 The figure shows a schematic diagram of a feedback performance of displaying a third mark on the crosshair when killing provided by an embodiment of the present invention. When the first game character kills the target object, the crosshair in the graphical user interface will switch to a character icon, and a cross mark will be displayed on the character icon. The character mark can be displayed in red.
[0090] The following embodiment is used to describe the way in which the interface displays kill information after killing an enemy character.
[0091] Specifically, in response to a hit event in which the first game character kills the target object, the kill information and kill streak feedback information are controlled to be displayed in the right area of the crosshairs; wherein the kill information includes object information of the killed object, and the kill streak feedback information includes at least the number of objects killed continuously by the first game character.
[0092] In a specific implementation, the target object is the enemy character corresponding to the first game character. After the first game character kills the enemy character, a kill icon (equivalent to the third mark) will be displayed on the crosshairs of the graphical user interface, and the character information and kill streak feedback information of the enemy character will be displayed from left to right in the right area of the crosshairs. Fig.11 FIG. 1 is a schematic diagram of displaying kill information in a graphical user interface provided by an embodiment of the present invention. Fig.11 The character model in the game is the first game character, and the character's sight is the position of the first game character controlled by the player in the graphical user interface. The visual focus is the position of the crosshair of the graphical user interface. The character information is displayed on the right side of the crosshair, and the kill streak feedback information is displayed on the right side of the character information. The kill streak feedback information is the feedback information that pops up when a kill is completed and multiple kills are completed. This method adopts a horizontal layout from left to right, which conforms to the characteristics of the third-person perspective, helps the player's sight to be unified, and reduces visual confusion during play.
[0093] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a display control device for game information, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, wherein the game scene includes a first game character and a crosshair controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first game character, such as Fig.12 As shown, the device comprises:
[0094] The type determination module 90 is used to determine the event type corresponding to the hit event and the attribute adjustment effect of the hit event on the target object in response to the hit event of the first game character on the target object, wherein the hit event is a game event for adjusting the attribute value of the target object, and the event type includes at least any one of the following: attribute value reduction type and attribute value recovery type.
[0095] The animation determination module 91 is used to determine the event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations.
[0096] The animation display module 92 is used to control the display of the identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object, so as to prompt the game effect caused by the hit event on the target object.
[0097] The above-mentioned display control device for game information is configured with corresponding event animations for different event types. Therefore, when the game character performs different hit events, different indication animations will be displayed on the crosshairs or attribute value icons in the interface, which helps players understand the performance and attribute value changes of the hit object, and also helps to enhance the player's game hit experience.
[0098] Specifically, the above-mentioned type determination module 90 is used to: in response to the first game character's gain skill hitting the target object, determine that the event type corresponding to the hit event is an attribute value recovery type; in response to the first game character's attack behavior hitting the target object, determine that the event type corresponding to the hit event is an attribute value reduction type.
[0099] Furthermore, the above-mentioned type determination module 90 is also used to: in response to the event type corresponding to the hit event being the attribute value recovery type, determine the attribute recovery value caused by the hit event to the target object; in response to the event type corresponding to the hit event being the attribute value reduction type, determine the attribute reduction value caused by the hit event to the target object.
[0100] Furthermore, the animation display module 92 is used to: control the first event animation corresponding to the attribute value recovery type displayed on the crosshairs; and / or control the second event animation corresponding to the attribute recovery type displayed on the attribute value identifier corresponding to the target object based on the attribute recovery value of the target object.
[0101] Furthermore, the first event animation includes: displaying a first mark in a first preset direction of the crosshair, and the first mark gradually diverges to the outside of the crosshair until the first mark disappears.
[0102] Furthermore, the above-mentioned animation display module 92 is used to: based on the attribute recovery value of the target object, increase the attribute value indicated by the attribute value identifier, and display the second event animation on the attribute value identifier; wherein the second event animation includes: displaying the second identifier around the attribute value identifier, and / or displaying the attribute value identifier in a first color.
[0103] Furthermore, the animation determination module 91 is also used to determine the attribute reduction value of the target object caused by the hit event within a preset time period.
[0104] Furthermore, the above-mentioned attribute value reduction type is configured with multiple preset event animations; the multiple preset event animations include: multiple first preset animations for display on the crosshairs, and multiple second preset animations for display on the attribute value identifier; wherein different first preset animations correspond to different attribute reduction ranges.
[0105] Furthermore, the above-mentioned animation display module 92 is used to: determine a third event animation from multiple first preset animations based on the attribute reduction value caused by the hit event on the target object within a preset time period, and the attribute reduction ranges corresponding to multiple first preset animations, and display the third event animation on the crosshairs; and / or determine the attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value, and continuously play multiple second preset animations on the attribute value reduction area.
[0106] Furthermore, the above-mentioned animation display module 92 is also used to: in response to the attribute reduction value being less than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determine the area to which the remaining attribute values indicated by the attribute value identifier that match the attribute reduction value belong as the attribute value reduction area; in response to the attribute reduction value being greater than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determine the area where the entire attribute value identifier is located as the attribute value reduction area.
[0107] Furthermore, the above-mentioned device also includes an information prompt module, which is used to: while continuously playing multiple second preset animations in the attribute value reduction area, display a second mark at the position of the remaining attribute value indicated by the attribute value mark to prompt the current remaining attribute value through the second mark.
[0108] In a specific implementation, among the above-mentioned multiple first preset animations, different first preset animations correspond to different object types; wherein the object types include character types and breakable object types.
[0109] Furthermore, different parts of the target object corresponding to the hit character type may correspond to different first preset animations.
[0110] Furthermore, the above-mentioned device also includes a killing feedback module, which is used to: in response to the hit event that the first game character kills the target object, control the display of a third mark on the crosshair.
[0111] Furthermore, the above-mentioned device also includes a kill streak feedback module, which is used to: in response to a hit event in which the first game character kills the target object, control the display of kill information and kill streak feedback information in the right area of the crosshairs; wherein the kill information includes object information of the killed object, and the kill streak feedback information includes at least the number of objects continuously killed by the first game character.
[0112] The display control device for game information provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0113] The present disclosure also provides an electronic device, such as Fig.13 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game information display control method.
[0114] Specifically, a graphical user interface is provided through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a first game character and a crosshair controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first game character. The display control method of the above-mentioned game information includes: in response to a hit event of the first game character on a target object, determining an event type corresponding to the hit event and an attribute adjustment effect of the hit event on the target object, wherein the hit event is a game event for adjusting an attribute value of the target object, and the event type includes at least any one of the following: an attribute value reduction type and an attribute value recovery type; determining an event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations; controlling the associated display of an identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object to prompt the game effect caused by the hit event on the target object.
[0115] The above-mentioned display control method of game information configures corresponding event animations for different event types, so that when the game character performs different hit events, different indication animations will be displayed on the crosshairs or attribute value icons in the interface, which helps players understand the performance and attribute value changes of the hit object, and also helps to improve the player's game hit experience.
[0116] In an optional embodiment, the above-mentioned response to the hit event of the first game character targeting the target object, determining the event type corresponding to the hit event, includes: in response to the first game character's gain skill hitting the target object, determining that the event type corresponding to the hit event is an attribute value recovery type; in response to the first game character's attack behavior hitting the target object, determining that the event type corresponding to the hit event is an attribute value reduction type.
[0117] In an optional embodiment, the above-mentioned step of determining the impact of the hit event on the attribute adjustment of the target object includes: in response to the event type corresponding to the hit event being an attribute value recovery type, determining the attribute recovery value caused by the hit event on the target object; in response to the event type corresponding to the hit event being an attribute value reduction type, determining the attribute reduction value caused by the hit event on the target object.
[0118] In an optional embodiment, the above-mentioned step of controlling the associated display of an identification indication animation generated based on event animation and attribute adjustment impact on the attribute value identification corresponding to the crosshair and / or the target object includes: controlling the display of a first event animation corresponding to the attribute value recovery type on the crosshair; and / or controlling the display of a second event animation corresponding to the attribute recovery type on the attribute value identification corresponding to the target object based on the attribute recovery value of the target object.
[0119] In an optional embodiment, the first event animation includes: displaying a first mark in a first preset direction of the crosshair, and the first mark gradually diverges to the outside of the crosshair until the first mark disappears.
[0120] In an optional embodiment, the above-mentioned step of displaying the second event animation corresponding to the attribute recovery type on the attribute value identifier corresponding to the target object based on the attribute recovery value of the target object includes: based on the attribute recovery value of the target object, adding the attribute value indicated by the attribute value identifier, and displaying the second event animation on the attribute value identifier; wherein the second event animation includes: displaying the second identifier around the attribute value identifier, and / or displaying the attribute value identifier in a first color.
[0121] In an optional embodiment, the step of determining the attribute reduction value caused by the hit event on the target object includes: determining the attribute reduction value caused by the hit event on the target object within a preset time period.
[0122] In an optional embodiment, the above-mentioned attribute value reduction type is configured with multiple preset event animations; the multiple preset event animations include: multiple first preset animations for display on the crosshairs, and multiple second preset animations for display on the attribute value identifier; wherein different first preset animations correspond to different attribute reduction ranges.
[0123] In an optional embodiment, the step of associating and displaying an identification indication animation generated based on event animation and attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or target object includes: based on the attribute reduction value caused by the hit event on the target object within a preset duration, and the attribute reduction ranges corresponding to the multiple first preset animations, determining a third event animation from the multiple first preset animations, and displaying the third event animation on the crosshair; and / or, determining an attribute value reduction area on the attribute value identification corresponding to the target object based on the attribute reduction value, and continuously playing multiple second preset animations on the attribute value reduction area.
[0124] In an optional embodiment, the above-mentioned step of determining the attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value includes: in response to the attribute reduction value being less than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area to which the remaining attribute values indicated by the attribute value identifier that match the attribute reduction value belong as the attribute value reduction area; in response to the attribute reduction value being greater than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area where the entire attribute value identifier is located as the attribute value reduction area.
[0125] In an optional embodiment, the method further includes: while continuously playing a plurality of second preset animations in the attribute value reduction area, displaying a second mark at the position of the remaining attribute value indicated by the attribute value mark, so as to prompt the current remaining attribute value through the second mark.
[0126] In an optional embodiment, among the above-mentioned multiple first preset animations, different first preset animations correspond to different object types; wherein the object type includes a character type and a breakable object type.
[0127] In an optional embodiment, different parts of the target object corresponding to the hit character type correspond to different first preset animations.
[0128] In an optional embodiment, the method further includes: in response to a hit event in which the first game character kills the target object, controlling display of a third mark on the crosshair.
[0129] In an optional embodiment, the above method also includes: in response to a hit event in which the first game character kills the target object, controlling the display of kill information and kill streak feedback information in the right area of the crosshairs; wherein the kill information includes object information of the killed object, and the kill streak feedback information includes at least the number of objects continuously killed by the first game character.
[0130] Further, Fig.13 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0131] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.13 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0132] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 101. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0133] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game information display control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0134] Specifically, a graphical user interface is provided through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a first game character and a crosshair controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first game character. The display control method of the above-mentioned game information includes: in response to a hit event of the first game character on a target object, determining an event type corresponding to the hit event and an attribute adjustment effect of the hit event on the target object, wherein the hit event is a game event for adjusting an attribute value of the target object, and the event type includes at least any one of the following: an attribute value reduction type and an attribute value recovery type; determining an event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations; controlling the associated display of an identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object to prompt the game effect caused by the hit event on the target object.
[0135] The above-mentioned display control method of game information configures corresponding event animations for different event types, so that when the game character performs different hit events, different indication animations will be displayed on the crosshairs or attribute value icons in the interface, which helps players understand the performance and attribute value changes of the hit object, and also helps to improve the player's game hit experience.
[0136] In an optional embodiment, the above-mentioned response to the hit event of the first game character targeting the target object, determining the event type corresponding to the hit event, includes: in response to the first game character's gain skill hitting the target object, determining that the event type corresponding to the hit event is an attribute value recovery type; in response to the first game character's attack behavior hitting the target object, determining that the event type corresponding to the hit event is an attribute value reduction type.
[0137] In an optional embodiment, the above-mentioned step of determining the impact of the hit event on the attribute adjustment of the target object includes: in response to the event type corresponding to the hit event being an attribute value recovery type, determining the attribute recovery value caused by the hit event on the target object; in response to the event type corresponding to the hit event being an attribute value reduction type, determining the attribute reduction value caused by the hit event on the target object.
[0138] In an optional embodiment, the above-mentioned step of controlling the associated display of an identification indication animation generated based on event animation and attribute adjustment impact on the attribute value identification corresponding to the crosshair and / or the target object includes: controlling the display of a first event animation corresponding to the attribute value recovery type on the crosshair; and / or controlling the display of a second event animation corresponding to the attribute recovery type on the attribute value identification corresponding to the target object based on the attribute recovery value of the target object.
[0139] In an optional embodiment, the first event animation includes: displaying a first mark in a first preset direction of the crosshair, and the first mark gradually diverges to the outside of the crosshair until the first mark disappears.
[0140] In an optional embodiment, the above-mentioned step of displaying the second event animation corresponding to the attribute recovery type on the attribute value identifier corresponding to the target object based on the attribute recovery value of the target object includes: based on the attribute recovery value of the target object, adding the attribute value indicated by the attribute value identifier, and displaying the second event animation on the attribute value identifier; wherein the second event animation includes: displaying the second identifier around the attribute value identifier, and / or displaying the attribute value identifier in a first color.
[0141] In an optional embodiment, the step of determining the attribute reduction value caused by the hit event on the target object includes: determining the attribute reduction value caused by the hit event on the target object within a preset time period.
[0142] In an optional embodiment, the above-mentioned attribute value reduction type is configured with multiple preset event animations; the multiple preset event animations include: multiple first preset animations for display on the crosshairs, and multiple second preset animations for display on the attribute value identifier; wherein different first preset animations correspond to different attribute reduction ranges.
[0143] In an optional embodiment, the step of associating and displaying an identification indication animation generated based on event animation and attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or target object includes: based on the attribute reduction value caused by the hit event on the target object within a preset duration, and the attribute reduction ranges corresponding to the multiple first preset animations, determining a third event animation from the multiple first preset animations, and displaying the third event animation on the crosshair; and / or, determining an attribute value reduction area on the attribute value identification corresponding to the target object based on the attribute reduction value, and continuously playing multiple second preset animations on the attribute value reduction area.
[0144] In an optional embodiment, the above-mentioned step of determining the attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value includes: in response to the attribute reduction value being less than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area to which the remaining attribute values indicated by the attribute value identifier that match the attribute reduction value belong as the attribute value reduction area; in response to the attribute reduction value being greater than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area where the entire attribute value identifier is located as the attribute value reduction area.
[0145] In an optional embodiment, the method further includes: while continuously playing a plurality of second preset animations in the attribute value reduction area, displaying a second mark at the position of the remaining attribute value indicated by the attribute value mark, so as to prompt the current remaining attribute value through the second mark.
[0146] In an optional embodiment, among the above-mentioned multiple first preset animations, different first preset animations correspond to different object types; wherein the object type includes a character type and a breakable object type.
[0147] In an optional embodiment, different parts of the target object corresponding to the hit character type correspond to different first preset animations.
[0148] In an optional embodiment, the method further includes: in response to a hit event in which the first game character kills the target object, controlling display of a third mark on the crosshair.
[0149] In an optional embodiment, the above method also includes: in response to a hit event in which the first game character kills the target object, controlling the display of kill information and kill streak feedback information in the right area of the crosshairs; wherein the kill information includes object information of the killed object, and the kill streak feedback information includes at least the number of objects continuously killed by the first game character.
[0150] When the functional response is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.
[0151] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0152] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A method for controlling the display of game information, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first game character controlled by the terminal device and a crosshair, wherein the crosshair is used to indicate an aiming direction of the first game character, and the method includes: In response to a hit event of the first game character on a target object, determining an event type corresponding to the hit event and an attribute adjustment effect of the hit event on the target object, wherein the hit event is a game event for adjusting an attribute value of the target object, and the event type includes at least any one of the following: an attribute value reduction type and an attribute value recovery type; Determining an event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations; Control to display an identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object in association to prompt the game effect caused by the hit event on the target object.
2. The method according to claim 1, characterized in that The step of determining, in response to a hit event of the first game character targeting a target object, an event type corresponding to the hit event includes: In response to the gain skill of the first game character hitting the target object, determining that the event type corresponding to the hit event is the attribute value recovery type; In response to the attack behavior of the first game character hitting the target object, it is determined that the event type corresponding to the hit event is the attribute value reduction type.
3. The method according to claim 2, characterized in that The step of determining the impact of the hit event on the property adjustment of the target object includes: In response to the event type corresponding to the hit event being the attribute value recovery type, determining an attribute recovery value caused by the hit event to the target object; In response to the event type corresponding to the hit event being the attribute value reduction type, determining the attribute reduction value caused by the hit event on the target object.
4. The method according to claim 3, characterized in that The step of controlling the display of the identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object includes: Controlling display of a first event animation corresponding to the attribute value recovery type on the crosshair; And / or, controlling, based on the attribute restoration value of the target object, to display a second event animation corresponding to the attribute restoration type on the attribute value identifier corresponding to the target object.
5. The method according to claim 4, characterized in that The first event animation includes: displaying a first mark in a first preset direction of the crosshair, and the first mark gradually diverges to the outside of the crosshair until the first mark disappears.
6. The method according to claim 4, characterized in that The step of displaying the second event animation corresponding to the attribute restoration type on the attribute value identifier corresponding to the target object based on the attribute restoration value of the target object includes: Based on the attribute recovery value of the target object, the attribute value indicated by the attribute value identifier is increased, and the second event animation is displayed on the attribute value identifier; wherein the second event animation includes: displaying a second identifier around the attribute value identifier, and / or displaying the attribute value identifier in a first color.
7. The method according to claim 3, characterized in that The step of determining the attribute reduction value caused by the hit event on the target object includes: determining the attribute reduction value caused by the hit event on the target object within a preset time period.
8. The method according to claim 7, characterized in that The attribute value reduction type is configured with a plurality of preset event animations; The plurality of preset event animations include: a plurality of first preset animations for display on the crosshair, and a plurality of second preset animations for display on the attribute value identifier; wherein different first preset animations correspond to different attribute reduction ranges.
9. The method according to claim 8, characterized in that The step of displaying the identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object in association includes: Based on the attribute reduction value caused by the hit event on the target object within a preset duration and the attribute reduction ranges respectively corresponding to the plurality of first preset animations, a third event animation is determined from the plurality of first preset animations, and the third event animation is displayed on the crosshair; And / or, determining an attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value, and continuously playing the plurality of second preset animations in the attribute value reduction area.
10. The method according to claim 9, characterized in that The step of determining the attribute value reduction area on the attribute value identifier corresponding to the target object based on the attribute reduction value includes: In response to the attribute reduction value being less than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, determining the area to which the remaining attribute values indicated by the attribute value identifier and matching the attribute reduction value belong as the attribute value reduction area; In response to the attribute reduction value being greater than the remaining attribute value indicated by the attribute value identifier corresponding to the target object, the entire region where the attribute value identifier is located is determined as the attribute value reduction region.
11. The method according to claim 9, characterized in that The method further comprises: While the plurality of second preset animations are continuously played in the attribute value reduction area, a second mark is displayed at the position of the remaining attribute value indicated by the attribute value mark, so as to prompt the current remaining attribute value through the second mark.
12. The method according to claim 8, characterized in that Among the multiple first preset animations, different first preset animations correspond to different object types; wherein the object types include character types and breakable object types.
13. The method according to claim 12, characterized in that Different first preset animations corresponding to different parts of the target object corresponding to the character type are hit.
14. The method according to claim 1, characterized in that The method further comprises: In response to the hit event that the first game character kills the target object, a third mark is controlled to be displayed on the crosshair.
15. The method according to claim 1, characterized in that The method further comprises: In response to the hit event that the first game character kills the target object, control the display of kill information and kill streak feedback information in the right area of the crosshairs; wherein the kill information includes object information of the killed object, and the kill streak feedback information includes at least the number of objects continuously killed by the first game character.
16. A display control device for game information, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first game character and a crosshair controlled by the terminal device, wherein the crosshair is used to indicate an aiming direction of the first game character, and the apparatus includes: a type determination module, for determining, in response to a hit event of the first game character on a target object, an event type corresponding to the hit event and an attribute adjustment effect of the hit event on the target object, wherein the hit event is a game event for adjusting an attribute value of the target object, and the event type includes at least any one of the following: an attribute value reduction type and an attribute value restoration type; An animation determination module, used to determine the event animation corresponding to the hit event based on the event type; wherein different event types are configured with different event animations; An animation display module is used to control the associated display of an identification indication animation generated based on the event animation and the attribute adjustment effect on the attribute value identification corresponding to the crosshair and / or the target object, so as to prompt the game effect caused by the hit event on the target object.
17. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of game information described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the display control method of game information described in any one of items 1 to 15.